The Defence Myth


all_hell

 

Posted

I put in 50% defense in the spreadsheet with DPS at 100, 0% resistance, 20 regen, and 1800 maximum hitpoints. The regeneration that compared to this 50% defense was 50 additional points.

Mathematically, this is true. In both instances, such a character will go from 1 hitpoint to max in 90 seconds. Also, going from -5% defense to 45%, or instead from 20hp/s to 70hp/s, the character will go from 1hp to full in 120s. Again, 50% defense = 50 hp/s.

While we have caps on defense, in-game caps, which are subject to change, do not alter the relationship when the survivability mechanics remain the same.

To compare this to something more realistic, look at 100% resistance instead of 50% defense (since I see no one complaining about that relationship in this thread). 100% resistance has been possible before in this game. Using the method applied by the original poster, a level of regeneration can be found that is equivalent to that 100% resistance figure.

Also we have something that mimics the effects of uncapped 50% defense against enemies with a base tohit of 50%: Phase shift. Using phase shift we can similuate these effects and have an apt comparison for survivability purposes. Again, this same method used by the OP can apply a regeneration % that is equivalent in mitigation to phase shift.

edit: So, let's say that since 100% resistance or 50% defense is impossible to reach after caps, what value of regeneration must I have to achieve those effects? I put in those values into your formula, and tada, I can now survive as much as an i0 perma-unstoppable tank.

This method is wanting.


 

Posted

Quote:
Originally Posted by Dersk View Post
Using the method applied by the original poster, a level of regeneration can be found that is equivalent to that 100% resistance figure.
Wut?

Any method that doesn't either generate a degenerate value or infinity for the relationship between 100% resistance and some value of regeneration is broken.

While players are now capped to 90% resistance, critters aren't. You can face critters with 100% resistance in theory. In practice, its happened before, although I don't know if all the variants have been altered. Bobcat used to go to 100% resistance to smash/lethal when under unstoppable. I don't know if that is still true because I haven't fought Bobcat in a while.. Lord Recluse used to go to 100% resistance when buffed by the towers for some types (smash, lethal, and energy I think) and I think still does.

But while players cannot buff to 100% resistance to a damage type, such levels of resistance exist in actual play, and thus any damage mitigation methodology ought to be able to deal with them. And they should state that such an entity is immortal (when attacked by that damage type) at *all* levels of incoming damage. Which means that level of resistance is equal to an unlimited amount of regeneration, even ignoring the fact that regeneration has to act after the fact.


The thing about methodologies and models is that ultimately, they sort of have to work. If they don't, they will be discarded. Mine are still around because they work: they produce results and predictions that people use, and that generally agree - to the degree to which they are applicable - to what happens in the game. While there is room for healthy debate about the degree to which they are oversimplifications in some contexts - for example, Umbral believes they are too simplistic to be used in isolation for powerset balance, and I don't disagree completely - when it comes to damage and damage mitigation, they work, so people use them. Short of using Markov calculations or state machines, they are likely to be one the better tools to estimate survivability. They are certainly the best tools to use that require nothing more than a number two pencil and a couple of minutes to work out.

One day, these equations might get replaced by something better. However, that something better is not going to completely invalidate these models. We already know these models work, period. The next great thing won't overturn them, it will extend and enhance them, and include more or better points of view, just like the sustained damage line (aka the immortality line - I'm going to regret that nomenclature for the rest of my life) wasn't replaced by the time window calculations, it was extended by them, so we now look at "infinite" survivability, 180 seconds, 90 seconds, 60 seconds, 30 seconds, and whatever other window of time we think is relevant, and combine those slices into a more holistic "three dimensional" view that better incorporates "burst" and time-sensitivity.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Wut?

Any method that doesn't either generate a degenerate value or infinity for the relationship between 100% resistance and some value of regeneration is broken.
The method advertised in thread's original post does not distinguish between the damage mitigated by going from 0% defense to 5% defense, 40% to 45%, or 45% to 50%, as it all cases, the same amount of additional damage is mitigated. And it's true for a certain amount of DPS.

100% resistance only 'mitigates' the damage that is actually applied, so in the method used by the orignal poster, being able to regenerate that amount of hitpoints is equivalent in that instance to 100% resistance.

