After reading through these threads:
I've gained a better understanding of how %DMG, %PDR, and %ATT relate to one another, and how that relation will vary depending on one's own equipment+skills and the target mob that is being dealt with.
So I decided to create an Excel file that will take this step further by integrating all stats (STR/DEX/LUK) for the purpose of calculating clean & buffed ranges, displayed damage on all bosses, and every conceivable "ATT-to-%Stat, ATT-to-Stat (& vice-versa) relation" that is useful to me.
But there were some parts that I haven't been able to accurately test, or cultivate a coherent understanding for, so I was looking for some confirmation and/or clarification with some of the calculations I've made:
1. Is it correct to use following equalities to relate increases in ATT and some stat (i.e. STR, DEX, LUK, All Stats, %STR, %DEX, %LUK, %All Stats)?
1 ATT = ?%STR
1 ATT = ? DEX
4% All Stats = ? ATT
where x is what is being solved for, and where the prefixes are:
- b = base
- np = not affected by potential
- p = affected by potential
Because the damage formula (taken from here and here):
contains multiplicative components, I took the liberty of treating everything besides (STR+DEX+LUK) and ATT as constants, seeing they are irrelevant when equating the two %increases. Is this a logical method for calculating the desired unknown stat, x?
2. (This next part assumes that the methodology used above to compare relative %increases is correct.)
Does gaining more of one certain stat/%stat become less effective at a certain point (is it calculable?), and will the largest %increase point toward improving different stat(s)/%stat(s)? For example, if one improves his DEX stats, must he also improve his STR and LUK stats as collateral, or should he continue to improve DEX because it provides the largest increase for the same amount that could have been added to STR or LUK?
To approach this question in a different manner, I will change the focus from the generalized example above to one that is more relevant to my case. I currently have 1039 ATT (852 potential-dependent), 4296 STR (330 base, 1000 potential-dependent, 40 potential-independent), 4489 DEX (330 base, 1156 potential-dependent, 45 potential-independent), 7692 LUK (416 base, 1163 potential-dependent, 43 potential-independent), with 16% all stats from MW31 applied. This may seem awfully unbalanced, given that I am heavily %LUK-based since I essentially moved all my Dual Blade gears over to my Xenon).
With 22% ATT, 208% STR, 189% DEX, and 365% LUK, my calculations lead to this conclusion:
- 9% STR = 6.0484769 ATT
- 9% DEX = 6.8237752 ATT
- 9% LUK = 7.2889542 ATT
Putting aside the higher base LUK, the flat stat bonuses from my equipment/skills seem to be fairly consistent, so it seems that the imbalance can be attributed to the inflated %LUK.
But this is just looking at one piece of the big picture.
I'm not very sure how I should be interpreting this information, so I don't know how I should be upgrading my gear in the most optimal manner. It seems I'm limited to "guess-and-check" work where I plug-in hypothetical values of incremental %stat boosts, and in this case, I am simply looking at what %stat will provide me the greatest boost as it relates to ATT. I was thinking of dismantling my pure %LUK increases for some basic %all stat, or some combination of %all stat + another %stat, but I have a feeling that the "immediate largest increase" can be very misleading in the grand scheme of things.
If the idea of improving gear through flat increases of STR/DEX/LUK is ignored (for now), and only potential stats are to be modified, then it would seem initially that evenly balancing %STR/%DEX/%LUK (in a way such that any incremental increases in different %stats closely approach some uniform value of %all stats) is optimal. However, the results indicate that the increases are largely dependent on the current total stats I have, and that in almost all cases, %DEX and %LUK increases are the best. And even though I have less %DEX than %STR, does the slightly larger potential-dependent DEX have that much of an impact to supersede the effects of %STR?
Any clarification on this topic is very much appreciated.
3. Based on what has been said in this this thread and my own calculations for STR/DEX/LUK, the stats obtained from Inner Ability are not affected by potential. Does ATT from Inner Ability also follow this pattern? (For creating the equations in part 1. of my questions, I assumed that ATT from Inner Ability is not affected by potential either, but I don't have a way of testing this myself).
4. Do the critical numbers we see as damage follow a standard normal distribution, a skewed normal distribution, or neither?
This came to mind as I was reading this post, where he used the average of min/max-crit multipliers to establish a comparison. Are we allowed to just take the "average" of values?
I don't know how Maple "selects" numbers to choose from, but is it done in either of the following manners?:
- Choose a random value between min-crit multiplier & max-crit multiplier, choose a random value between min-"range" and max-"range", and then multiply the two random values together.
- Apply min-crit multiplier to min-"range", apply max-crit multiplier to max-"range", and then pull a random value between the lower and upper bounds.
I think from a programming perspective, the first method is simpler. But I wanted to know if the numbers are randomly generated and just naturally fall under a standard normal distribution, or if they're intentionally generated in a way such that the majority of them approach the average value.
5. Does anyone have an updated %PDR chart for the most prominent bosses? I've been using Maple Archive to look up Physical Reduction Rates, but it seems the database hasn't been updated since late June.
Also, does Mori Ranmaru actually have 0% PDR, or 55% PDR as this page indicates?