Item Search
     
BG-Wiki Search
Results 1 to 9 of 9
  1. #1
    Fake Numbers
    Join Date
    Mar 2007
    Posts
    91
    BG Level
    2

    Haste/Damage Equations/details

    So, when trying to calculate my basic damage over a 10min period, is the following correct? (used spreadsheet to create this, so rounding will be off, but it's the basics I'm looking at):

    Mainhand delay 201
    Off hand delay 194
    total delay 395

    Dual wield (after 20%):
    delay 158
    total 316 (both hands)

    haste 11%
    total 281.24 delay after haste
    delay/tic 4.69 (tic=60)

    10min= 36000 tics - (60tic*60sec)*10(min)
    7,680.27 hits per 10min (36000/4.69)

    42.44 average damage per hit (parse)
    9.05 damage/tic(60)
    18.11 dual wield (*2)

    69,538.64 damage every 10min (9.05*7680.27)?
    139,077.28 dual wield damage (*2)

    So far does this make sense?
    -------
    If the formula above works/correctish. Now, if I removed all haste, I would need to increase my average damge per hit:

    delay 316
    haste 0%
    total 316
    delay/tic 5.27

    10min 36000
    6835.44

    53.58 average damage per hit (theory) - played w/ #'s in spreadsheet to get this
    10.17 damage/tic(60)
    20.35 dual wield/tic

    69,539.82 damage every 10min
    139,079.63 dual wield

    So in theory, I would need to increase my average damage to 53.58 (+11.14average) to match the 11% haste?

    So things I would then need to test is approximate str/attack relation to average damage...

    So if I just did a simple +1average=5str/2.5att (close/far off?) then I need:
    55.7 more str (11.14*5); and/or
    27.85 more attack (11.14*2.5)

  2. #2
    Relic Shield
    Join Date
    Jul 2006
    Posts
    1,499
    BG Level
    6
    FFXIV Character
    Ferien Terzo
    FFXIV Server
    Excalibur

    Re: Haste/Damage Equations/details

    I'll let someone else pick apart your math, but it seems a little fishy to me for some reason that I can't pick out right now. Besides that, obvious issues are that 2.5 attack or 5 STR is not going to directly increase your per-hit damage by 1. STR and Attack are variable contained within a formula to find each individual hit's damage, and Attack simply defines the constraints of a random number. Since the multiple 2h changes, however, the exact formulae and constraints are no longer known (please correct me if they've been found) so determining a more exact relationship than "more STR and Attack leads to more average per-hit damage" is impossible to do without actual field tests.

    That being said, I can tell you that the STR and Attack increases needed will vary by mob and mob level, and that your assumptions for Haste are only true if you're fighting one specific mob for the full 10 minutes, which is not a practical scenario.

  3. #3
    Relic Shield
    Join Date
    Nov 2005
    Posts
    1,960
    BG Level
    6
    WoW Realm
    Akama

    Re: Haste/Damage Equations/details

    uh just from an obvious standpoint, you arent hitting 7500 times in 10 minutes. that'd be like 12.5 swings per second. You also arent doing 140000 damage in 10 minutes.

    Your math is horribly wrong. You're dividing delay (60 delay per second, what you call "tics" out of both the numerator and denominator, then continue to compare your delay per swing in seconds vs "tics" in 10 minutes.

  4. #4
    Relic Shield
    Join Date
    Nov 2005
    Posts
    1,960
    BG Level
    6
    WoW Realm
    Akama

    Re: Haste/Damage Equations/details

    Quote Originally Posted by Repairs
    So, when trying to calculate my basic damage over a 10min period, is the following correct? (used spreadsheet to create this, so rounding will be off, but it's the basics I'm looking at):

    Mainhand delay 201
    Off hand delay 194
    total delay 395

    Dual wield (after 20%):
    delay 158
    total 316 (both hands)

    haste 11%
    total 281.24 delay after haste
    delay/tic 4.69 (tic=60) << 281.24 "tics" / 60 "tics" becomes your delay in seconds. That's 4.69 seconds / swing

    10min= 600 seconds (60sec)*10(min)
    127.93 hits per 10min (600/4.69)
    not fixing the rest of your math. Delay is in 60ths of a second / swing. When you divide the 60ths out to get to seconds, you are left with seconds / swing.

