BunnyAnomaly

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  1. Werner says we need a magic 8 ball for my solution. That's because Werner can't do maths.

    Obitus thinks the solution is only useful for when invincible survivability is reached. That's because Obitus can't do maths too.

    Answer was provided using my method already. Your method describes nothing useful. This is it here, because apparently you don't read and just write bad math the whole way through:

    Quote:
    Originally Posted by Hai Jinx View Post
    following Bunny's math/argument then the answer to the OP's question is:

    The Defense is better as long as the incoming damage is more than 402/0.16= 2512.5 hp per minute, if it is less the Regen will mitigate more damage.

    with of course two added caveats -- as earlier posters mentioned -- that the damage has a smashing and or lethal component, if it doesnt the regen wins.

    and that you do not care about additional secondary effects you will suffer using regen instead of defense mitigation. If you do care, the defense wins.
    Solution provided.

    This one I particularly like. Because it came from Werner's own workings yet he doesn't understand the importance.

    Quote:
    You are 15 hp/s ahead regardless of your initial defence.
    Precisely!. Hence why continually I have written that the initial defence doesn't matter (some caveats: if you're invincible it doesn't matter what choice you make, if you exceed a cap then you need to consider only what defence you actually benefit from). Shocking that when people actually put things into practice they get THE EXACT THING I HAVE BEEN SAYING.
  2. Werner presumably didn't read anything I wrote else he would know that the decision between regen and defence is going to change dependant on how much damage you expect to face. I only repeated that for I don't know how long while Obitus said otherwise. Obitus was wrong. If Werner had have bothered to read he wouldn't've wasted his time writing that.

    Same reason why he doesn't understand IRR.

    Or why you can't decide between "+100% survivability through defence" or 5 hp/s regen, because writing that can't decide anything.

    I have provided a metric for determining it if these are your considerations, and it was used before to provide the correct answer to this question by someone other than me, using this very method.
  3. Quote:
    Originally Posted by Nicro View Post
    Mind/Fire dominators seem all the rage currently.
    This is a great suggestion. Even if you don't like Redside you can swap with Going Rogue as soon as you hit 20, or you can start in Praetoria and move onto blueside at 20 again.

    The only thing is that your stupefying damage really hits once you get your APPs. If you have Mids, just take a quick glance there and you will be wowed

    If you're totally opposed to this, another ranged attack style class is a Controller (kinetics especially), but once again your AOE is going to be fairly meek until you hit the APPs and can use them with containment.
  4. BunnyAnomaly

    Bug with burn

    Oh that really sucks

    It works fine with my Brute.
  5. Quote:
    Originally Posted by Hai Jinx View Post
    and that you do not care about additional secondary effects you will suffer using regen instead of defense mitigation. If you do care, the defense wins.
    Indeed. This was noted in my very first post that there are other advantages to defence.
  6. Quote:
    Originally Posted by Obitus View Post
    No, my claim was that the opponent's damage is unknowable, and that therefore it's better to concentrate on the practically plausible bounds of your survivability.
    Quote:
    Originally Posted by Obitus View Post
    It's not clear why you'd prefer a metric for making build decisions that relies on knowing the precise damage output of the opponent(s), rather than a metric that relies on simply knowing your own regeneration/healing rate and resistance values.
    I am abrupt and confrontational because you are lying about what you said and wish to rewrite history.
  7. Quote:
    Originally Posted by Obitus View Post
    Yeah, great. Meanwhile, if you're taking 1000 damage per second and your only source of mitigation is 5% DEF, then you're screwed anyway without huge outside intervention.

    Again, the point isn't that your numbers are wrong in theory. The point is that your numbers are practically useless.
    Is this your admission that you're wrong? Thank you.

    I can give you all sorts of numbers spanning any kind of possibility.
  8. Quote:
    Originally Posted by Obitus View Post
    Are you denying that 20 hp/sec and 45% DEF allows you to survive 20 / (1 - (50 / 45)) = 200 DPS indefinitely?

    Oh, I'm sorry; I forgot. You like to double the mob's DPS for no good reason. Let's make that number 400 DPS to account for the fact that the average mob has an inherent 50% chance to miss.

