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Does anyone know how much STR is Equal to one weapon attack?
#21
LargestRoad Wrote:Just take the partial derivative with respect to whichever variable you want of the damage range formula: c*(4*STR+DEX)*weapon attack/100 = max damage range

Actually, the OP needs to take the partial derivative with respect to weapon attack and divide it by the partial derivative with respect to STR to get his desired ratio.

∂(Range) / ∂(W.Atk)
∂(Range) / ∂(STR)

= ∂(STR) / ∂(W.Atk)

∂[c/100*(4*STR+DEX)*(W.Atk)] / ∂(W.Atk)
∂[c/100*(4*STR+DEX)*(W.Atk)] / ∂(STR)

c/100*(4*STR+DEX)
c/100*4*(W.Atk)

(4*STR+DEX)
4*WAtk

Oh look. All the constants drop out anyways.
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#22
I did this some time back on Asiasoft forums... I'll put it in the spoiler here. It's kinda long(winded).

 Spoiler

Hadriel
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#23
2147483647 Wrote:Actually, the OP needs to take the partial derivative with respect to weapon attack and divide it by the partial derivative with respect to STR to get his desired ratio.

∂(Range) / ∂(W.Atk)
∂(Range) / ∂(STR)

= ∂(STR) / ∂(W.Atk)

∂[c/100*(4*STR+DEX)*(W.Atk)] / ∂(W.Atk)
∂[c/100*(4*STR+DEX)*(W.Atk)] / ∂(STR)

c/100*(4*STR+DEX)
c/100*4*(W.Atk)

(4*STR+DEX)
4*WAtk

Oh look. All the constants drop out anyways.

Now try it with the actual damage formula.

range = c / 100 * (4*floor[str*(1+%str)] + floor[dex*(1+%dex)]) * floor[w.atk*(1+%w.atk)]

If you assume the various variables are continuous, and remove the floors, it takes care of most of the problem, and you end up with a similar result. But of course it won't be perfectly accurate cause MS doesn't have continuous damage ranges.
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#24
That's the same damage formula with potential bonuses. Since potential bonuses are already floored when you view them in your stat window, it's pointless to build a formula to account for them, since you can just floor everything externally before inserting them into the following formula:

(4*STR+DEX)/(4*WAtk)

It's also impossible to account for flooring, since continuity is a requirement for derivation. Flooring stats externally is actually advantageous when programming, because then you can use those stats for other formulae as well.

I don't really see the need for a precise calculator to be built. If someone is considering a piece of equipment, all he has to do is calculate stats before and after, floor it externally, and then insert it into the formula to find the ratio.

If someone is wondering about "which equipment will give me more damage", the answer is: if (4*STR+DEX) < (4*WAtk), then STR gives more damage, and in any other case, WAtk gives more damage. By how much? Plug it into the very simple equation and find out. Anyone who's passed 8th grade should be able to do this.

Hadriel, the reason your math isn't holding up is that you're using total differentials and abusing the definition of a differential. The following is your work, but I cleaned up some of the symbols:

DMG = (c/100)*(MA)*(4INT+LUK)
∇(DMG) = (c/100)*(4INT+LUK)*Δ(MA) + (c/100)*4*(MA)*Δ(INT) + (c/100)*(MA)*Δ(LUK)

At this stage, you decided that luk should be a constant, making Δ(LUK) = 0. Thus, you simplified:

∇(DMG) = (c/100)*(4INT+LUK)*Δ(MA) + (c/100)*4*(MA)*Δ(INT)

You then suggested taking the ratios of the two terms to yield:

4/100*MA*Δ(INT)
1/100*(4INT+LUK)*Δ(MA)

4*MA*Δ(INT)
(4INT+LUK)*Δ(MA)

The problem here is that because Δ(INT) and Δ(MA) are differentials, they are supposed to cancel out when you take the limit as Δ(INT) and Δ(MA) both approach 0. This results in the reciprocal of the formula found just by taking individual partial derivatives and dividing them.

Also, LUK isn't negligible. Say that someone (who is ridiculously overpowered) has 2000 INT but only 100 LUK. The ratio of INT to LUK is about 20:1, which is far from "negligible". In fact, it accounts for more than 1% of the total damage, even if you multiply it by 4 (the natural multiplier in the equation).

I'm not sure why you use the Legendre transformation here, but as you probably already know, the Legendre transform is useless when all the variables are known to exact certainty. That's why your transform didn't reveal anything new.
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#25
ShinkuDragon Wrote:no, but DrK's get a crapton of W.attk, and i didn't have much potential.

i mean, i get almost 100 w.attk from 24 BoE + 25 from blood + 35 from hex, lol. also, it was when my dk was like 155 or so.

