Is +16% S/L def worth 6.7hp/s (402hp/m)?
hmm cant figure out how to upload images.
ironic considering the function of:
Damage/defense .... Looks exactly like Werner's survivability curve
While Arcana's defense plot is linear. Which is actually the direct mitigation line.
So the answer given earlier for 402/0.16 = 2512.5 DPM
Is actually a survivability number and comes off a deeply curved line. And apparently .. fits Werner's observed trend.
So .. Bunny and Werner's math is actually pretty much describing the same thing.
hmm cant figure out how to upload images.
ironic considering the function of: Damage/defense .... Looks exactly like Werner's survivability curve While Arcana's defense plot is linear. Which is actually the direct mitigation line. So the answer given earlier for 402/0.16 = 2512.5 DPM Is actually a survivability number and comes off a deeply curved line. And apparently .. fits Werner's observed trend. So .. Bunny and Werner's math is actually pretty much describing the same thing. |
Your survivability assumes you are only interested in determining the answer at which you are invincible.
That is not a useful method because the vast majority of times you are not. It also has potential to give you the wrong answer once you are in danger of dying (ie: defence will at some stage pull ahead every time). You should use a method that determines which protects you from more damage, and that is dependant on how much damage you are facing. The answer lies in finding when defence pulls ahead of regen. |
On the opposite side, I agree that the majority of time you are not taking an immortality line worth of damage. The majority of time, you are not in much danger. The only point where the question of which is better becomes interesting is at the point where the decision may save your life. The point where you're actually facing a challenge to your survivability. I really don't know why anyone would care how MUCH their green bar is pegged at full when facing easy enemies. If it's full, it's full.
Also, in a very real sense, in the sense of what you can actually survive in the game, this method DOES determine which protects me from more damage. It tells me exactly how much damage it will protect me from WHEN MY SURVIVABILITY IS AT STAKE. Much more than that number, and you're going down, and all you can do is affect how fast. Less than that number, and you're just caring about how much your green bar is pegged. Neither of these scenarios seems particularly interesting to me personally since the fights that interest me are long and difficult, though the "how fast I go down" scenario should be of interest to the "kill or be killed" crowd, in which case they might want to use 60 second survivability instead of the immortality line.
And the answer doesn't lie merely in finding where defense pulls ahead of regen. That's the first part of the answer, and the second part is deciding if you're before or after that break even point, which is a question of how much damage you'll be facing when your survivability is actually on the line.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
The problem is that his curve in no way allows him to answer the original question.
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You mean it doesn't give the actual number. That is true, but that's just arithmetic. The mathematical relationship is what is really interesting.
I think it is cool that Werner has taken data that shares the shape of the predicted curve.
Since the graphs seem to be appealing, and since I'm not denying that mitigation is important, and is PART of how we answer this question, let me graph how mitigation is used to mostly kind of answer the original question. It is, after all, about all I did when I glanced at the question, pondered about two seconds, and responded "very likely".
Is +16% S/L def worth -6.7hp/s (402hp/m)? [Also adding 5.1% F,C,E,N & 4.4 Ps]
I got a good look comparing current build and coming build. This is the trade off I am making @ lvl 50. Is it a good trade? |
Simple math really.
If removing 16% of the attacking damage is higher then 421 hp/min then you're better with the defense. So the breakpoint is 421/0.16= 2516 HP/min of incoming damage (assume all attacks hit, for that number). |
We can see that the break even point is very low, about 42 DPS of enemy damage. My testing showed that this is a little more than two even level minions of damage output. Chances are excellent that you can and will routinely fight enemies harder than two even level minions at level 50. It climbs to about three minions if we take the other damage types and defense amounts into account, but that hardly affects our line of reasoning.
So basically, if we expect to be fighting more than two or three even level minions, we'll be wanting the defense. Simple.
But then Sailboat said this, which kicked off the whole debate:
Mostly depends on whether that's your first 16% of defense or your last 16% of defense on the way to the soft-cap.
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Well, technically speaking, no it didn't, and it can't. Not on its own. The graph ONLY tells us the break even point. In this particular case, the break even point is so low that our general experience with the game tells us we'll be well above it. Thus, my own answer of, "Very likely." But the graph itself, the math itself does not answer the question. To answer the question mathematically, we need a reasonable estimate for what sort of enemy damage output we'll actually be facing.
