2013-09-18, 12:06 PM
The math is pretty much accurate, I know what you are doing, and the answer isn't exactly most easily answered.
A good way to approach the problem is to first ask yourself whether you want to "shoot for the moon", or "take it step by step". The former is dead easy - aim for the best possible potentials (and stats, if you're into scrolling and stuff), then vary around a little to see what things, if compromised, doesn't change the final damage that much. 3 variables is a little annoying to handle but should be do-able.
The latter is just... see what can be improved right now to give the single-greatest increase, then move on from there. The assumption, of course, is that you're not walking into a damage valley. I always say "maximise the square" for this reason, and you must find out for yourself first how the path to the moon is like, then work from there step by step.
You will obviously know what variables are independent of what, blah blah. While equating %something to ATT gives a good idea of things, remember that all it tells you is the ATT-equivalence with that set of conditions. You can't see the rate of change of ATT-equivalence, and that is why I decided to stop trying to make a suitable graph/model because it is not easily understood nor visualised. What some people do, e.g. for molecular modelling, is to provide a set of boundary conditions. Say, consider this range of %this, %that blah blah, keep varying the numbers until the change in ATT-equivalence hits a minimum threshold.
Obviously, for Maplestory, when the boundary conditions are pretty fixed and you know the maximum and best possible potential lines to consider, given that our damage formula involves variables that are monotonically increasing, it's really not difficult to find the set of conditions that gives the maximum possible damage. Then ask yourself, is it worth spending so much effort like programming a code and considering so many differentials blah blah just to find the ceiling conditions? The global maximum is intuitively easy to consider and aim for, but mathematically difficult to show.
I can't offer much right now tbh. I dig the PDR values from extractions/SP database, and I don't know the method of number distribution. I've always used linear distribution (i.e. totally random) but it doesn't really matter in our case, for a long-run outcome without level-difference issues just involves the average value (if you cap only sometimes, then obviously you have a problem here).
Hadriel
A good way to approach the problem is to first ask yourself whether you want to "shoot for the moon", or "take it step by step". The former is dead easy - aim for the best possible potentials (and stats, if you're into scrolling and stuff), then vary around a little to see what things, if compromised, doesn't change the final damage that much. 3 variables is a little annoying to handle but should be do-able.
The latter is just... see what can be improved right now to give the single-greatest increase, then move on from there. The assumption, of course, is that you're not walking into a damage valley. I always say "maximise the square" for this reason, and you must find out for yourself first how the path to the moon is like, then work from there step by step.
You will obviously know what variables are independent of what, blah blah. While equating %something to ATT gives a good idea of things, remember that all it tells you is the ATT-equivalence with that set of conditions. You can't see the rate of change of ATT-equivalence, and that is why I decided to stop trying to make a suitable graph/model because it is not easily understood nor visualised. What some people do, e.g. for molecular modelling, is to provide a set of boundary conditions. Say, consider this range of %this, %that blah blah, keep varying the numbers until the change in ATT-equivalence hits a minimum threshold.
Obviously, for Maplestory, when the boundary conditions are pretty fixed and you know the maximum and best possible potential lines to consider, given that our damage formula involves variables that are monotonically increasing, it's really not difficult to find the set of conditions that gives the maximum possible damage. Then ask yourself, is it worth spending so much effort like programming a code and considering so many differentials blah blah just to find the ceiling conditions? The global maximum is intuitively easy to consider and aim for, but mathematically difficult to show.
I can't offer much right now tbh. I dig the PDR values from extractions/SP database, and I don't know the method of number distribution. I've always used linear distribution (i.e. totally random) but it doesn't really matter in our case, for a long-run outcome without level-difference issues just involves the average value (if you cap only sometimes, then obviously you have a problem here).
Hadriel

