1+1=2 BUT it can also be 1+1=0
this is how
[B]ranked
man, I was totally expecting the joke that if you do 2 damage to a boss you’ll still get 0. sigh.
if I combine my sword (1) with the fountain spirit (1) then I get a dex pot and a spd pot (2).
this does not remain true when I combine my sword (1) with the fountain spirit (1) while somebody else is also combining their weapon (1) with the fountain spirit. sometimes I get a dex pot or a spd pot, and sometimes I get both. (1 + 1 + 1 = 1 or 2)
I actually did
1 (Enter) 1 0 (Enter) Ans + 1 (Enter) Up Up Up Del Del
Which deletes the 10=10, making it seem like 1+1=11.
I think the error is in your math paper rather than you computer program.
While pressing on with my follow-up question–
–I noticed that the formulas for continuous approximation of multiple die rolls on this WikiHow page don’t match your formulas. Specifially, you put N (# of shots) in the denominator of your σ (standard deviation) formula, while the WikiHow author puts its equivalent, n (# of die rolled) in the numerator (of Var(X), but ofc it’s the same place in σ).
Once I looked into the statistical functions in Excel I was able to make a spreadsheet that calculates the probability of killing an enemy over time (assuming no missed shots or invulnerability phases). The results I got using the WikiHow formulas for σ and Var(X) correspond to your computer simulation, i.e. damage becomes very consistent (or equivalently, actual dps rapidly converges on expected avg dps) after about (base-dmg-range)/2 shots.
Using this as a rule rule of thumb, time-to-consistency can be estimated as
(base-dmg-range / 2) / rate-of-fire, or = base-dmg-range / (2 * rate-of-fire)
Based on this math, rate-of-fire impacts consistency more than damage-range–it has 2x the impact. However, it turns out that Condu is not more consistent than Fallen.
Yeah but deca nerfed the damage you need to do for sb damage to the ground and went through the earth’s core now