So might the enemy damage output we're facing depend on whether this is the first 16% of defense or the last 16% of defense? Of course. We will be facing a lot more enemy damage output if we're soft capped, because we can, and because to do otherwise would be extremely boring and never call our survivability into question. Now, it won't affect our decision about which build is better in this specific case in practice, since these look like Willpower defensive values and Willpower is a solid secondary that should be able to fight more than three minions at level 50 almost no matter how badly you gimp your build. But for demonstration purposes, and since we've been ignoring damage resistance all along for simplicity, we'll say we have no damage resistance, and we'll say the original build only heals 16.7 HP/S, so the proposed defensive build will heal 10 HP/S.
Knowing whether this is the first 16% defense or the last 16% of defense then lets us estimate what sort of enemies will actually challenge us. It's overly simplistic, but we can use the immortality line for this estimate:
- At 16% defense and healing 10 HP/S, we can survive 29 HP/S of enemy damage output. This is BELOW the break even point. So the regeneration is better.
- At 45% defense and healing 10 HP/S, we can survive 200 HP/S of enemy damage output. This is ABOVE the break even point. So the defense is better.
- And at 26% defense and healing 10 HP/S, we can survive 42 HP/S of enemy damage output. This is AT the break even point, which will soon become relevant, so is included even though it isn't one of the alternatives that Sailboat suggested.
We can show this in graphical form, of course. Here I've placed vertical lines (immortality lines) for each of these levels of enemy damage output. One line is below the break even point, one is above the break even point, one is at the break even point.
So initial defense COULD matter here. So COULD initial damage resistance. So COULD initial regeneration. Basically, the level of all forms of damage mitigation and damage recovery COULD affect which side of the break even point we'll find ourselves at when we're actually facing challenging enemies. And that's the damage level of interest - the one that is challenging. Not trivial, not suicidal, but challenging.
And that's what the survivability calculation does. It tells us which side of the break even point we're at with the proposed build change, a question that mere reference to the mitigation graph leaves unanswered (since it doesn't tell you what damage output to use). It does go about it a bit differently, though. What it does is calculate the level of enemy damage output that would challenge the original build as well. For the three defense builds we've plotted in the chart, we can calculate the damage level that would challenge the ORIGINAL builds:
- At 0% defense and healing 16.7 HP/S, we can survive 33 HP/S of enemy damage output.
- At 29% defense and healing 16.7 HP/S, we can survive 79 HP/S of enemy damage output.
- At 10% defense and healing 16.7 HP/S, we can survive 42 HP/S of enemy damage output.
Let's plot these lines as well, this time in green.
The graph is getting a little crowded, and there's probably a better way to graphically show what's going on, but I'll explain. If you're to the right of the break even point, the defense build immortality line (black) will be higher than the regen build immortality line (green). If you're to the left of the break even point, the defense build immortality line will be lower than the regen build immortality line. And if you're AT the break even point, both builds will have the same immortality line (black and green dashed line).
So what we can see is that doing ONLY the survivability calculation for the builds under consideration tells us which side of the break even point we're on when we're facing a challenging but not suicidal level of enemy damage. It tells us which side of the break even point we're at when our mitigation actually matters. And it does so without ever calculating the break even point.
Again, mitigation and survivability are two sides of the same coin. But only survivability can actually answer the original question in a MATHEMATICAL way, since only survivability mathematically tells you whether you're going to be over or under the break even point when your survivability is being challenged.
And again, in THIS case, for THIS example, it's been obvious to all involved that we're "very likely" going to be over the break even point. But that this is obvious doesn't mean that the mitigation calculation of the break even point actually provided the complete answer. And most questions along these lines are much less obvious than this one, involving more subtle trade offs. If the break even point were, say, two bosses, two lieutenants and four minions, we'd never know whether we'd be above or below this break even point without additional information about the builds in question.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Its the weekend........ shouldn't you guys be playing?
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Actually I was referring to the curve you would get if you plot this
Damage/defense
Since we were talking the 402/.16 = 2512.5
Which was the solution of Bunny's equation.
