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Old 05-21-2008, 03:53 AM   #31 (permalink)
IfritnoItazura
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Re: Feet: Dusk, Unicorn, Amir
Too many made up numbers. The only ones which should matter are the ones which vary, so that'd be Haste and Accuracy. Everything else should be symbolic...

Damage/minute = dmg/swing * swing/min * accuracy

(Setup 1) Haste (h1) = 20%; Accuracy (acc1) = 63%
(Setup 2) Haste (h2) = 23%; Accuracy (acc2) = 60%


(Setup 1) swing/min (spm1) = 3600 / (delay * (1 - h1)) = 3600/D1
(Setup 2) swing/min (spm2) = 3600 / (delay * (1 - h2)) = 3600/D2

D1 = delay * (1 - h1)
D2 = delay * (1 - h2)


(Setup 1) Damage/minute (dpm1) = (dmg/swing) * (3600/D1) * acc1
(Setup 2) Damage/minute (dpm2) = (dmg/swing) * (3600/D2) * acc2

To Compare:
dpm1/dpm2 = ((1/D1) * acc1) / ((1/D2) * acc2)
= D2/D1 * acc1/acc2
= (1 - h2)/(1 - h1) * (acc1 / acc2)
= (1 - 23%)/(1 - 20%) * (63%/60%)
= 1.0106

Conclusion:
(Setup 1) is better than (Setup 2); or,
(20% Haste, 63% Accuracy) is better than (23% Haste, 60% Accuracy).

* * *

If I did everything right, to compare just accuracy and delay of two different setups, it'd be just:

(Setup 1)/(Setup 2)
= (1 - h2)/(1 - h1) * (acc1 / acc2)


* * *

Incidentally, with more realistic accuracy numbers for sushi eaters, such as:
h1 = 20%; acc1 = 93%
h2 = 23%; acc2 = 90%

dpm1/dpm2 = 0.9945

Setup 2 would win the damage over time game.



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