    See, when you slide your standards all over the place, it leaves you an all-too-convenient opportunity to claim the other side is stupid. Cool story, bro.
    Your claim was that damage doesn't matter, so I do get to move the damage to prove to you it does matter.
  9. Quote:
    Originally Posted by Obitus View Post
    Didn't we already do this?

    5% DEF is 10% mitigation. Therefore it increases your regeneration (and your healing, and any heals thrown your way by teammates, and your chance of avoiding a debuff) by 1 / 0.9 = 11.1%.

    0.111 * 20 = 2.22 HP/sec.

    So clearly the 50 hp/sec wins.
    When incoming damage > 1000, defence is better.

    Defence:

    1001 damage = 450.45 received. Regen is 20, so over that second you actually take 430.45 damage.

    Regen:

    1001 damage = 500.5 received. Regen is 70, so over that second you actually take 430.5 damage.

    When incoming damage <1000, regen is better.

    Defence:

    999 damage = 449.55 received. Regen is 20, so over that second you actually take 429.55 damage.

    Regen:

    999 damage = 499.5 received. Regen is 70, so over that second you actually take 429.5 damage.

    Different damage = different answers.
  10. If you make a claim back it up or don't say it at all. You can't, and every attempt has been awful.

    Now that you recognise you cannot substantiate it, you say "oh but I'll be getting healed" or "yes but what if you are one shotted".

    Quote:
    rather than a metric that relies on simply knowing your own regeneration/healing rate and resistance values.
  11. Quote:
    rather than a metric that relies on simply knowing your own regeneration/healing rate and resistance values.
    +5% defence or 50hp/s regen, go! Base regen is 20hp/s and 0% defence. Which is better! You claim to know so tell us.

    Until you can show me then quit expressing your profound ignorance. I can't teach people to be smart here.
  12. Actually I won't keep this up. I've proven absolutely what I needed to do Orbitus, and what you write is utter, utter tripe.

    Quote:
    Beyond that, though, it's crazy to try to make a build decision based on this-or-that opponent's potential damage output. Just from playing the game casually, I can know which mob faction uses this-or-that attack type, this-or-that mez or debuff effect, etc. I'd need to parse logs endlessly to figure out what each mob's DPS is, and even then I'd be left with an answer that slides around based on difficulty level.
    Epic. If you don't know maths then why get involved in a maths discussion. "I don't decide what to do on what damage my opponent can do".
  13. Thanks for the laugh, this is fantastic!

    +5% defence or +50 hp/sec regen.

    1a. 0% -> 5% defence
    100 dps incoming: Damage now taken is 45/second

    1a. +50 hp/s regen.
    100 dps incoming: Damage taken is now 0.

    Regen wins.

    2a. 0% -> 5% defence.
    500 dps incoming: Damage now taken is 225/second

    2b. +50hp/s regen.
    500 dps incoming: Damage now taken is 200 hp/second

    Regen wins.

    3a. 0-5% defence.
    1500 dps incoming: Damage taken is 675/second

    3b. +50 hp/s regen.
    1500 dps incoming: Damage taken is 700/second

    Defence wins.

    But surely this is impossible! You have told us all that it doesn't matter how much damage is coming, you can decide without knowing that!

    You know what, I can keep this up all day. You simply have to know how much damage is coming for you to determine the value of defence.
  14. Here we go again!

    Initial regen value is irrelevant because it is equal to both equations.

    But to discard the rest of your argument:

    Do you honestly believe that regen, a static form of mitigation, will always give the same benefit as defence, which changes in benefit depending on incoming damage, are always better or worse than the other?

    Example:

    +10 Regen:

    +10 hp/s always

    +5% Defence:

    Against 100 DPS, it's worth 5hp/s
    Against 200 DPS, it's worth 10hp/s
    Against 400 DPS, it's worth 20 hp/s

    Stop to think that defence is less and less valuable when damage is low because it mitigates less. Of course how much damage is coming your way must be known, else how can you possibly know the value of defence?

    Consider this before replying.
  15. Everything you wrote was wrong.

