Melee Damage Calculations

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Melee Damage Calculations
 Phoenix.Excelior
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By Phoenix.Excelior 2010-09-06 20:20:40
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Ok so basically this is a chart I made comparing different variables.

X= the % of each base value

Y= The % increase in performance of each value over the previous.



Intercepts:

Haste and Accuracy:
X=50% Y=2%ish

The point is, that around the point of 50%, Haste and accuracy per %increase result in about the same performance increase.



Double attack and haste:
X=1% Y=1%

This means 1% haste is about equal to 1% double attack, this is the only point on the graph they intercept. After this point all DA is less than haste in value per % point.


How to use the X hit Build.

I added this a bit later on at a whim. Basically it should show you the % increase in WS damage it yields vs the other values. Possible conclusions:

Going from a 6-5 hit build is equivelent to adding
anywhere from 16%-4% haste depending on other haste values.

Going from a 6-5 hit build is about the same as adding
17% to your overall accuracy.

Keep in mind when using this X hit build section that the actual performance yield will require you to take the Y value and insert it in this formula:

Performance Increase = Y*W

W would be the % of your overall damage that is WS damage.
Some DDs are 50/50 WS/Melee, Samurai is about 70/30 etc.




Comments?







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 Bahamut.Raenryong
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By Bahamut.Raenryong 2010-09-06 20:48:30
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I'd take out the x-hit bit and make a graph just for it (since it pertains directly to WS frequency only whereas the others are both) and then expand on the values on the y-axis (cutting out >50%) so you don't have the huge mess at the bottom, and use smaller points so they don't blur together!

Other than that, a good graph.
 Phoenix.Excelior
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By Phoenix.Excelior 2010-09-06 20:56:56
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Bahamut.Raenryong said:
I'd take out the x-hit bit and make a graph just for it (since it pertains directly to WS frequency only whereas the others are both) and then expand on the values on the y-axis (cutting out >50%) so you don't have the huge mess at the bottom, and use smaller points so they don't blur together! Other than that, a good graph.

Idk much about excel but I was wondering how to do just that lol.

I was going to make an accompanying piegraph which basically showed the %s of total damage made up by increases in X hit builds, hastes, Da etc. It would be very job dependent.
 Titan.Gaiarorshack
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By Titan.Gaiarorshack 2010-09-09 08:57:36
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/clap

but D#mn jo make ugly graphs.

Remove the symbols from the graph line, and stick to using diff colours.
They should only be sued if you have certain points on a graph you wanted to empathize.
For you graphs is does nothing more then smudge the lines and makes then harder to read.

My math teacher would have slapped you for that, after saying good work on the math ^.^
 Fenrir.Terminus
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By Fenrir.Terminus 2010-09-09 09:03:02
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I know 2000% of all statistics are made up, but I am convinced. :D

Couple questions, though:

1. How much testing is that based on?
2. How constant are all of the other variables when you change one thing? (As you increased haste, did acc and att stay constant?)
3.Or is this based on math, not testing?

 Siren.Delirium
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By Siren.Delirium 2010-09-09 09:25:21
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How could accuracy have a diminishing return on damage dealt???
 Titan.Gaiarorshack
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By Titan.Gaiarorshack 2010-09-09 09:45:20
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if you go from 1% hit rate to 2% hitrate you double you dmg deatl over time (double as many hits)

if you go from 90% hit rate to 91% hitrate you only hit 11% more

when working with percentage its always important to know where you are comming from. what is your base value.
 Bahamut.Raenryong
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By Bahamut.Raenryong 2010-09-09 09:47:46
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It's a mathematical model, not testing. Largely very accurate.
 Phoenix.Excelior
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By Phoenix.Excelior 2010-09-13 09:45:58
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Fenrir.Terminus said:
I know 2000% of all statistics are made up, but I am convinced. :D Couple questions, though: 1. How much testing is that based on? 2. How constant are all of the other variables when you change one thing? (As you increased haste, did acc and att stay constant?) 3.Or is this based on math, not testing?

There is no testing, its basic mathmatics.

I have some formulas in the work that calculate percieved accuracy from OAT and haste buffs simliar to things like:

T*A*D/H = Outcome

T= time of fighting
A= Accuracy %
D= Double attack rate
H= Time per swing after haste

You can then compare the outcome of all those variables in a set ammount of time. You can also isolate different variables and see how they relate to one another. (in theory)

For example consider the following:
You merit pt for about an hour. You have 90% accuracy, 24% haste on gear, 7% double attack.
Your weapon delay is 528

T= 3600 seconds
A= 90% or .9
D= 1.07
H= 528-24% haste= 401.3/60= 6.7 seconds per swing

3600*.9*1.07/6.7 = 517.3 successful hits

Now lets see what the increase in damage is by adding 1% haste.

T= 3600
A= .9
D= 1.07
H= 528-25%= 396/60= 6.6 seconds per swing

3600*.9*1.07/6.6= 525.3 Successful hits.

Performance increase of 1% haste in regard to those other variables: 517.3/525.3= 1.52% more damage.

Lets see if accuracy stayed constant.

3600*1.07/6.6 = 583.6 possible hits

525.3/583.6= .8966% accuracy. It would seem that the factors took away from your average accuracy. However, because I'm taking these numbers out beyond 1/100th of a % in accuracy it could stil be 90%
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 Titan.Gaiarorshack
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By Titan.Gaiarorshack 2010-11-23 05:55:42
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You math might be wrong btw

I was just sitting and making my own graph and i might have found a flaw in yours.

1% haste is not equal to 1% DA
1% haste increases your dmg output by 1,01010101 (not taking into account SE's rounding mechanics)

Also you DA should decrease in effectiveness if you always compare to the previous and not to base dmg
Hence going from 99%da to 100% only gives you 0,50251256281407035175879396984925% more dmg (again not taking into account SE's rounding mechanics)

Some of your formulas seem to work comparing to previoues dmg and some seems to compare to base dmg...

ima recheck this later and maybe post my result from poking the math models
 Titan.Gaiarorshack
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By Titan.Gaiarorshack 2010-11-25 01:53:59
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OK ima just throw in my current draft.

They are however done slightly different as they show the total dmg improvement and not the dmg improvement from each single step from the above like OP.

I'm still figuring out how to put in the hitrate to the graph and i think OP's way is a better graph because its easier that way.

anyway here goes.



and a zoomed in version of the first 30% improvement.



--- edit ---
Please not the for some issues with excel my values start with 1 and end in 101, that should be 0 and 100, you need to subtracts one.
I can't seem to get excel to start with 0
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