Haste and Monk

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Scorsese
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Re: Haste and Monk

#61 Post by Scorsese »

Nusry, having a cyber session w/ Jaye atm.

Luv me dem azn hotties. :>
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Re: Haste and Monk

#62 Post by Knyght »

Ok so the new haste hypothesis is:

Code: Select all

[256-(256*item1haste%)/256]*baseDelay=newDelay


3% Haste addition:
[(256-(256*.03)/256]*348=338
10 Floored Delay

5% Haste addition:
[(256-(256*.05)/256]*348=331
17 Floored Delay

12% Haste addition:
[(256-(256*.12)/256]*348=307
41 Floored Delay

So say you had Haidate (-17D) + Turban (-17D) + Black Belt (-41D) = 273 flooredDelay @ 22% Haste.

------------------------------------------------------------------------------------------
Difference from other formulas:

The "Cumulatively additive" [baseDelay*(1.00-item1Haste%)*(1.00-item2Haste%)*(...)=newDelay]formula returns a delay of
348 * .88 * .95 * .95 = 276 Floored Delay



The "Straight Cumulative" [baseDelay*(1.00-totalHaste%)=newDelay] formula returns a delay of
348 * .78 = 271 Floored Delay

*Note that newDelay is calculated as 348 because Martial Arts IV reduces inate hand-to-hand delay to 300, with Destroyers having +48 delay.
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Re: Haste and Monk

#63 Post by Scorsese »

And besides, Ora, I'm not into British ppl.

I'll cyber Up tho!
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Re: Haste and Monk

#64 Post by Oraphin »

Scorsese wrote:And besides, Ora, I'm not into British ppl.

I'll cyber Up tho!


U'd love to get "into" me and u kno it Razz

You cannot make another post so soon after your last.
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Re: Haste and Monk

#65 Post by Machdaddy »

Actually...

Haidate: floor[5 * 256/100] = 12.8 > 12

Turban: same deal 12

BB: floor[12 * 256/100] = 30.72 > 30

So... floor[(256 - (12+12+30))/256 * 348] = floor[(256 - 54)/256 * 348] = floor[202/256 * 348] = 274

Haste is additive, but the game adds the real values together, when it's calculated. This means the 256th of each item is added together, and that number is what gives the actual resulting haste. Difference of 1 between the two, but yeah, I'm just being picky, lol Razz
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Re: Haste and Monk

#66 Post by Safersephx »

wowo so boring
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Re: Haste and Monk

#67 Post by Aemora »

Safersephx wrote:wowo so boring


You cannot make another post so soon after your last. x16 RECORD!
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Re: Haste and Monk

#68 Post by Knyght »

but mach the 12s you get aren't the delay numbers, those are the X/256s numbers... 12.8/256 is for 5% haste which is floored to 12/256 which when plugged in, nets 331.6~ which is again floored down to 331, so a 17 delay difference from 0 haste.
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Re: Haste and Monk

#69 Post by Machdaddy »

That's right. Haste is purely additive. This means you figure out the real haste value of each item first. Add those values together, and then use the real haste value with the delay. 12.8/256 floored is the real haste value of Haidate and Turban. What you've done is find the haste value for a single item, then used that value against the base delay to calculate the reduction that item gives. Can't do that when you have more than one item, though. It's the total haste value that has to be used.

It's all as simple as just remembering that haste is purely additive, you just don't get the real haste values from the item description.
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Re: Haste and Monk

#70 Post by Scorsese »

Up's a freak!

<3<3
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Re: Haste and Monk

#71 Post by Knyght »

We're 1 delay off >( you condensed your X/256's at a different point in your formula, I'm pretty sure that's where we split paths. My way's better.
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Re: Haste and Monk

#72 Post by Machdaddy »

My way's right

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Re: Haste and Monk

#73 Post by Scorsese »

Mach, do you fancy men?
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Re: Haste and Monk

#74 Post by Machdaddy »

fraid not. Men have one thing too much and two things too little, if you know what I mean.
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Re: Haste and Monk

#75 Post by Knyght »

My way's right
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Re: Haste and Monk

#76 Post by Machdaddy »

lol, seriously. We could argue, but if you ever want to check the validity, just test it with damage reduction, it gives you a straight numerical result, which incidentally, is why I know my way is right ;P
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Re: Haste and Monk

#77 Post by Knyght »

With BB's DMG reduc, I took 953 from 1k needles, but i care not to work backwards from that... but obviously it's not 5% for sure. -4.7% is what it would be, but wouldn't that be floored to read "Physical damage taken -4%"?

Edit: And in the grand scheme of things, either one of our equations will net the same results, or otherwise untestable differences between them. The whole reason I did this was out of A) Boredom and B) to give a general, yet not vague, idea of what MNK Vs LBC was capable of in terms of DoT. -.1%+ won't significantly change anything to do within even 9 LBC fights, possibly noting 1 attack round extra on the 10th LBC. >.>a
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Re: Haste and Monk

#78 Post by Machdaddy »

The mathematics of actual game mechanics always floors, but the item descriptions aren't based off internal mechanics, they're straight values assigned by the developers. It is, for their initial intent 5%, but as it gets converted into lower value through the 256th flooring, it lowers in actual effect. I'm pretty sure there's a good chance the people who label these items don't even know how their own equations work.

edit: And yeah, I'm doing this because I'm bored, too, lol =o
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Re: Haste and Monk

#79 Post by Knyght »

When are you coming back Sad I haven't been to KRT in 4-5 months and you promised me a party there a lonnnnnnnng time ago (I think D: ) Anyway, come back and find a good KRTBrd and let's go Neutral
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Re: Haste and Monk

#80 Post by Machdaddy »

I'm logged in right now, lol. Reactivated an hour or so ago, logged in, then went afk to postwhore and watch Death Note.
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