    500 incoming becomes 250 DPS with 0 defence when the base 50% miss chance of enemies is considered.

    The rest is just a page worth of incorect numbers.

    Incoming damage has to be known to make a decision between these considerations.
  16. Quote:
    Originally Posted by Obitus View Post
    I'll play along.

    30% defense (and no resistance) and 20 hp/s regen allows me to survive indefinitely an incoming DPS of 20 / (1 - (30 /50)) = 50.

    35% defense (and no resistance) and 20 hp/s regen allows me to survive indefinitely an incoming DPS of 20 / (1 - (35/50)) = 66.7.

    So, against a generic opponent using the attack type in question, the extra DEF is better than 5 hp/sec regen. Against attacks that don't apply, the regen is better. The extra DEF may provide ancillary benefits too though -- like decreasing the chance of a Debuff hitting me by about 25%. Notable here is that the first 5% DEF (assuming I started at 0%) would only lower the chance of a debuff landing by 10%.

    Now, your turn. Which is better? 10 hp/sec of regen or 5% extra DEF, assuming you don't know anything about the opponent.
    uhmm...

    You are wrong. Let's see why it depends on incoming damage and you must know them to make calculations.

    Example (5% defence or 5% regen):

    500 dps incoming.

    Defence is better (75 damage taken with defence, 95 damage taken from regen)

    100 dps incoming.

    They are equal (15 damage taken with defence, 15 damage taken with regen)

    50 dps incoming

    Regen is better (7.5 damage taken with defence, 5 damage taken from regen).

    Would you like to try it again? Or is it really that defence is better?I mean... I just gave you an example where it isn't.
  17. Quote:
    Originally Posted by Obitus View Post
    rather than a metric that relies on simply knowing your own regeneration/healing rate and resistance values.
    Really? Do it then.

    Which is better, 5 hp/s of regen or 5% defence.

    You presently have 30% defence and 20 hp/s regen.
  18. Quote:
    Originally Posted by Stupid_Fanboy View Post
    where's arcana?

    i'm fairly sure she's disagree with you Bunny, and perhaps strongly. She and... damn who was that, nevermind. Anyway, this discussion about how to treat increasing amounts of defense has been done several times and IIRC, it's been concluded repeatedly that you must consider the current level of defense when looking at adding more.

    I apologize for this type of "nuh-uh, someone else says your wrong but I can't point to why right now" reply. i'd type a real reply but i'm lazy and not the crazy math lady. and it's 1am. hopefully someone else who remembers the discussions better than me will post about them.

    or maybe someone will summon Arcanaville.
    Dead wrong.

    I will write a lengthy reply to explain why.

    Compare 10 regen/second to 5% defence, assuming 100 dps incoming before defence factored.

    You would say it depends on how much defence you have already. That is why you do NOT use method 2 or 3.

    Here's why:

    0% defence to 5% defence.

    You take 45 hp/s of damage (base 100 - 55).

    0%, but with an additional 10 hp/second of regen.

    You take 40 hp/s of damage (base 100 -50 - 10)

    Answer: Take the regen (5 hp/s better)

    Next up:

    40% defence to 45% defence.

    You take 5 hp/s of damage (base 100-95)

    40% still, but with 10hp/s regen.

    You take 0 damage (Base 100 - 40 - 10)

    Answer: Take the regen (5hp/s better)

    You are 5 hp/s ahead regardless of your initial defence. It doesn't matter about defence UNLESS you are going to exceed a cap.

    Must I provide more additional proof? Just because a system is used for a long time doesn't make it any less stupid.
  19. Feel free to summon Arcanaville

    Or anyone who has studied mathematics.
  20. This is something very important for you to consider Werner. Look at the three methods.

    Now answer me using this question only. Should I take 10hp/s of regen or 5% defence.

    Method 1. You should take the regeneration.

    Method 2. I can't answer.

    Method 3. I can't answer.

    That summarises this whole thread.
  21. You've displayed exactly why the 2nd and 3rd methods are poor and why they cannot be used to make decisions between two mutually exclusive options. You cannot answer the question posed in this thread by them. Note that the first method does in fact answer the question.

