Quote (LabattBlue @ Mar 2 2019 08:51am)
Im not saying i want you to optimize or change anything....
Just list total or average damage in the tests you are doing already
. You are adjusting stats in your tests as already, just list damage comparisons
Outside of what everyone has stated, this is actually a good idea, all information should be gathered
at the same time, this information can then be used at a later date to compare it with any further
testing purposes.
Quote (BWConformity @ Mar 2 2019 09:23am)
I know you want to look at str/dex/crit chance and then look at average damage and try to evaluate combinations that actually work effectively, but if we don't control for weapon enhanced effect of the weapon, its tier, the level and armor of the monsters, whether EPs or not, monster difficulty, trapdoors, etc... you may make conclusions that are unmerited... I'd rather not list data that will lead to misconceptions, and I don't want to also have to try to record and control for all of those things here. I appreciate that you are interested in what we are finding though!
For future testing, I will include minimum, average and maximum damage so you can use this information later on if need be, I have also noticed that using enhanced effect weapons from level one(1) to five(5) to ten(10) and maybe fifteen(15) and one(1) hit killing, you tend to level up too fast, you will notice this in a lot of my previous tests where I got to level 5 and killing around 300 monsters instead of 400 maximum and they were not Evil Presence.
Things I have noticed:
A critical hit chance will still trigger on 0 (vs Sneaky & Azapnid Octovision), thus, Monsters armor would be irrelevant here, Weapon Tier, unsure.
Trying to reach 15%-20% critical hit chance on a regular basis is hard to keep based on Stats alone. Well, dependent on weapon I suppose.
Hopefully you won't mind me implementing the new information.