Facepalm, your ratios were backwards.
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#26
octopusprime Wrote:Facepalm, your ratios were backwards.

whan are you going to have more w.attk than main stat anyways, except below level 50, where it doesn't even matter? i wasn't aware that how you placed the numbers was important.
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#27
ShinkuDragon Wrote:whan are you going to have more w.attk than main stat anyways, except below level 50, where it doesn't even matter? i wasn't aware that how you placed the numbers was important.

the way you relate the terms and then relay the ratio proximal to your relation is. I was making a joke at any rate.
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#28
ShinkuDragon Wrote:whan are you going to have more w.attk than main stat anyways, except below level 50, where it doesn't even matter? i wasn't aware that how you placed the numbers was important.

10/1 = 10.
1/10 = .1
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#29
Locked Wrote:10/1 = 10.
1/10 = .1

i always read them as X to Y ratio. also, it's not like i'm dividing, if i said something like 1000/200, then yes, math would be necesary, but if i say 1/5, each 1 equals 5, and the 0.2 you get from making the operation has no relevance, unless you want to know how much w.attk your 1 point of str is ~_~
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#30
ShinkuDragon Wrote:i always read them as X to Y ratio.

I don't see how this makes the order not matter in your mind.
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#31
Now I know why I had a Class II instead of a 1st class for my final exams...

Thanks 21.

But nonetheless, it's still a ratio. As for the Legendre... was just a lame bit since everything is already known.

Hadriel
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#32
2147483647 Wrote:That's the same damage formula with potential bonuses. Since potential bonuses are already floored when you view them in your stat window, it's pointless to build a formula to account for them, since you can just floor everything externally before inserting them into the following formula:

(4*STR+DEX)/(4*WAtk)

There are two distinct ways to raise str/w.atk though: Add directly to them (+str, +w.atk) or add percent to them (+%str, +%w.atk).

If you have 3300 total str (due to ~154% gear) and you add +1 str on your gear, the total becomes 3303, maybe even 3305 if it tips MW's percentage gain. So if you're looking for a functional definition of a "str to atk ratio" that compares bonuses to the two stats, rather than something fairly pointless (what is str/atk? Why does that number ever matter?) you should include the breakdown between the two ways you gain stats.
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#33
1 WA or 1 MA = DM*(4 * PS + SS) / 100

Where:

DM = Damage Multiplier of weapon
PS = Primary stat of the class that uses the weapon
SS = Secondary stat of the class that uses the weapon

Note: The Primary Stat is the stat that yields more damage (STR for Warriors), while the Secondary Stat is the one that yields less and is usually required to wear equipment (DEX for Warriors).

 Derivation
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#34
Sorry for bumping old thread.

By Hanabira.kage

the damage contributed by each point of WA or MA is given by DM*(4 * PS + SS) / 100.


I have to add in the STR, DEX, INT or LUK contributed by each WA/MA is as follows.

[ (Total PS + Total SS/4) / Total WA/MA ] / ( 1+ N/100) where N = Total potential %

So during this point of calculation, you will know whether 10int or 3ma is better.

Total WA/MA is derived only after all WA/MA bonus is added up then multiplied by Attack/Magic %
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#35
2147483647 Wrote:Actually, the OP needs to take the partial derivative with respect to weapon attack and divide it by the partial derivative with respect to STR to get his desired ratio.

∂(Range) / ∂(W.Atk)
∂(Range) / ∂(STR)

= ∂(STR) / ∂(W.Atk)

∂[c/100*(4*STR+DEX)*(W.Atk)] / ∂(W.Atk)
∂[c/100*(4*STR+DEX)*(W.Atk)] / ∂(STR)

c/100*(4*STR+DEX)
c/100*4*(W.Atk)

(4*STR+DEX)
4*WAtk

Oh look. All the constants drop out anyways.

Oh man, by the time I just found out how to get no. of primary stats per WA, I just got ninja-ed by that.
But anyway, I'll just show again how I solved that using easy yet very different approach.
My idea is that...

Max damage when PS + n = Max damage when WA + 1
where n = no. of primary stat increased (Assume that there's no change in WA and SS)

M - Multiplier
PS - Current primary stats
SS - Current secondary stats
WA - Current weapon attack

M * (4*(PS + n) + SS) * WA/100 = M * (4*PS + SS) * (WA+1)/100
(4*(PS + n) + SS) * WA = (4*PS + SS) * (WA+1)
4*n*WA + (4*PS + SS) * WA = (4*PS + SS) * (WA) + (4*PS + SS)
4*n*WA = 4*PS + SS

n = (4*PS + SS)
(4*WA)

Note: % Damage does not affect calculation for no. of PS per WA at all!!

Q.E.D~~~
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