Quote (Kagetsu @ Jun 7 2023 07:30am)
Hey, im not sure how the simulation actually calculates win rate between 500dmg vs 1-999dmg given a set amount of life. I used mine and it shows a tie 50-50 since over the course of thousands of games, it would eventually lead to a normal distribution. But i would definately be interested in taking a look at it since it can have so much more applications (eg. Min maxing and ds% comparison)
Yes, with grief, dmg is already sky high and being able to connect with opponent first or having max dr%, better reflexes, better jewellery stats etc...would provide much bigger advantages, much more than concerns of which shield base.
i just run 2 examples:
number of runs: 1 000 000 each
health: 1000
dmg range: 46-46 (kurast)
hits to kill: 22.000
dmg range: 5-87 (vortex)
hits to kill: 22.217
thats a 10% difference in pure numbers (and a hard-to-interprete value in terms of probability distributions, but still...). also we'd have to do convergence tests depending on number of runs, yada yada, but its enough to get the idea i think
your example:
number of runs: 1 000 000 each
setup 1: 500-500 dmg
setup 2: 1-999 dmg
health: 1000
1: 2
2: 2.716
health: 3000
1: 6
2: 6.664
health: 10 000
1: 20
2: 20.666
we can also move this to private conversation so noone in the forum gets bored to death or dies to excess numbers^^