So yes, it's broken. Very broken.


 

Posted

Quote:
Originally Posted by Dersk View Post
The method advertised in thread's original post does not distinguish between the damage mitigated by going from 0% defense to 5% defense, 40% to 45%, or 45% to 50%, as it all cases, the same amount of additional damage is mitigated. And it's true for a certain amount of DPS.

100% resistance only 'mitigates' the damage that is actually applied, so in the method used by the orignal poster, being able to regenerate that amount of hitpoints is equivalent in that instance to 100% resistance.

So yes, it's broken. Very broken.
Well, in a sense that is true, in that 100% resistance only mitigates all the incoming damage, so for a given level of damage 100% resistance is equal to that level of regeneration. However, since 100% resistance equals that amount of regeneration for all possible values of incoming damage its more correct to say that 100% resistance is equal to an unlimited amount of regeneration.

Technically, you could say that all levels of mitigation where you end up staying alive until you log out are all identical, because you can't do any better than staying alive. But that's a rather useless statement to make, because its completely uninformative most of the time. It would be an informative statement to make, if I were to say that for even con critters without tohit buffs or defense debuffs, 45% defense is no better than 50% defense, because mechanically speaking they are exactly identical. But its completely misleading to say that 45% defense is no better than 5% regeneration for the case where you are fighting greys in Atlas Park. Technically true, practically worthless.


This gets into a specific issue with regard to the (my) survivability equations. The *original* versions from I1 did not factor in health or regeneration, so they did not need to factor in incoming damage either. They just compared mitigators like defense, resistance, and +health. Moving to regeneration and heals forced me to incorporate, implicitly, incoming damage. My version inverts that and derives incoming sustainable damage from mitigation and regeneration, rather than incorporating regeneration and calculating necessary regeneration to survive or time to live usually. But they can go both ways. Once you factor in regeneration or heals, you have to factor in, in some way, incoming damage and (usually) starting health. My calculations normalized all rates (damage, healing, regeneration) as percent of health per second in order to do this.

But whether you do it my way, or one of the other numerically congruent variants, if you do not incorporate incoming damage into your calculations you cannot properly account for the effect of health recovery. As we can see, though, there are lots of ways to be led astray when you attempt to do this. Which is why it is so important for number crunchers to have ways to perform reality checks on their work. Without that safety net, its possible to be led into absurd places.


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Posted

AHA!

I finally worked out what the heck the OP was thinking when they wrote this. It took a while of contemplating it and reverse engineering the thought process.

It comes down to this: the OP makes a critical mistake right up front in terms of what people believe. The OP has heard the phrase that defense gets stronger the more you have, and then made a leap none of us has ever made before. The OP tried to figure out a relationship between defense and regeneration, and compared a given level of defense to a given level of regeneration for different starting points of defense. The OP believes, I think, that if the "myth" were true, then as you started with higher levels of defense, the incremental amount of defense would be worth increasingly larger amounts of regeneration. In other words, if 5% defense is equal to X regen starting from zero, it should be worth more regen if you start from 25% defense, say.

But the problem is that, as most number crunchers know, both defense and resistance amplify the benefits of regeneration. So as you stack defense on top of defense, each time you do the value of that defense increases, but the value of regeneration you're comparing to also increases in value in direct proportion, so they stay equal.

The OP thinks that the "myth" states that if you have enough defense, eventually an incremental amount more will be better than all other alternatives and that's not true. No one states that. The "myth" only states that the value of 5% defense is higher if you start at 25% than if you start at zero. To prove this we need to avoid comparing to standards that themselves shift around, and look at the actual net change in survivability.

If the OP thinks there are people out there that are saying things like "near the soft cap, defense is worth more than any amount of regeneration" then that's false If I was at 40% defense, I would take +400% regen over +5% defense. That's an easy choice. But I would take +5% defense over just +50% regen, because the former doubles my survivability while the latter increases it by only 50% (or less, if I start with slotted Health). The break even point, if you have slotted health, is about +180% regen.

