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Aug 31 2013 07:09am
Lol melee vs Osama
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Aug 31 2013 10:51am
Quote (Jeebus666 @ Aug 31 2013 06:56am)
You didn't read anything.

I'll try and make this super simple.

Lets say we have a 50% chance to hit  and the Opponent has a 75% chance to block.

Then lets say we have 1000 hits, after the first check for Defence - half our hits will go through.

So we have ( on average ) 500 hits going through to be checked against block.

There's a 75% chance to block so ( on average ), 125 hits will go through. As you can see, rounding isn't needed and on average 12.5% of our initial 1000 hits are successful.

What your making the mistake of doing is thinking that " ultimate chance to hit" of 12.5% is a number coded into the game, it isn't. You've made it up, so it just isn't rounded.

Anyway I dunno what's more hilarious, the fact that your so badly wrong, or the fact that these guys seem to think your right lol.



Dunno what your trying to say with that, but if means you've realised your wrong..well done ;)


Misunderstanding what each other are saying completely. The game rounds hitchecks. 49.5% chance to hit doesn't exist, it gets rounded, then you can calculate for block. So, yes, 12.5% chance to hit is possible if that's what we are calculating for.
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Aug 31 2013 10:53am
Quote (inkanddagger @ Aug 31 2013 05:51pm)
Misunderstanding what each other are saying completely. The game rounds hitchecks. 49.5% chance to hit doesn't exist, it gets rounded, then you can calculate for block. So, yes, 12.5% chance to hit is possible if that's what we are calculating for.


Okay thats all well and good but explain this:

Quote
21,000 attack rating has a 36% chance to hit, and after block a 9% chance to hit.

If you boost your ar to 25,000, you have a 40% chance to hit and 10% after block.

Anything between 21 and 25k has the same ultimate chance to hit, so it's pointless to go higher than 21k unless you can exceed 25k.

The next time you will gain a percent chance to hit is at 29,000 attack rating, with a 44% chance to hit and 11% after block.


Quote (inkanddagger @ Aug 31 2013 02:53am)
The game rounds everything. 12.5% simply doesn't exist.


That contradicts what you just said, does it not?

Also:
http://forums.d2jsp.org/topic.php?t=32187727&f=87&p=450977077

Where you question the emperor's socketing - when you seem to round one value up and one down ( generally d2 uses the floor function anyway, so even if rounding existed for this, you'd be doing it wrong ) to get both at 8% when you shouldn't be rounding either???

This post was edited by Jeebus666 on Aug 31 2013 11:03am
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Aug 31 2013 01:39pm
Quote (Jeebus666 @ Aug 31 2013 12:53pm)
Okay thats all well and good but explain this:





That contradicts what you just said, does it not?

Also:
http://forums.d2jsp.org/topic.php?t=32187727&f=87&p=450977077

Where you question the emperor's socketing - when you seem to round one value up and one down ( generally d2 uses the floor function anyway, so even if rounding existed for this, you'd be doing it wrong ) to get both at 8% when you shouldn't be rounding either???


1) I just posted numbers from a calc. I suppose it rounds.

2) Doesn't contradict. I am talking about hit checks in the game, where fractional percentages don't exist.

3) In the game itself, 100 swings or less is what you're going to experience in a zeal vs zeal. So 31 swings out of 100 or 34 swings out of 100 roll a chance to hit in the posted example. But then you have to factor block, and you can't land partial hits in this game, right? So I guess what you're saying is that you will either hit 7 or 8 times, and not 8 either way?

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Aug 31 2013 02:36pm
Quote (inkanddagger @ Aug 31 2013 08:39pm)
1) I just posted numbers from a calc. I suppose it rounds.

2) Doesn't contradict. I am talking about hit checks in the game, where fractional percentages don't exist.

3) In the game itself, 100 swings or less is what you're going to experience in a zeal vs zeal. So 31 swings out of 100 or 34 swings out of 100 roll a chance to hit in the posted example. But then you have to factor block, and you can't land partial hits in this game, right? So I guess what you're saying is that you will either hit 7 or 8 times, and not 8 either way?


