2011-04-14, 05:19 PM
Dayum IL mage seems so cool now with all the blue skills :O Guess I should be gathering int equips for my mage
Lol chains though, seems like a meh-usefull level 1 till 200 skill. (Still VERY much better than mana reflection though hehe)
Sarah is right with the 4hit debate. More hits make your damage more STABLE. Like say you do 4000 damage with 25% missrate, that is on average 3000 damage, yet you'll never hit 3000k, only 4000 and 0. The variance here will be alot bigger than when you hit 4 times 1000, where you'll be hitting 3000 alot, 2000 and 4000 sometimes and hardly ever 2000 1000 or 0.
If you don't know what a variance is, it's a measurement of stability.
It adds up in multiple hits. Say you have to kill a mob of 30000 hp, that is 10 hits on average for both cases, yet case one the kill will be done in 7 to 13 kills where in the second case it will be done in 9 to 11. This has a negative effect on killing a mob of say 4: In case one you're likely going to cast 13 times, while in case 2 only 11 times.
Anyways this is just a sideeffect, I think they did it for the damage cap.
The AVERAGE of both cases are the same, the VARIANCE/stability differs. Theres the confusion.
If you think about it (quasi) infinite hits would mean you'd hit exactly the same damage every hit.
Same goes for crits, just replace miss/0dmg with crit/6000 dmg. Hitting more makes critting more stable.
Lol chains though, seems like a meh-usefull level 1 till 200 skill. (Still VERY much better than mana reflection though hehe)
Sarah is right with the 4hit debate. More hits make your damage more STABLE. Like say you do 4000 damage with 25% missrate, that is on average 3000 damage, yet you'll never hit 3000k, only 4000 and 0. The variance here will be alot bigger than when you hit 4 times 1000, where you'll be hitting 3000 alot, 2000 and 4000 sometimes and hardly ever 2000 1000 or 0.
If you don't know what a variance is, it's a measurement of stability.
It adds up in multiple hits. Say you have to kill a mob of 30000 hp, that is 10 hits on average for both cases, yet case one the kill will be done in 7 to 13 kills where in the second case it will be done in 9 to 11. This has a negative effect on killing a mob of say 4: In case one you're likely going to cast 13 times, while in case 2 only 11 times.
Anyways this is just a sideeffect, I think they did it for the damage cap.
The AVERAGE of both cases are the same, the VARIANCE/stability differs. Theres the confusion.
If you think about it (quasi) infinite hits would mean you'd hit exactly the same damage every hit.
Same goes for crits, just replace miss/0dmg with crit/6000 dmg. Hitting more makes critting more stable.