The thing is, we're basically *never* in a position to choose between five percent more defense and +180% more regeneration starting from 40% defense**. So when someone asks "I have 40% defense, should I get 5% more or get some regen" we usually just say "go for the soft cap" because there's probably no way the alternative amount of regen they might be able to get could be comparable to what that level of defense equates to. But if someone offered me toggle instant healing instead of that last five points, I'm taking the regen. The "mythical models" actually do a great job of telling you which to go for most of the time, in that most people would tend to do what the models imply is the better choice.

Ask any SR (defensive) min/maxer, though, and they'll tell you that right after hitting the soft cap, the next thing they go for is health recovery: +regen bonuses or aid self or both. Because at the soft cap, regen bonuses that don't mean much to low mitigation characters mean everything to high ones. When I add a +10% regen bonus to my blaster, that increases recovery by about 30 health per minute. Interesting, but for the most part that is a downtime reducer, and allows me to move from spawn to spawn faster without starting ever lower in the hole. For my soft-capped SR, its not much more: about 35 health per minute. But because I have 90% damage mitigation most of the time, that allows me to erase the equivalent of about 350 points of incoming damage per minute. Per bonus. Five of them equal 1750 damage per minute of incoming damage I can recover from. That's a minion or two that get erased by those bonuses. On average. Because critters die (assuming you're trying to kill them), unless you are in a heavily AoE dominated setting, critters tend to be around attacking you only about half the time (think: start with five critters, then as you kill them that count drops to four, then three, then two...). Erasing two minions on average is actually like making three or four of them disappear in average combat. Just from those bonuses. Slotted health can make another five or six go away. The combination can make a whole even level Boss vanish when operating under soft cap conditions (assuming you're fighting more than one, and if you're driving a soft-capped scrapper, I'm guessing you are).

Basically, the OP seems to be arguing against a position no one takes. That fact is just hidden among some strange math.


** On the other hand, we are in a position to trade about 9% defense for 400% regen starting from 33%. That's basically the trade that Ninjitsu makes and it does fairly well with that trade. Fully slotted, reconstruction (Kuji-in Sha) is equivalent to about +400% regen, which compensates for a lot of defense. And you can still soft-cap Ninjitsu if you try hard enough.


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Posted

I said that already Though you did say it with a tad more detail.


 

Posted

I read all this and can honestly say, this whole thing( the whole thread) made my head hurt. Honestly? WAY too much thought/maths involved in playing a game. But kudos anyway, it did give me some insight on defenses in the game. Now I'm gonna go take several shots of Jack until all the numbers swimming in my head go away :P


 

Posted

Well this has been a good thread to read. Great example of using technically sound math to describe an invalid real-world scenario.

Speaking of theoretical arguments, is defense always better than resistance? Is it true that 45% defense is better than as 90% resistance?

Given a finite number of HP, is it better to dodge 100% of incoming damage 95% of the time or is it better to take 10% of the damage 50% of the time?

My initial inclination is that 10% of "a lot" over a short period of time can still kill a player pretty fast. Faster than the RNG, anyway. I would think that the RNG would be even more punishing for a resistance user, especially when bosses come into play. Though this argument quickly sinks back into a theoretical debate over given enemies who deal arbitrary amounts of DPS and buffs/debuffs enemies may be affected by.


 

Posted

It's time for another "you're wrong" statement, so here it is for Arcanaville.

Quote:
But I would take +5% defense over just +50% regen, because the former doubles my survivability while the latter increases it by only 50% (or less, if I start with slotted Health). The break even point, if you have slotted health, is about +180% regen.
Wrong. Again, why people should not use %s like this. Which is also what this whole thread is about. Comparing on %s leads to bad maths.

+50% regen does not always equal +50% survivability.

Proof 1:

Case a.

DPS Faced: 300
Defence: 0%
Resistance: 0%
HP: 2000
Base Regen: 20

Damage Received: 130/second (300*0.5-20)

Time until Defeat: 15.38s

Case b.

DPS Faced: 300
Defence: 0%
Resistance: 0%
HP: 2000
Base Regen: 30 (20+50%)

Damage Received: 120/second (300*0.5-30)

Time until Defeat: 16.66s

% increase to survival = 16.66/15.38 = 8.32% increase for a 50% increase in regen.

Proof 2.

Case a.

DPS Faced: 300
Defence: 35%
Resistance: 0%
HP: 2000
Base Regen: 20

Damage Received: 25/second (300*0.15-20)

Time until Defeat: 80s

Case b.

