Basically, me and Legen got into a statistical argument. Here's how I played it out.
~Statistical battle~Engineering nerd vs Psycho
Psycho Wins
quote from Legen: "I laugh at sins who put 9 points to get from 57% claw block to 60%"
(he thinks it's "only" 3%. A crucial 3%, as it is very close to the 50%, middle of the Bell Curve) - a way to view it
Difference between block rates:
[valid interpretation]
10%-20%: 9/10 - 8/10 to miss
30%-40% 7/10 - 6/10 to miss
40%-50% 6/10 to miss - 5/10 to block
50%-60% 5/10 - 6/10 to block
70%-80% 7/10 - 8/10 to block
as you can see, from 50% to 60% block is the vastest improvement (equaled by 40%-50%), a common misunderstanding: a percentage can be interpreted as a fraction as well. Per-cent, cent means 100 in French.
from 50% block to 60% block is an increase of 1/5th in blocking chance. 57%-60% Without any complex formula, just as an estimate, 3% being roughly 1/3 of 10%, we can estimate that it is about 1/3 x 1/5 = 1/15 improvement in blocking,
how many 15's in 100? To convert it to percentages, almost
7. Meaning a percentage increase from 57% to 60%, would literally give you
7% better chance of blocking. But it's only 3%? How can it be? It's because it's a range of percentages, it is very deceiving. It's because it's closest to 50%, which makes it more significant. Effectiveness when covering a range of percentages digresses from either side of the 50% middle. As we can picture it on a Bell Curve.
Lastly, 10%-20% block is indeed twicefold, 100% improvement in blocking chances, but it is well below the 50% mark, thus much less significant than 40%-50% increase in block rate.
Additionally,
Quote
Quote (haxorz @ Nov 27 2016 09:55pm)
i read your last thread and this one. speaking of misunderstandings, you seem to think that block rate has some non-uniform distribution. it does not; block, along with all other proc rates in the game, follow a uniform distribution. that is, if your char has "X% chance to block" and would be hit once, then your char has a X% probability to block the attack. it's a simple as that. therefore, basically everything you've said is wrong. for example,
"10% chance to block" to "20% chance to block" is actually the most significant amongst the examples you gave since "20% chance to block" has twice the effective damage reduction as "10% chance to block" has.
No, not the most significantly helpful, it is still very low block %, 1/10 block odds is like 9/10 chance to get hit, 2/10 block odds is like 8/10 chance to get hit, you'll get hit 1/9th less.