Quote (inkanddagger @ Sep 25 2011 06:37pm)
Yeah it isn't the -% chance that's really doing the deed, it's the ds from EDC. You guys need to understand that only part of zeal is uninterruptable, and then only the animation is uninterruptable. You are still blocking or FHRing if you get hit. And remember about FHR, it only occurs when a certain percentage of base life is dealt. EDC has so much higher damage than BotDz does, especially when you are only using 15% ds on BotDz, that even when you roll a low hit with ds you have a very high chance of forcing an FHR on the other zealot.
Say you have 2300 - 8300 dmg with botdz and 1800 - 7000 dmg with EDC (these are similar to what you show in the guide)
With botdz you have 15% ds, with EDC you have 81% chance of ds.
(8300-2300)/2 = 3000 + 2300 = 5300. 5300 * .17 pvp pen * .5 damage reduced = 450.5 average dmg * .15% deadly strike = 518 average pvp damage
(7000-1800)/2 = 2600 + 1800 = 4400 *.17pvp pen * .5 dmg red = 374 avg dmg * .81% ds = 677 average pvp damage
That's quite a bit of extra average damage in zeal duels. Assuming ~3500 life on average, that's around 7 hits to win on average with botdz and only 5 to win with edc on average.
And FHR plays into it like this:
If the attack deals more than
- 1/16 of the targets max HP, they have a 37.5% chance to go into fhr
- 1/8 of the targets max HP, they have a 75% chance to go into fhr
- 1/4 of the targets max HP, they have a 100% chance to go into fhr
When your FHR is lower than the speed at which you are being attacked, you open yourself to allowing multiple consecutive hits.
Let's say a paladin has 3900 life as the shaftstop setup in this guide does. 1/8 = .125 * 3900 = 487.5 = the amount of damage needed for a 75% chance to put opponent into FHR. Now remember, botdz only does 450.5 average damage before ds, which means 85% of your hits only have a 37.5% chance to make them go into FHR. But with EDC, you have an 81% chance to make them go into FHR 75% of the time.
So, in summary, either get more life, more damage, or more FHR if you want to exploit this or prevent it from happening. But now you know the mechanic behind what you are observing in game.
btw, jus checked carefully again over the last bit. Where do you get the % chances for someone to go into fhr?
The way I would do it is ( for the edc setup ) :
487.5

5735 screen dmg ( assuming 50% DR )
1800 - 7000 = damage range of EDC

the 5735 -> 7000 inverval is (1265/5200)*100 % of the total interval

24.3%
So assuming you have not had a deadly strike you have a 24.3% chance of fhr, now we factor in deadly strike and obviously the range changes
I think you need 2868 screen dmg ( prob some rounding error but who cares ) to get a fhr assuming deadly strike, similarly this assuming a 1800-7000 interval this 2868 - 7000 interval is 79.5% of the total interval
But we have 81% chance of deadly strike so..
true chance should be 0.81 * 79.5 + 0.19 * 24.3 = 69.0% ( a weighted average )
Hopefully I aint made some sorta error/misread summin, but thats the way I see it

edit: I think you have assumed that if you hit a deadly strike they automatically go into fhr, and that if you dont hit a deadly strike then they dont go into fhr,which doesn't seem the case to me
This post was edited by Jeebus666 on Sep 29 2011 04:58am