DPS Faced: 300
Defence: 35%
Resistance: 0%
HP: 2000
Base Regen: 30 (20+50%)

Damage Received: 15/second (300*0.15-30)

Time until Defeat: 133.33s

% increase to survival = 133.33/80 = 66.66% increase for a 50% increase in regen.

If you up the starting Defence to 40%, you'll find that +50% regeneration in fact makes you invincible. That's surely more than a 50% boost to survivability.

However Arcanaville would tell us that it's a 50% (or less, if there's existing % increases to regeneration, such as health) boost. But, she is wrong. There is not a singular answer, only a range of possibilities. Like almost everyone that has posted in this thread, %'s are misunderstood and incorrectly applied. A % increase is a nice way to express a benefit of something, but it is almost entirely useless when making decisions between mutually exclusive options.

If you want to know how to compare between mutually exclusive choices, give up on %'s. Right now. You will NOT answer it correctly this way. You need to calculate how much mitigation it provides and choose the better. That answer will depend on what amount of damage you face.

As for other things:

Quote:
So as you stack defense on top of defense, each time you do the value of that defense increases, but the value of regeneration you're comparing to also increases in value in direct proportion, so they stay equal.
Try expanding out the formula for how long you survive. That is:

HP / (Damage - Mitigation) = t

You'll have an expression something like:

HP/((1-x)D - y) = t

Where x = mitigation through resistance/miss/defence, D is the maximum DPS, y = regeneration rate, t= time (survival). Clearly there is no x term next to y, or a D term... or anything else. It is trivial to say that overall survival improves when regen and defence improves, but regeneration itself is not being multiplied by defence. Also, try multiplying y by 1.5 and it should be immediately obvious that t is not going to automatically grow by 50% either (the original error above).

I think I might call it a day here. The fact that Arcanaville thinks +50% regen = +50% survival highlights to me what the first post is about. If you disagree, then so be it (but you're also wrong). When considering your options think in terms of actual changes in mitigation, not % increases to the various factors, else you will flat out get it wrong. Anyway, I won't be reading or responding any further, but do feel free to run amok if you want


 

Posted

Wow. Just wow.

I eagerly await a response to that.

Edit: I'll toss in my own.

Quote:
Originally Posted by BunnyAnomaly View Post
It is trivial to say that overall survival improves when regen and defence improves, but regeneration itself is not being multiplied by defence.
No one said it is. What was said is that the survival benefit of a given amount of regen is multiplied by (the mitigation of) defense.

Gaining defense (or DR) that reduces incoming DPS by a factor X has a mathematically identical impact on your time to defeat of having your HP and HP recovery rate multiplied rate by 1/X.


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Posted

BunnyAnomaly, if absolutely everyone in the entire thread tells you you're misinterpreting what they're saying, don't you think it might be wise to consider even for a moment that they might be right? Because, once again, you've taken a explanation of the disagreement with your approach and interpreted it in a manner completely contrary to the intent.

For the bleeding-edge performance oriented characters here, they generally aren't going up against some static level of DPS and simply computing their survivability against it. That's just not the point. The question isn't "how long can I last against a certain level of DPS?" as you assumed in your last post, it's "what is the highest level of DPS I can survive long-term?" The players making use of these metrics are in the business of finding the absolute toughest things they can take on while still winning. If a character who can survive at most 300 DPS improves his survivability by adding more defense or regen, he's going to go out and *increase the DPS he faces* until he once again hits the limit of what he can survive. It's in *this sense* that adding 50% additional regen is a 50% boost in survivability, because it increases the maximum sustainable incoming DPS by 50% (assuming you are currently at base regen, as Arcanaville noted). Let me present a few numbers to explain this:

Base scrapper HP at level 50: 1338.6
Base scrapper regen:5.578 hp/s

The damage received will then be equal to (base incoming damage)*(.5 - defense). Assume that the scrapper will seek out the toughest enemies he can survive, so average long term damage taken is equal to regen. In that case, the maximum sustainable base incoming damage will be equal to (regen)/(0.5 - defense).

