Quote (lilith0 @ Nov 30 2016 11:00am)
yes, it's more than the 3% visible percentage
but if you want to prove that it's the way to go, you have to compare those 3%visible (or 7% effective) to what 9 skill points can give you if you put them in another skill
you can't just say "it's 7% so it's better"
I personally don't mess with any kind of whirlwind assassin, for a Trapper, I'd say 57-60% is well worth it, imo. Especially in my build, I got 1pt claw block and I get 60%, bearing in mind that Fade is also extremely useful, I consider it the top Trapper build, and that with two 3wb/3fade/3ls claws, that auto-wsm bug, just incase I get slowed by the Clay Golem...
Quote (lilith0 @ Nov 30 2016 11:00am)
yes
but, it's still not a bell curve
13%cth->26%cth is +50%dmg
50%cth->63%cth is +26%dmg (what you said)
75%cth->88%cth is +17%dmg
the function is monotonic
each % is weaker when you got far from 0%cth and close to 100%cth
Right, I might be seeing too many Bell Curves. It's just cause I imagine 50% as the absolute Average, and all the scores of a randomization regressing nearer to it.
As my example of say, 1-62k lightning damage: there are more scores within 10k-50k, veritas, then within this segment containing the most amount of scores, there are more within 20k-40k, then more within 25k-35k, know what I mean? Even though they have the "exact same probability of happening", there are more within these segments, one after the other, which makes me assume there's a Bell Curve in at least this form of damage distribution.
The Bell Curve might not be applicable where there is already a percentage involved, being it its Average on its own.