2009-06-26, 10:46 AM
Well. I've been screwing around with a spreadsheet, attempting to simplify a statistic distribution for Advanced Combo Orb building and Finisher use. It's good and all but I can't seem to find a simple way to implement it into code. Or more so, I'm lazy, so anyways.
Using maxed Advanced Combo, it goes something like this:
With this, we will eventually find that the numbers all plateau, giving this:
This plateau begins to appear at more or less hit 168, continually evening out to reach those numbers; At around there, your probability of being in the above orb counters or using a Finisher is as above, give or take. With these, we can take a statistical average to find the net average modifier, and Finisher damage;
eg: Probability of having 1 Orb is 5.35%; 0.0535 * 1.5
Add that to the probability of having 2 Orbs
0.1018 * 1.55 + 0.0535 * 1.5
etc.
And you find your average AC modifier is approximately 1.5
Now, you're probably thinking
"wtp. Dumbass, Advanced Combo gives 1.9 at 10 orbs, whywouldyoudothat.jpg"
Factor in Panic damage and you can calculate your DPS:
Modifier * Brandish / Time + Finisher_Rate * Panic * Orb_Modifier * `Modifier / `Time
1.5 * 5.2 / 0.63 + 0.1335 * 3.5 * 2.5 * 1.9 / 0.6
Assuming I did this correctly, we find 1604.47%/s to be our final indefinite DPS.
Brandish alone is only 1568.25%/s.
Knowing that is good, but if it flattens out to 1604.47%, that must mean there is an intermediary point where it's still greater than standard Brandish spam DPS. That's at approximately at hit 79. Considering all the other damage fluctuations that occur in using Panic in this way, you also find that your total damage done is greater at 66 hits.
Thusly, I have proven that using Finishers does in fact improve your DPS.
Is it worthwhile though? Probably not. This model assumes the most ideal situation; That you contact every hit, that you hit every average, and that you do it right. Realistically, you won't be able to make very hit count; if you miss a Finisher, your DPS would significantly drop. In the end, the 36%/s is not worth the extra concentration, and dependence on statistic averages. The difference is even less noticeable with Sharp Eyes, becoming a 29%/s difference. This also does not consider the fact that it may very well be possible to waste damage by breaching the cap.
Anyways. I was extremely bored and wanted to kill time. That sure did the trick.
Cheers.
P.S. Will add mob and Coma numbers later.
Using maxed Advanced Combo, it goes something like this:
| Orbs: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Finisher |
| 1 | 0.4000 | 0.6000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 |
| 2 | 0.0000 | 0.1600 | 0.4800 | 0.3600 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 |
| 3 | 0.0000 | 0.0000 | 0.0640 | 0.2880 | 0.4320 | 0.2160 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 |
| 4 | 0.0000 | 0.0000 | 0.0000 | 0.0256 | 0.1536 | 0.3456 | 0.3456 | 0.1296 | 0.0000 | 0.0000 | 0.0000 |
| 5 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0102 | 0.0768 | 0.2304 | 0.3456 | 0.2592 | 0.0778 | 0.0000 |
| 6 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0041 | 0.0369 | 0.1382 | 0.2765 | 0.4666 | 0.0778 |
| 7 | 0.0311 | 0.0467 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0.0016 | 0.0172 | 0.0774 | 0.3594 | 0.4666 |
| 8 | 0.1866 | 0.2924 | 0.0373 | 0.0280 | 0.0000 | 0.0000 | 0.0000 | 0.0007 | 0.0079 | 0.0877 | 0.3594 |
| 9 | 0.1438 | 0.2903 | 0.2289 | 0.1904 | 0.0336 | 0.0168 | 0.0000 | 0.0000 | 0.0003 | 0.0083 | 0.0877 |
| 10 | 0.0351 | 0.1101 | 0.2024 | 0.2658 | 0.2135 | 0.1277 | 0.0269 | 0.0101 | 0.0000 | 0.0003 | 0.0083 |
With this, we will eventually find that the numbers all plateau, giving this:
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Finisher |
| 0.0535 | 0.1018 | 0.0729 | 0.0903 | 0.0798 | 0.0859 | 0.0820 | 0.0842 | 0.0828 | 0.1333 | 0.1335 |
This plateau begins to appear at more or less hit 168, continually evening out to reach those numbers; At around there, your probability of being in the above orb counters or using a Finisher is as above, give or take. With these, we can take a statistical average to find the net average modifier, and Finisher damage;
eg: Probability of having 1 Orb is 5.35%; 0.0535 * 1.5
Add that to the probability of having 2 Orbs
0.1018 * 1.55 + 0.0535 * 1.5
etc.
And you find your average AC modifier is approximately 1.5
Now, you're probably thinking
"wtp. Dumbass, Advanced Combo gives 1.9 at 10 orbs, whywouldyoudothat.jpg"
Factor in Panic damage and you can calculate your DPS:
Modifier * Brandish / Time + Finisher_Rate * Panic * Orb_Modifier * `Modifier / `Time
1.5 * 5.2 / 0.63 + 0.1335 * 3.5 * 2.5 * 1.9 / 0.6
Assuming I did this correctly, we find 1604.47%/s to be our final indefinite DPS.
Brandish alone is only 1568.25%/s.
Knowing that is good, but if it flattens out to 1604.47%, that must mean there is an intermediary point where it's still greater than standard Brandish spam DPS. That's at approximately at hit 79. Considering all the other damage fluctuations that occur in using Panic in this way, you also find that your total damage done is greater at 66 hits.
Thusly, I have proven that using Finishers does in fact improve your DPS.
Is it worthwhile though? Probably not. This model assumes the most ideal situation; That you contact every hit, that you hit every average, and that you do it right. Realistically, you won't be able to make very hit count; if you miss a Finisher, your DPS would significantly drop. In the end, the 36%/s is not worth the extra concentration, and dependence on statistic averages. The difference is even less noticeable with Sharp Eyes, becoming a 29%/s difference. This also does not consider the fact that it may very well be possible to waste damage by breaching the cap.
Anyways. I was extremely bored and wanted to kill time. That sure did the trick.
Cheers.
P.S. Will add mob and Coma numbers later.