Assume 40% defense and base regen. In this case, the maximum sustainable average damage intake will be 5.578 / (0.5 - 0.4) = 55.78 dps. Any more, and the scrapper will eventually die as damage taken outpaces regen.

Imagine the scrapper increases his defense to 45%. Now, the maximum sustainable average damage intake will be 5.578 / (0.5 - 0.45) = 111.56 dps.

Now imagine the scrapper instead adds 50% bonus regen, for a regen rate of 8.367 hp/s. The maximum sustainable average damage intake will be 8.367 / (0.5 - 0.4) = 83.67 dps.

Initial maximum sustainable damage intake was 55.78 dps. Adding 5% extra defense increases this to 111.56, an increase of 100% over the initial value. Adding 50% regen instead of 5% defense changed this to 83.67, an improvement of 50% over the inital value. *This* is the sense in which adding 5% defense doubles your survivability and 50% regen increases it by 50% - adding 5% defense allows you to take twice as much incoming damage without dying, while adding 50% regen only allows you to take an extra 50% incoming damage.

The critical point you're missing is that, in general, nobody is interested in seeing what the effects are of incrementally improving your mitigation/regen against static amounts of DPS. You can calculate this all you like, mind, the problem is it's simply not relevant. A performance-oriented scrapper is almost always going to attempt to fight the most difficult enemies he can survive. If he can survive at most X DPS long-term and he then improves he survivability, he's not going to keep fighting things which do X dps. He's going to seek out tougher targets until he once again hits the limit of his survivability. If at 40% defense he can survive X DPS, going from 40% defense to 45% defense allows him to fight things which deal 2*X DPS, and that's what he's going to do. If he instead adds 50% regen to his 40% defense, he can now fight things which deal 1.5*X DPS, and *that's* what he will go do. Adding 5% defense allows him to fight things which are twice as nasty, while adding 50% regen only allows him to fight things which are 1.5 times as nasty.

*This* is why we say that the last 5% defense is a 100% boost in survivability, while 50% regen is only a 50% boost in survivability. To us, 'survivability' is 'what are the most dangerous possible things we can survive?' What you are doing is taking calculations that are based on *THIS* definition of survivability, changing the definition, and then claiming the calculations are wrong. They're not wrong, you are simply approaching the issue from a different set of assumptions. You can do that all you like, but it doesn't make what you are doing any more relevant to the issues we're actually talking about. Again, the problem is is *NOT* that Arcanaville, of all people, doesn't know what she's talking about, but that you are applying a different set of definitions and assumptions to the problem than everyone else is. You're arguing against a position that *nobody is actually taking*.


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Posted

I applaud the time and effort you have obviously put into this, it raises some intresting questions.


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
It's time for another "you're wrong" statement, so here it is for Arcanaville.
calling out Uber and Arcana in the same thread?

Even I've never managed that particular feat....GRATZ!


I'd issue preemptive wishes for a speedy recovery, but like a forum version of Monty Python's Black Knight you simply don't register damage that would cripple more reality based posters.


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Posted

Quote:
Originally Posted by BunnyAnomaly View Post
It's time for another "you're wrong" statement, so here it is for Arcanaville.


<snip>
You're wrong. Again.

If you haven't yet understood it, we're looking to increase the maximum DPS we can survive "indefinitely" and not really that interested in how long we can survive under a given DPS from enemies.

You calculate different things and that's why you think we're wrong. A 50% increase in Regen does indeed double survivability. It does not necessarily double time to defeat under a given DPS. I don't know what is so hard about the difference between these two that makes it impossible for you to grasp it.

ETA: Your calculations are correct in a vacuum, but you just use them wrong when you "prove" things. As I said before, your way of going about survivability is just much less applicable to the real game. Basically you're proving that because 10/1 = 10, 10/10 cannot be 1. It's in a way amusing.


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Posted

Quote:
Originally Posted by BunnyAnomaly View Post
Anyway, I won't be reading or responding any further, but do feel free to run amok if you want
LOL flounce!

Well, since Bunny is no longer reading, that means I'm no longer arguing, so the prohibition against me responding is lifted, right? Right?

So was that the worst example you've ever seen of being so locked in to your little world that you have absolutely ZERO ability to comprehend a single word that anyone else is saying?

