Re: Hit rating?



Then further. For those Final Fantasy XI online players. imho: you can tag a mob that
square makes "a ringer". What you think is going to be a normal 'tough', or 'tough with
high defense' becomes an "unless you know some cool moves bud you lose" mob.
imho square tosses the monster's marble bag out and runs a straight strategy (chains)
against you. nothing random there to an already imperfect random number generator. You can
only hope to chain the monster back. (hope, as in you have enough health left to fire off
your strat).

Where does this fit into the WoW marble bag ? It doesn't. WoW hasn't applied skills to
the monster's - just tricks. imho.
i.e. where the monster looks like he is getting ready to do this.... run behind the
pillar. Stand on the stairs..huh.

two more cents.

** no fate **
dracman



"Dr Richard Cranium" <dracman@xxxxxxxxxxxxxx> wrote in message
news:46b37da9$0$13068$a8266bb1@xxxxxxxxxxxxxxxxxxxxx
: Good commentary !
:
: Then lets add the fact that the WoW random generator is not a true random generator, and
: the marbles in the bag are not truly a random mixture in the bag (i.e. the hit marbles
: might be all on the left side of the bag). So some where imho in your most excellent
: explanation the specter of % chance to extract from the bag several of the same type of
: marble several times in a row. Then once extracted does that marble stay out of the bag,
: or go back in the same "random slot" maybe to the bottom of the random list of marbles ?
: Whatever; this is probably to much information and not needed. As whatever results
trends
: towards your explanation.
: The unpredictability is present, however skewed "random" is, and you can affect some of
: the marble count with buffs.
:
:
: ** no fate **
:
: dracman
:
:
: "Dan" <no.spam.here.invalid> wrote in message
: news:ar66b3deamk51h32s0nfit1d04o296hbhq@xxxxxxxxxx
:: deathsabyss@xxxxxxxxxxxx (Ashen Shugar) wrote:
::
:: >I think it was "JohnR" <repro007@xxxxxxxxxxx> that wrote something
:: >like...
:: >>>
:: >>It's the 100 marbles in a bag and pull a random one out each hit that people
:: >>have trouble visualising. 20 crit marbles in the bag can't be anything other
:: >>that 20 crit marbles.
:: >
:: >Ahh, I see where you're getting at now. You're pulling the marble out
:: >*before* you decide if you even hit.
:: >But that still means if you don't hit after pulling a crit marble out
:: >of the bag, then you've lost that chance to crit.
:: >Unless you're trying to say that if you have a 20% chance to crit, and
:: >you're only connecting on 20% of your attacks, then all of them will
:: >crit.
::
:: Not quite. Pulling a single marble out of the bag decides whether
:: you crit, normal hit, miss, are dodged, are parried, etc. If you
:: pull out a crit marble, then you have definitely crit. Suppose you
:: have a 10% crit chance, a base 5% miss chance and your victim has a
:: 5% parry chance and 10% dodge chance. In the bag of 100 marbles will
:: be:
::
:: 10 crit marbles
:: 5 miss marbles
:: 5 parry marbles
:: 10 dodge marbles
:: 70 hit marbles
::
:: (Basically, the hit chance, the number of hit marbles, is the
:: leftover after all the other outcomes are accounted for.)
::
:: Each shot or each weapon swing, you pull out 1 marble. Whatever
:: marble that is, is what happens. If you pull out a crit marble, you
:: get a crit. If you pull out a hit marble, you get a normal hit.
::
:: A crit is always a crit and cannot miss, because for a miss you must
:: have had to pull out a miss marble. Similarly you can't dodge a
:: crit, because if you dodged, it wasn't a crit in the first place.
::
:: What happens when you add +hit gear is that you replace some 'miss'
:: marbles with 'hit' marbles. E.g. if you have +2% hit, then your
:: marble bag now has:
::
:: 10 crit marbles
:: 3 miss marbles
:: 5 parry marbles
:: 10 dodge marbles
:: 72 hit marbles
::
:: The extra +2% hit gives you 2% more hits. It does not affect your
:: crits, you'll still get 10% crits. Because +hit turns miss marbles
:: into hit marbles, when your miss rate reaches 0%, extra +hit has no
:: further effect! So +hit is really -miss. Since the base miss rate
:: against same-level opponents is 5%, having more than 5% +hit is a
:: waste of time against them. (Of course, duel-wielding classes have a
:: much higher miss rate and so get much more benefit from extra +hit.)
::
:: To increase your number of crits, you have to add +crit. Extra +crit
:: turns replaces some 'hit' marbles with 'crit' marbles. E.g. adding
:: 5% crit to the previous example, your bag now has:
::
:: 15 crit marbles
:: 3 miss marbles
:: 5 parry marbles
:: 10 dodge marbles
:: 67 hit marbles
::
:: You will get fewer hits, and more crits. The number of
:: misses/parries/dodges is not affected. If your opponent adds more
:: +parry or +dodge, these also replace 'hit' marbles. E.g. adding
:: another +10% dodge:
::
:: 15 crit marbles
:: 3 miss marbles
:: 5 parry marbles
:: 20 dodge marbles
:: 57 hit marbles
::
:: It reduces the number of normal hits you'll get by 10%, but does not
:: affect the number of crits you get. This is why +crit is
:: particularly good against rogues - rogues damage mitigation comes
:: largely from dodge, and +dodge doesn't reduce the number of crits.
:: To do that, you need +resilience - which effectively downconverts
:: crits to hits - the same effect as -crit.
::
:: Hope that helps!
::
:: Dan
::
::
::
::
:
:
:
:
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