First two points I'm not sure what your refering too so I cant really respond.

3rd point is basically where your getting confused. You cant get " fractional " hits, but that is irrelevent.

To make it more obvious, lets say u hit 1 in 100 times on setup A and 5 in 100 times on setup B. Maybe you only land 4 more hits per 100 swings in setup but.. setup B is MUCH better. This is because you hit 5 TIMES AS MUCH.

Now the difference between 8.5% ultimate chance to hit and 7.75% ultimate chance to hit isn't anything to do with fractional hits. A % change calculation tells you that you will hit 9.68% more with the first setup ( 0.75 / 7.75 x 100 ).

To say that there is a difference less than 1% and therefore these is no difference between the setups is just plain wrong.

Remember these are just averages.. it doesn't mean that in 100 hits you WILL hit 7 or 8 times, its just a probability. If you have a probability of 0.085 of landing a hit, you model 100 hits as a Binomial ( 100,0.085 ) to find out the probability of landing any number of hits between 1 and 100.

This post was edited by Jeebus666 on Aug 31 2013 02:39pm
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Aug 31 2013 02:40pm
Quote (Jeebus666 @ Aug 31 2013 04:36pm)
First two points I'm not sure what your refering too so I cant really respond.

3rd point is basically where your getting confused. You cant get " fractional " hits, but that is irrelevent.

To make it more obvious, lets say u hit 1 in 100 times on setup A and 5 in 100 times on setup B. Maybe you only land 4 more hits per 100 swings in setup but.. setup B is MUCH better. This is because you hit 5 TIMES AS MUCH.

Now the difference between 8.5% ultimate chance to hit  and 7.75% ultimate chance to hit isn't anything to do with fractional hits. A % change calculation tells you that you will hit 9.68% more with the first setup ( 0.75 / 7.75 x 100 ).

To say that there is a difference less than 1% and therefore these is no difference between the setups is just plain wrong.


So the thing you have to determine is if hitting 9.68% more often is better than doing 20% more average damage.
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Aug 31 2013 02:43pm
Quote (inkanddagger @ Aug 31 2013 09:40pm)
So the thing you have to determine is if hitting 9.68% more often is better than doing 20% more average damage.


Exactly but its not " 20% more damage ". Its 20% more deadly strike.

This is easy to do, but you need to know how much deadly strike you initially have.

As an example if you already have 50% deadly strike ( so you get 70% by adding a Lo ). Then, on average, you will do 1.7/1.5 = 1.13 times more damage by adding 20% DS.

Its pretty obvious that the more DS you already have, you'll recieve less of an effect on " average " damage by adding a Lo.

Its a bit more complicated than that in reality, as you have to consider variance, but I'm keeping it simple.

This post was edited by Jeebus666 on Aug 31 2013 03:03pm
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Sep 1 2013 09:16am
Question; I keep being told HoZ for higher HS > spirit for higher life (I'd assume comes out at around 100 more life) for bo/HS on zealots. Is it purely preference or will the defense boost be noteworthy while the life may me insignificant in this context?
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Sep 1 2013 11:26am
Quote (Turismo @ Sep 1 2013 08:16am)
Question; I keep being told HoZ for higher HS > spirit for higher life (I'd assume comes out at around 100 more life) for bo/HS on zealots. Is it purely preference or will the defense boost be noteworthy while the life may me insignificant in this context?


spirit gives 300 life, hoz gives.. 2-3k def.

ofc hoz is higher hs > spirit

This post was edited by Neko on Sep 1 2013 11:27am
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Sep 1 2013 11:47am
Quote (dark-soul @ Jun 19 2009 02:57pm)


Strategy (:lol: )

Step 4: Close your eyes and hope he dies first


i like this part :rofl:

anyway i will check this def frome hoz
I thing is better option then keep some more life
just started zvz :blush:
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