Instead of using everyone else's definitions for words, make up your own, and then when people say true things using the common definition of words, interpret what they said using your own definitions, and then tell them they're wrong. It's why I TRIED to keep up with his alternative definitions in the other thread as I discovered them, such as using his alternative definition for mitigation, because it was obvious that he simply couldn't comprehend how anyone else might use words differently (because our definitions are wrong). My attempt failed, of course. When something like the definition of "value" in regards to defense becomes so strained that you can say (incorrectly mind you), that defense gives exponential rises to survivability, and simultaneously say that this isn't valuable, you're in such a tiny, self-contained bubble universe as to make communication impossible.

So wow. Seriously. Wow. I'm impressed. I have not seen that level of "lalala I can't hear you" in a very, very long time.

Well, back to playing.


"That's because Werner can't do maths." - BunnyAnomaly
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Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Nethergoat View Post
calling out Uber and Arcana in the same thread?

Even I've never managed that particular feat....GRATZ!
Ehhh. That's a comparison I don't think I'm especially deserving of. I think I'm usually pretty good at understanding the math and explaining to others, but except for the basic algebraic stuff like a time-to-defeat model, I have rarely come up with a (correct) model for parts of the game on my own. I mostly absorb what folks like Arcanaville, Stargazer or a few others figure out and then use it myself.

Umbral's probably got a better track record on hard-core game math than I do.

And then there's stuff like Arcanaville coming up with Arcanatime, or validating the streakbreaker through statistical analysis. I'm not just not in that ballpark, I live in a different county.


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American Steele: 50 BS/Inv
Nightfall: 50 DDD
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Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Ehhh. That's a comparison I don't think I'm especially deserving of. I think I'm usually pretty good at understanding the math and explaining to others, but except for the basic algebraic stuff like a time-to-defeat model, I have rarely come up with a (correct) model for parts of the game on my own. I mostly absorb what folks like Arcanaville, Stargazer or a few others figure out and then use it myself.
to a math illiterate like myself you might as well be Henri Poincaré.

=P


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Posted

Quote:
Originally Posted by BunnyAnomaly View Post

I think I might call it a day here. The fact that Arcanaville thinks +50% regen = +50% survival highlights to me what the first post is about. If you disagree, then so be it (but you're also wrong). When considering your options think in terms of actual changes in mitigation, not % increases to the various factors, else you will flat out get it wrong. Anyway, I won't be reading or responding any further, but do feel free to run amok if you want
LOL! How did I miss this? Oh, that's right, I didn't read further than the few lines under "proof".

I could call it a day here.The fact that you don't understand the difference between survivability and time to defeat highlights to me that this topic has no purpose at all. If you disagree, then so be it (but you're also wrong). When considering your options think in terms of actual changes in survivability, not player-decided DPS numbers that might not have any correlation with reality, else you will flat out get it wrong. Anyway, I will be reading this and responding to everything I think deserves a response, but do feel to come back if you want

sticky dis thred plz


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Currently playing as Castigation on Freedom

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Posted

:: Gets popcorn while awaiting for Arcana's return ::


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
It's time for another "you're wrong" statement, so here it is for Arcanaville.
I was kind of rooting for you until I got to here.

I kind of get what you're trying to communicate, but you've got a really strange way of going about it.

This whole thing reminds me of the Resistance to Defense convergence thread I started a year or two ago. The problem, as Arcanaville already pointed out, is that you cannot equated all forms of mitigation. None of them work in a vacuum. She explained it in detailed then as well.

You'd have better luck trying to explain why defense is not the be all/end all of mitigation so many believe, but few want to hear about it.


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Posted

2% sucks..... I like whole better


 

Posted

Quote:
Originally Posted by Desmodos View Post
You'd have better luck trying to explain why defense is not the be all/end all of mitigation so many believe, but few want to hear about it.
I'm not sure any but the most uninformed think that. This very thread talks about the ways various forms of mitigation combine to keep you alive.

