sitram
Marauder
- Joined
- Mar 20, 2007
- Posts
- 5,546
- Location
- Romania
- Society
- Agents of Entropy
- Avatar Name
- Adrian Adi Martis
I've gathered all the info about miss and crits from this and I came up with an interesting theory.
Average miss rate: 9.76 %
Average critical hits: 1.85%
To make calculations easier let's round the average miss rate to 10% and crits to 2%.
The critical hits represent around 2% of total hits. Considering the mechanism behind critical hits, normal damage + max damage I think it's safe to assume you get at least around 2.5% extra "free" hits from the system. This is due to the fact that the additional damage is always max damage of the weapons which means that crits are actually 125% more damage.
The extra damage you inflict for free when you get a crit could be designed to cover a part of defensive costs(armor + platings + fap) while hunting. After all even if you have 100 evader a snable still hits you.
The extra defensive costs represents MA's income.
Defensive costs can be tweaked by player by using better eco faps, a more suitable combination of armor/plates for that mob, or increase defensive skills.
This way, all loot you get could be a function depending simply on damage dealt with a variable distribution in time based on different predefined player behaviors, weapons used in the past or other mechanisms to create the illusion of random.
By playing around with the average miss rate MA can easily increase or decrease the cost to play.
This is also seems consistent with Marco's statement that MA's income is part of the decay and the the general assumption of the ~10% loss in the long run on mobs suited for your level and gear.
Any opinions?
Code:
Miss: 10.03 | 10.19 | 8.05 | 10.16 | 9.93 | 9.65 | 10.35
Crit: 2,57 | 1.49 | 3.15 | 1.76 | 1.76 | 1.98 | 2.00
Average miss rate: 9.76 %
Average critical hits: 1.85%
To make calculations easier let's round the average miss rate to 10% and crits to 2%.
The critical hits represent around 2% of total hits. Considering the mechanism behind critical hits, normal damage + max damage I think it's safe to assume you get at least around 2.5% extra "free" hits from the system. This is due to the fact that the additional damage is always max damage of the weapons which means that crits are actually 125% more damage.
The extra damage you inflict for free when you get a crit could be designed to cover a part of defensive costs(armor + platings + fap) while hunting. After all even if you have 100 evader a snable still hits you.
The extra defensive costs represents MA's income.
Defensive costs can be tweaked by player by using better eco faps, a more suitable combination of armor/plates for that mob, or increase defensive skills.
This way, all loot you get could be a function depending simply on damage dealt with a variable distribution in time based on different predefined player behaviors, weapons used in the past or other mechanisms to create the illusion of random.
By playing around with the average miss rate MA can easily increase or decrease the cost to play.
This is also seems consistent with Marco's statement that MA's income is part of the decay and the the general assumption of the ~10% loss in the long run on mobs suited for your level and gear.
Any opinions?