    But the problem goes further than that. Not only can you not answer the question, you also make a case for false conclusions.

    Quote:
    5% defense = 5% defense:

    cares about the absolute increase in DPS mitigation of that one boss

    0% defense = 50 DPS = NA
    5% defense = 55 DPS = +5 DPS
    10% defense = 60 DPS = +5 DPS
    15% defense = 65 DPS = +5 DPS
    20% defense = 70 DPS = +5 DPS
    25% defense = 75 DPS = +5 DPS
    30% defense = 80 DPS = +5 DPS
    35% defense = 85 DPS = +5 DPS
    40% defense = 90 DPS = +5 DPS
    45% defense = 95 DPS = +5 DPS
    conclusion - the last 5% defense is exactly as valuable as the first 5% defense

    double the survivability = double the survivability:

    cares about the percentage increase in the number of bosses you can survive

    0% defense = 1.00 bosses = NA
    5% defense = 1.11 bosses = +11.1% more bosses
    10% defense = 1.25 bosses = +12.5% more bosses
    15% defense = 1.43 bosses = +14.9% more bosses
    20% defense = 1.67 bosses = +16.7% more bosses
    25% defense = 2.00 bosses = +20.0% more bosses
    30% defense = 2.50 bosses = +25.0% more bosses
    35% defense = 3.33 bosses = +33.3% more bosses
    40% defense = 5.00 bosses = +50.0% more bosses
    45% defense = 10.00 bosses = +100.0% more bosses

    conclusion - the last 5% defense is almost 10x more valuable than the first 5% defense

    one boss = one boss:

    cares about the absolute increase in the number of bosses you can survive

    0% defense = 1.00 bosses = NA
    5% defense = 1.11 bosses = +0.11 bosses
    10% defense = 1.25 bosses = +0.14 bosses
    15% defense = 1.43 bosses = +0.18 bosses
    20% defense = 1.67 bosses = +0.24 bosses
    25% defense = 2.00 bosses = +0.33 bosses
    30% defense = 2.50 bosses = +0.50 bosses
    35% defense = 3.33 bosses = +0.83 bosses
    40% defense = 5.00 bosses = +1.67 bosses
    45% defense = 10.00 bosses = +5.00 bosses

    conclusion - the last 5% defense is almost 50x more valuable than the first 5% defense
    If someone read this, they might believe that the answer depends upon what existing defence you have. However that is false.

    When you look at the first example, you can see the answer immediately.

    No matter how you spin it, you have proven for everyone to read that #2 and #3 are useless to decide between mutually exclusive decisions.
  22. Quote:
    Originally Posted by Guardien View Post
    Like I said, I am not a math expert. I do see, now, what led to my initial conclusion. BunnyAnomoly started by looking at damage OUTPUT of a critter (100dps), and not damage received by the player (50dps after factoring critter's 50%tohit chance). Then applied defense increases.

    Most calculations I have seen on the subject focus on the damage received by the player at increasing levels of defense (which BunnyAnomoly had also admitted would "reduces your received damage by a greater amount than 16%").

    Interesting way of looking at it BunnyAnomoly, sorry for calling your math into question, I just didn't "get it" at first.
    No problem, there are different ways to interpret and view the data.

    What you are reading from these examples perfectly mirrors what is known as "Internal Rate of Return" (IRR), a term used in Finance for comparing payoffs for various projects.

    http://en.wikipedia.org/wiki/Internal_rate_of_return

    You should read the entry on "Problems with using internal rate of return" to see why I strongly advocate against that method. The problem is:

    As an investment decision tool, the calculated IRR should not be used to rate mutually exclusive projects, but only to decide whether a single project is worth investing in.

    One cannot compare between two IRRs and actually make an informed decision.

    To illustrate this point and why the "% of survivability increase" is not a good tool to make decisions on I will use two examples, this very thread as one, and a simple maths one for the next.

    Let's compare it using what the forum traditionally uses, providing the examples I have already calculated.

    Quote:
    Originally Posted by BunnyAnomaly View Post
    Let's say you have 100 dps incoming.