The reason everyone focuses on defense is because:
  1. Linear increases in Defense and DR both act as if they are multiplying your HP and regen rate by 1/(1-M) for solving for time-to-defeat, where adding HP or regen rate are linear increases
  2. Defense is much more readily available than DR in both powers and set bonuses
  3. Defense also helps avoid many other negative effects, such as mezzes and debuffs
  4. Defense is not capped at 75% average mitigation the way DR is (edit: meant to add "for most ATs")
It's not the end-all-be-all, but it has a lot going for it, particularly at the top end of the attribute scale. If you're not a Tanker or Epic AT and you have 40% defense already, it's extremely unlikely that you have any other stat you can raise enough to match what going from 40% to 45% defense will do, and even if you're a Tanker or EAT, you may not have any way to increase those stats.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
Proof 2.

Case b.

DPS Faced: 300
Defence: 35%
Resistance: 0%
HP: 2000
Base Regen: 30 (20+50%)

Damage Received: 15/second (300*0.15-30)

Time until Defeat: 133.33s
First of all, something needs to be addressed whether your still following this or not.

Quote:
Originally Posted by BunnyAnomaly View Post
Comparing on %s leads to bad maths.
This is flat out wrong. So long as percentages remain consistant, then there is no issue.

If your correct, then I shouldn't be able to convert the non percentage numbers in the quoted case b to percentages, and get the same answer.

However, /pauleyshore I'm a ka-razy boy, so lets try anyway.

dps would be 300/2000, regeneration would be 30/2000, and damage recieved would be 15/2000; or .15, .015, and .0075 respectively. Time to kill would be 1 (representing 100%) / .0075, which equals? Well what do ya know, 133.3333333333333333333333333(and so on). Also, you can rearrange the problem to find the incoming damage value: .15=((1/133.33)+.015)/.15 or 300= (((1/133.33)*2000)+ 30)/ .15

So you can in fact use percentages. So where's the problem?

It seems to be, that you're looking for a different number than everyone else is. Your using an arbitrary dps value to find time to kill while most people i've seen use a given time to kill (immortality line is an infinite time to kill) to find an upper bound to the ammount of damage they can take, within the time frame. The problem with your method is the answer changes as you mesure it, your answer requires a static ammount of incoming damage to remain valid, which won't exist. Damage is probablistic, It will average out over time but won't always be the same, so you can't get a definite value for incoming damage. Each fight is different, and depending on luck the ammount of damage you take will go up or down. With the method your attacking, damage might exceed survivable levels for a given timeframe. Made up example: an enemy might deal 50 damage over 180s but it does 1000 points of damage over 30 of those seconds, but so long as the timeframe remains reasonable to the situation (which the previous would be an example of poorly defining time to kill) a performance expectation can be given that's far more reliable.

as to this:

Quote:
Originally Posted by BunnyAnomaly View Post
Quote:
Originally Posted by Arcanaville View Post
But I would take +5% defense over just +50% regen, because the former doubles my survivability while the latter increases it by only 50% (or less, if I start with slotted Health). The break even point, if you have slotted health, is about +180% regen.
Wrong. Again, why people should not use %s like this. Which is also what this whole thread is about. Comparing on %s leads to bad maths.

...snip worthless math...
And this is why people get annoyed with you. Because you don't read what people say and go off on worthless tangents.

you forgot this part of the line you quoted

Quote:
Originally Posted by Arcanaville View Post
If I was at 40% defense, I would take +400% regen over +5% defense. That's an easy choice. But I would take +5% defense over just +50% regen...
The bolded part being the qualifier you ignored.

Your proof corrected:

DPS Faced: 300
Defence: 45%
Resistance: 0%
HP: 2000
Base Regen: 20

Damage Received: -5/second (300*0.05-20)

Time until Defeat: sideways 8


DPS Faced: 300
Defence: 40%
Resistance: 0%
HP: 2000
Base Regen: 30 (20+50%)

Damage Received: 0/second (300*0.10-30)

Time until Defeat: sideways 8

Proof proves nothing, except that arbitrary damage value is arbitrary

But wait a minute lets try this a different way, how about seeing how much damage they take each second over a given timeframe? Lets try 120s

(((1/120)*2000)+20)/.1 = 366.66 damage

(((1/120)*2000)+20)/.05 = 733.33 damage / 366.66 = 2

(((1/120)*2000)+30)/.1 = 466.66 damage / 366.66 = 1.27 (by the way, if you didn't guess, this would be an "or less" example)


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.