I was bored without internet:
Iron Arrow:
Per-monster Multiplier: 0.9 ^ (monster# - 1)
Cumulative Multiplier: 10 * (1 - * 0.9 ^ monsters)
Piercing Arrow:
Per-monster Multiplier: 1.2 ^ (monster# - 1) * (0.5 + 0.5 * (time charged / 3 sec))
Cumulative Multiplier: (5 - 5 * 0.8 ^ monsters) * (0.5 + 0.5 * (time charged/ 3 sec))
Marked in big am I unsure of is correct or not.
I'm aware that the per-monster multiplier is already stated in, but cumulative may be funky to find out if piercing arrow is comparable with other skills. From what I know as well, time charged is rounded to lowest integer, correct?
Mm, I'd do a different approach. Instead of that, give the fact that the estimated damage will be 80 damage. Therefore, we know already that you have 0.5 - [exact 80 dmg chance]/2 for doing over 80 damage, and less than 80 damage. Thus, the damage is 0.5 - [exact 80 dmg chance]/2 + [exact 80 dmg chance] = 0.5 + [exact 80 dmg chance]/2.
The chance for having exact 80 dmg is this:
That is, 21 different possibilities of getting 80 dmg.
We have in total 21 * 21 different possibilities. 21/((21*21) * 2) equals 1/42, therefore the chance of 2-hkoing is 1/2 + 1/21 = 22/42 chance of 2hkoing.
(Oh, did I ever tell you I love working with fractions?)
Edit: the above written is only exact if the damage range really IS from 30 to 50, and not 30.2 to 50.7 or something.
Iron Arrow:
Per-monster Multiplier: 0.9 ^ (monster# - 1)
Cumulative Multiplier: 10 * (1 - * 0.9 ^ monsters)
Piercing Arrow:
Per-monster Multiplier: 1.2 ^ (monster# - 1) * (0.5 + 0.5 * (time charged / 3 sec))
Cumulative Multiplier: (5 - 5 * 0.8 ^ monsters) * (0.5 + 0.5 * (time charged/ 3 sec))
Marked in big am I unsure of is correct or not.
I'm aware that the per-monster multiplier is already stated in, but cumulative may be funky to find out if piercing arrow is comparable with other skills.
Technolink Wrote:Spoiler
Mm, I'd do a different approach. Instead of that, give the fact that the estimated damage will be 80 damage. Therefore, we know already that you have 0.5 - [exact 80 dmg chance]/2 for doing over 80 damage, and less than 80 damage. Thus, the damage is 0.5 - [exact 80 dmg chance]/2 + [exact 80 dmg chance] = 0.5 + [exact 80 dmg chance]/2.
The chance for having exact 80 dmg is this:
| 1st | 2nd |
| 30 | 50 |
| 31 | 49 |
| 32 | 48 |
| ... | ... |
| 48 | 32 |
| 49 | 31 |
| 50 | 30 |
That is, 21 different possibilities of getting 80 dmg.
We have in total 21 * 21 different possibilities. 21/((21*21) * 2) equals 1/42, therefore the chance of 2-hkoing is 1/2 + 1/21 = 22/42 chance of 2hkoing.
(Oh, did I ever tell you I love working with fractions?)
Edit: the above written is only exact if the damage range really IS from 30 to 50, and not 30.2 to 50.7 or something.

