Achilles' Heel Contribution Formula
It's a good estimate and will serve well enough for your DPS estimates.
However, it's not exact because the time between procs is not uniform (unless you only have one proc).
Since each attack has a different cast time, the # of procs per AH duration will vary. Accounting for this variance would probably complicate the math more than you'd want.
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It's a good estimate and will serve well enough for your DPS estimates.
However, it's not exact because the time between procs is not uniform.
Since each attack has a different cast time, the # of procs per AH duration will vary. Accounting for this variance would probably complicate the math more than you'd want.
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Actually, that's why I've got the number of attack strings per AH duration in there. The number of procs per attack string and the duration of attack string generate roughly what you're asking for. The only way to "completely" account for this though would be to calculate this number for each power that has the proc in it, which would allow you to calculate which of the ensuing attacks benefit from the proc and which attacks within that specific AH duration create inefficiencies from additional procs while AH is already up.
It actually lasts 10.3 seconds, you flipped the numerator and denominator, and I'd use Arcanatime:
10.3 * (# of AH proc attempts per Attack String) / (Total Arcanatime of Attack String) = (# procs per AH duration)
The rest looks right, or at least right for an approximation over the whole attack string.
But I do calculate the number specifically for each attack:
average AH contribution = .2 * (1-.8^(# of AH proc attempts in previous 10.3 seconds))
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It actually lasts 10.3 seconds, you flipped the numerator and denominator, and I'd use Arcanatime:
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Yeah, now that I look at it I realize that >.<
I use Arcanatime normalized activation times exclusively though. Any time I do math with activation times I factor in Arcanatime already.
I can see why you use the individual contributions though. You tend to use Excel while I tend to do the math by hand (cuz I hates the Excel...). It's a lot easier to do the sheer quantity of calculations required by doing it for individual powers whenever you've got a spreadsheet and I can see why you do it.
I wanna know what Arcanatime is. Is it the same as clobbering time, but for geeks?
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'Tis the clobbering hour.
But no. It's the actual time an attack takes to animate and finish communicating with the server. Server ticks occur every 0.132 seconds. This means the server can only process a new command from the user (that's you!) every 0.132 seconds. So, the actual animation time of an attack has to be rounded up to the nearest multiple of 0.132. That's a really short, kind of crappy answer to a complicated question. Hopefully you understood what I'm saying.
But, that actually leaves me with a question of my own. Why do we round up plus one? I don't understand that.
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But, that actually leaves me with a question of my own. Why do we round up plus one? I don't understand that.
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We round up plus one because the server spends one tick figuring out that the power is recharged and then gets the signal the next tick to activate it.
Following suit with working on my Attack String Guide, I'm trying to remember the AH Contribution Formula that was worked out last year. I'd like any of the other Math Fu Gurus to let me know if there are any errors with it.
(Total Animation Time of Attack String) / 10 * (# of AH proc attempts per Attack String) = (# procs per AH duration)
1-.8^(# of procs per AH duration) = (AH percent uptime)
(AH percent uptime) * .2 = average AH contribution