Now you're just cherry picking:
Quote:
This works for all the examples above but I'm not sure I trust it really.
It's wasn't a "winner" it was just starting the conversation. Being misrepresentitive on purpose is basically = you aren't worth talking to so if that's how you wanna do this be my guest.
Leviathan.Comeatmebro said:
»tldr; Multiplication is commutative and Verda really really wants this to not be the case.
It's only weird because you don't seem to get it. All the other variables remain the same, you're just adding more steps for no *** reason. If you find the percent change in your attack or the percent change in your BP damage, that's going to be your percent change in the total. I don't see why this is so difficult for you. If A*B = D and I increase A by a percent, like 25%, then it would be A*1.25*B = D*1.25
Adding to multipliers is not the same as multiplying everything by something, now you're just obtuse.
Either you're both misunderstanding on purpose to try and make your point stronger, or you can't comprehend and read another's point of view. Here since you didn't even read the last post:
Of course if you multiply something times 1.067 it will be 1.067 bigger that's how multiplication works. When you're stating that over and over though, when that had nothing to do with the original point that the weights of what you have need to be represented and here's why due to the damage formula (because they multiply together), it's like watching someone scream into an empty hallway.
Let me say it more formally but this is the last time:
BP Damage * PDIF * Base Damage
This is what you talk about it as:
You remove BP Damage and PDIF from the formula, then check each separately in a three step process.
1. (current bp damage + new bp damage) / current bp damage
2. (current attack + new attack)/ current attack
3. see their damage improvement added
What we've always used here we use a formula just like this one for magical pacts, with MAB just is replaced by PDIF since we're doing physical:
BP mulitplier * PDIF multiplier * Base damage
Where BP multiplier is (1 + (current bp damage + new bp damage)/100)
And PDIF multiplier is (1 + (current attack + new attack) / mob defense)
Example: You have 155 bp damage, 2000 attack, and the mob has 1000 defense. Which is greater to add, 10 BP damage and 100 Attack or 12 BP damage and 80 attack?
The method you guys are saying:
For 10 BP damage 100 Attack
1. (2.55 + .1)/2.55
2. (2000 + 100)/2000
3. 3.92% + 5% = about 8.92% improvement Or if you chose to honor they actually multiply together in the formula: 9.116%
12 BP damage 80 attack
1. (2.55 + .12)/2.55
2. (2000 + 80)/2000
3. 4.7% + 4% = about 8.7% improvement Or if you chose to honor they actually multiply together in the formula: 8.88%
Gear choice 1 wins by about .22%
Using the full formula way that doesn't have several hidden steps and lets people have context and what we have always done here:
For 10 BP damage 100 Attack
(2.55 + .1) * ((2000 + 100)/ 1000) * base = 2.56 * 2.1 * base = 5.376 multiplier
For 12 BP damage 80 Attack
(2.55 + .12) * ((2000 + 80)/ 1000) * base = 2.67 * 2.08 * base = 5.5536 multiplier
Gear choice 2 wins by about 3.3%
So ...
I don't like your way, and it comes to the wrong gear choice.
* It has more steps, not less, making it more complicated
* It is wrong and in this case arrives at the wrong gear choice
* It removes everything from the formula which obscures what you're even trying to do
* If it did work, it'd have to be always related back to the core formula every time someone asked or needed it
* What you said about multiplying by 1.067 ends up with a 1.067 larger number was never anything I had a problem with, but you seem stuck on it as your only answer, you keep talking about multiplying multipliers, but fail to understand that you're focusing on that only when there's multiplier having numbers added to them before they are multiplied together.
* You've never really elaborated on more complex stuff or even this simple example on what you'd do with gear that has both attack and bp damage.
* You just state everything is over complicated but don't explain yourselves ever, and mistake me trying to get you to understand, when you stubbornly don't wish to as actual math work.
* You do need to know how they interact together, and knowing which multiplier is smaller will also clue you in on which multiplier would give you better end result damage do to their weights.
Before you respond with your typical response let me do it for you. But if I make a 5% increase in damage then it's a 5% increase in damage:
2000 * 1 * 2.55 = 5100
2000 * 1.05 * 2.55 = 5355
see 5355/5100 = 1.05 ! omg how can this coincidence be me multiplying by 1.05 made it multiply by 1.05 now I can ignore all your posts and misrepresent everything you said and make up new ones you didn't say! I r so great. tee hee. ~_~ I'm so done with this conversation. I respect a lot comeatmebro has done and ausar has been a help around here for many years, in multiple places. But I don't feel either of you are actually trying to solve problems or breech an understanding as much as stick to a taught method which isn't a one size fits all solution. I don't really appreciate it when you misrepresent what I said and use one liners instead of actual discussion I guess the real conversation was over about 19 posts ago, when I gave comeatmebro an upvote for saying you need to keep how much you have in account even though Sidra was right in a lot he said too.