Mathemagic! Put your favorite ROTMG math stuff here!


#76

I thought you were doing binary math. But then I guess 1+1=10?


#77

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.


#78

excuse me but what the fuck


#80

Can you be more specific?


#82

6*9=42


#83

Base 13


#84

nice


#85

python :frowning:


#86

Yeah but it does affect your chance of hitting soulbound


#87

Yeah but deca nerfed the damage you need to do for sb damage to the ground and went through the earth’s core now


#88

I think you mean slope, gradient is something else entirely.


#89

Just two words for the same thing. ‘gradient’ makes it sound more mathematical. Really you can do it by just eyeballing the slope in Pfiffel‘s DPS calculator, no need to do any maths.


#90

The chance of leveling up a wizard without drinking any life pots and get maxed life by level 20 is 1/11^19


#91

Related:


#92

1/10^19 is statistically 0


#93

It may as well be zero but the key difference between 1/10^19 and 0 is that 1/10^19 is 1/10^19 more than 0.


#94

0+1/10^19=1/10^19 is a true identity.


#95

the difference is that it theoretically could happen, instead of never being able to happen.


#97

I just came up with this easier way to explain something I’ve known for the longest time…

If you could tank 100% of a weapons damage (instead of 85%) and an enemy has, let’s say, 200 defense, spirit dagger would deal up to 44 damage per hit (~0.5% chance), in spite of having 145 average damage, as compared to a hypothetical weapon that only hits 145 (145 min-145 max) damage per shot - it’s never gonna hurt this enemy. The other assumption is that you only have 25 attack, but… yeah.


#98

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.