Not that it's entirely helpful, but to just run a damage simulation for my Paladin (of 1,000,000 kills, not perfectly optimized) that averages 9.4 hits each takes me 8.3 seconds on my Pentium 4. I guess that's a rate of about 1.7 million hits per second.
And even with 10,000 runs it gets 2 decimal accuracy on the mean hits to KO (0.05ms).
The nice thing is that it easily expands in number of hits. I can simulate killing 1000 Zakums (500,000,000 hp - over 25000 hits each) and it only takes 12 seconds. Of course at that point it's so close to the average that it's hardly worthwhile... the 1st/3rd quartiles are 25350 to 25400. (variance 45?)
It's only about 40 lines of code in R, most of which is just getting all the input into a damage range. Could pretty easily turn it toward criticals.
And even with 10,000 runs it gets 2 decimal accuracy on the mean hits to KO (0.05ms).
The nice thing is that it easily expands in number of hits. I can simulate killing 1000 Zakums (500,000,000 hp - over 25000 hits each) and it only takes 12 seconds. Of course at that point it's so close to the average that it's hardly worthwhile... the 1st/3rd quartiles are 25350 to 25400. (variance 45?)
Spoiler
It's only about 40 lines of code in R, most of which is just getting all the input into a damage range. Could pretty easily turn it toward criticals.


![[Image: qqzak.png]](http://img190.imageshack.us/img190/1619/qqzak.png)