  5. #5
    Relic Shield
    Join Date
    Jul 2006
    Posts
    1,499
    BG Level
    6
    FFXIV Character
    Ferien Terzo
    FFXIV Server
    Excalibur

    Re: Haste/Damage Equations/details

    That's what felt wrong about it..

    FYI Repairs, the 4.69 you have listed as "delay/tic" is actually the number of seconds per attack round. To find total number of rounds in 10 minutes the formula is 10min*60sec/min = 600s / 4.69s/round = 127.9 attack rounds, or basically the number you found /60. Your number without any Haste becomes 113~114 rounds per minute.

    Your calculation for damage per 10 minutes is also off. Just use the average damage per hit and multiply it by the number of total swings, which is 127.9 rounds * 2 swings/round. Your number therefore becomes 42.44 * 255.8 = 10856.12 damage/10min. Without haste you're doing 9633.88 damage in 10 minutes. You would need a ~12.7% increase in average damage per-hit to match the benefits of 11% Haste, in other words you need to increase that per-hit average to 47.83 (which is generally more difficult than it sounds).

    Also, all of this assumes 100% accuracy, which is impossible within the constraints of the game. The numbers would need to be adjusted for accuracy, and also for differences in accuracy between the two different gear/food combinations.

    Slott beat me to it mid-post, but I'll leave it unedited so you have the extra detail and info.

    Also, if my math is wrong somewhere, please don't hesitate to correct it.

  6. #6
    Nidhogg
    Join Date
    Jul 2006
    Posts
    3,999
    BG Level
    7

    Re: Haste/Damage Equations/details

    i normally just use ffxi calculator and it does maths for me

  7. #7
    VZX
    VZX is offline
    Relic Shield
    Join Date
    Dec 2006
    Posts
    1,700
    BG Level
    6
    FFXI Server
    Asura

    Re: Haste/Damage Equations/details

    I usually use calculator with input 0-9, =, +,-,*,/
    and last part is horribly wrong. It seems you're lacking the basic concept of damage dealt per attack round

    I suggest you go back to this page

  8. #8
    Fake Numbers
    Join Date
    Mar 2007
    Posts
    91
    BG Level
    2

    Re: Haste/Damage Equations/details

    Sweet! Thanks for the math fixes!

    In this case, it is the same type of mob, just 1-4 levels difference, and all EP. So hoping the overall averages of the parser would make things semi-viable compared to the 4 levels... (wish parser could differentiate)

    Link: where is this FFXI Calculator?

    VZX: I'm guessing you mean that my wild guess at +1 to my average damage for 5str/2.5 attack, is horribly wrong?

    As long as the basic's behind the "formula" are correct, then I'm ok. My next step was to parse again without triumph ring (-5str/2.5attck) and see what my new average damage is. Also comparing my crit%, as I will be swapping in the adroit. After that swapping Homan hands with dusk, etc ,etc.

    thanks

  9. #9
    VZX
    VZX is offline
    Relic Shield
    Join Date
    Dec 2006
    Posts
    1,700
    BG Level
    6
    FFXI Server
    Asura

    Re: Haste/Damage Equations/details

    Quote Originally Posted by Repairs
    VZX: I'm guessing you mean that my wild guess at +1 to my average damage for 5str/2.5 attack, is horribly wrong?
    Yep, that part is way off to the currently accepted formula.

    Other parts I didn't check it, but some errors was pointed by the other posters.

Similar Threads

  1. Update details
    By Septimus in forum FFXI: Everything
    Replies: 143
    Last Post: 2006-02-22, 00:58
  2. Update Details dec 13
    By Not Kuno in forum FFXI: Everything
    Replies: 91
    Last Post: 2005-12-12, 22:28
  3. Sage Sundi Interview Details
    By rooster in forum FFXI: Everything
    Replies: 129
    Last Post: 2005-10-26, 11:59
  4. OMG at update details..
    By Not Kuno in forum FFXI: Everything
    Replies: 157
    Last Post: 2005-08-01, 17:27
  5. Details on Current Known Issues (no fix for RNGs, sorry...)
    By layoneil in forum FFXI: Everything
    Replies: 6
    Last Post: 2005-07-21, 12:53
  6. Paladin and damage reduction
    By kuros in forum FFXI: Everything
    Replies: 25
    Last Post: 2005-05-28, 07:19
  7. Best Ninja Haste Setup?
    By damet in forum FFXI: Everything
    Replies: 45
    Last Post: 2005-04-08, 16:59