Heres my theory in a bite sized chunk: Calculation of damage effectively didn't change at all, Ratio now caps instead of cRatio and theres a 5% randomizer tacked on the end. I've tested the upper-end 2-handed numbers on the wiki and looked over most of your data, and they look right with the 0-5% secondary modifier.
Its all about Occam's Razor, which I offhand to Hanlon's.
As for the trapezoidal distribution: Spot on, though I think even with a biased second multiplier (1.00-1.05) its still symmetrical because either end remains a 5% spread. 1 +0.6/-0.6 is still equal to .4 +1.2/-0 or 1.6 +0/-1.2.
What Masa is encountering is a German Tank Problem. You have a ton of data, but you can't be sure if you've seen where it starts and ends. This is the problem with trying to test until the world explodes; in the end its still a guess. Thats why I proposed abstracter methods and even founded a working model, with a second randomization, after observations of the spread of capped crits.
If we can approximate damage calculation just as well with Damage * pDIF * 1.00~1.05, what is the problem with applying it as long as there is no glaring error that can't be attributed to the confoundment of testing on variable mob levels and stats? Example: Masa pointed out an error between his testing and my model, I pointed out a gain in fSTR, Masa thinks I said his STR changed and screams bloody murder that it didn't, I actually implicated that the lv63 colibri has lower VIT than cited on the wiki, it was never his error, not to mention fSTR is still only estimated except at cap. I actually witnessed this discrepancy personally while checking numbers on the very same birds.
I'm not sure of your nationality Masa and thus if you've heard this phrase or not, but its very applicable: Work Smarter, Not Harder.
Beat numbers together all day, or look at the bigger picture and a surprisingly simple explanation?
Maximums are easy. People have been throwing max-pDIF numbers around for a long time, and 2.77 and 3.15 are the favorites.
Crit pDIFa caps at 3.0, this was actually never changed, instead a secondary randomizer was applied to make damage fluctuate (and confound the hell out of analysts):
3.0 pDIFa * 1.05 = 3.15 pDIFb
Max pDIF used to be 1.2 * cRatio.
Ratio was changed to being capped, at 2.2, instead of cRatio. Presume zero level correction for now.
2.2 * 1.2 = 2.64
Apply secondard randomizer, maximum 1.05:
2.64 pDIFa * 1.05 = 2.772 pDIFb
Sound familiar? Nothing changed except for a capping method and an extra, random, final multiplier.
Occam's Razor: The Simplest explanation is usually the correct one.
You keep coming at this with the thinking that one of us is wrong, which is completely the wrong attitude to have. You need to chill out and give it a shot. Your data fits my model with but a few exceptions, one of which I already cleared by virtue of incorrect source data (why would a lv63 and a lv64 Lesser Colibri have the same VIT value anyway?). Nothing you've posted is incorrect or invalidated. You open hostility seems to betray that you perceive I'm calling you a liar or something. This began when I pointed out an error that wasn't yours, and suddenly you had this righteous mission to deny and destroy everything I might bring to bear about damage calculation no matter how viable.
I ask that you step back, check your bias and grudge at the door, and take a harder look at this simpler method. It even surprised me how little SE had to change to turn what people thought of damage calculation upside-down, though in reality it hardly changed at all.
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