(or 421 same difference for the curve)
That looks like this
Defense,"Breakpoint"
45,893
40,1005
35,1148
30,1340
25,1608
20,2010
15,2680
10,4020
5,8040
That is the curve that I believe correlates strongly to your survivability model.
We used to have an ascii graphing program at Ford, would come in handy now .. lol. Or Ill need to upload the excel one somewhere .. bla
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
Yes. But I honestly get just as much enjoyment out of making builds and playing with game-related mathematical models as I do from playing.
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I find it highly amusing that a lot of people simply assume that scrappers are merely suicidal nutcases who go charging into swarms of bad guys without any sort of thought behind their actions.
I LIKE hanging out in this forum with these shrewd, calculating, mathematically inclined, quasi-suicidal APPARENT nutcases -- and I learn useful things that keep my characters from faceplanting when they're doing what's OBVIOUSLY crazy stuff!
There's a lot more to scrapping than the "here, hold my beer. Now watch THIS!" part....
...but let's keep it quiet and not tell everybody.
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
@Demobot
Also on Steam
So .. Bunny and Werner's math is actually pretty much describing the same thing. |
At best, Bunny can argue that all the rest of us are bad at interpreting what the math is telling us, but he hasn't met that burden, nor even really tried. He just keeps setting up examples to disprove that a given amount of regen always outpaces a given amount of DEF (or vice-versa), on paper -- which has thus far proven self-defeating, because every single one of the counter-examples he's cited in this thread is practically irrelevant (featuring an opponent DPS either way below the infinite AFK survivability point, or one way above what any character could reasonably survive without so much buff support that his build decisions are rendered moot).
Screaming over and over again that 10 / 10 = 1 doesn't disprove that 10 / 1 = 10.
Likewise, simply invoking Internal Rate of Return doesn't prove that proportional gains are entirely irrelevant. If you compare, say, baseball players' batting averages, you don't look at a 300 hitter and conclude that he's only marginally more valuable than a 250 hitter on the basis that he hits 0.5 more times per 10 plate appearances (the absolute return). You look at him and realize that he hits 20% more often than the 250 hitter (the proportional return).
That's why 300 hitters make millions of dollars more per year.
http://gulzar05.blogspot.com/2007/08...ar-effect.html
'tis only a blog site and not a good text book read, but it might be of interest to you.
I would advise you look at my thread on "The Defence Myth". The mathematics in this thread is appalling, and what I have written there quite succintly answers a very key problem that yourself and Werner are struggling with.
Actually Behavioural Economists describe it as the Superstar Effect.
http://gulzar05.blogspot.com/2007/08...ar-effect.html 'tis only a blog site and not a good text book read, but it might be of interest to you. I would advise you look at my thread on "The Defence Myth". The mathematics in this thread is appalling, and what I have written there quite succintly answers a very key problem that yourself and Werner are struggling with. |
The math is correct; you just prefer a different approach to the same problem. An impractial approach, as it happens. You never did address that.
And your blog is worthless, but thanks.
I would advise you look at my thread on "The Defence Myth". The mathematics in this thread is appalling, and what I have written there quite succintly answers a very key problem that yourself and Werner are struggling with.
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My calculus is a bit rusty but with some googling to remind me - the reason they are related becomes clear enough
Some DPM number / Defense number = Damage regen vs Defense value breakpoint
Or 402/x
Or essentially 1/x
The Derivative of ...
1/x = -1/x^2
And there is the curve.
In a fundamental and obvious sense, going from 40-45% is five times better. In fact, in a fundamental and obvious sense, going from 40-45% protects you from five times as much damage - the damage output of five bosses instead of one. The exact opposite of what you are saying.
Now, I WILL argue against such a simplistic conclusion. It may be fundamental and obvious, but it could be considered a bit misleading. I think it's best to instead view survivability increases in percentage terms, and both of these are double the survivability, or +100%. But I wouldn't go so far as to say that the more extreme view, that surviving 5 bosses is fundamentally and obviously five times better than surviving 1 boss, is actually wrong.
But to conclude the exact opposite, that mitigation is all that really matters, and therefore surviving one more boss is five times BETTER than surviving five more bosses? The mind boggles.