    With no defence you are taking 50 dps.
    With 16% defence you are taking 34 dps.

    The amount mitigated is 16% of your incoming damage.

    Same situation, but exactly 16% away from the soft cap.

    With 29% defence, you are taking 21 dps.
    With 45% defence, you are taking 5 dps.

    Once again, you mitigate 16% of the incoming damage.
    Here you can see that quite clearly it is irrelevant what present defence you have (exception: not being over the cap) in making your decision. Whether the 16% puts you exactly at the cap or whether that is the first % of defence at all shouldn't sway your judgement: they both mitigate the same amount, and if it applied more mitigation (than the regeneration would have given) when it brought you to the cap it is exactly as useful if you had no defence already.

    The problem is when you compare your already received damage to your newly received damage and attempt to draw comparisons.

    In the first calculation you will see that you go from 50 to 34, or a 32% decrease. This is a direct IRR calculation.

    In the second, you go from 21 to 5, or a 76% decrease. Again, a direct IRR calculation.

    At a casual glance you can easily say that 76% > 32%. But if you rely on these figures you are making a grave judgement in error. They do both in fact mitigate the same amount!

    They do not consider scale. This brings me to the second and very simplistic question to illustrate why this methodology is flawed.

    Consider I provide you two investment choices. These could be real life investments, they could be IO investments. One provides a 100% return, the other provides a 50% return.

    Sadly, you cannot actually decide based on those %s. They are meaningless without knowing scale.

    The first investment could be a $1 investment that gives you a further $1, while the second is a $1000 investment that benefits you a further $500. In such a situation, selecting the higher investment has left you $499 worse off. Once again, this method is called an Internal Rate of Return and is largely a very poor judge of making decisions.

    At the risk of repetition, the 76% reduction in damage is exactly equal to the 32% reduction in damage when used as a comparison to the regeneration amount.
  23. Quote:
    Originally Posted by Sailboat View Post
    Mostly depends on whether that's your first 16% of defense or your last 16% of defense on the way to the soft-cap.
    ... not this again. With some small hesitation...

    Wherever you put the defence it mitigates the same amount of damage/second (unless past a cap). That amount as a proportion to your presently received damage is going to change, however, dependent on where you are with your current defence. At nearly the soft cap, it might halve the received damage from what you were taking before, but the quantity of damage you are taking less remains static. It remains as 16% less damage of the incoming damage.

    Quote:
    Originally Posted by Syntax42 View Post
    It would actually be removing 32% of the incoming damage. Critters have a base 50% chance to hit. You just lowered that to 34%. So, 1 - 34/50 = 32%.
    Depending on semantics, and I disagree with you. It mitigates the same amount of incoming damage, but it reduces your received damage by a greater amount than 16%.

    Let's say you have 100 dps incoming.

    With no defence you are taking 50 dps.
    With 16% defence you are taking 34 dps.

    The amount mitigated is 16% of your incoming damage.

    Same situation, but exactly 16% away from the soft cap.

    With 29% defence, you are taking 21 dps.
    With 45% defence, you are taking 5 dps.

    Once again, you mitigate 16% of the incoming damage.

    As you can see, regardless of where you are in defence right now (okay, excluding the cap), so long as 16% of the incoming damage > the regen amount, you should take the defence. There's a further benefit to the defence that it also potentially protects you against debuffs.

    Quote:
    Originally Posted by Werner View Post
    Very likely.
    This here is your answer.
  24. 38 Crab Spider / 12 Thugs MM could be fun.

    1 level of Stalker is hard to pass up on for just about anyone. 6 levels if you want AS.

    Some kind of Willpower Tank/Regen Scrapper/Dark Armour brute would be pretty tough to take down. Really any combination of multiple armours stacked together is going to be silly.
  25. Quote:
    Originally Posted by TwilightPhoenix View Post
    Fallout. "Oh, but it's too morbid!" "But it requires a dead ally!" Silly excuses, we all know the Blaster is going to face plant anyway! Besides, have you ever had someone volunteer to be your portable bomb? Who cares if you're short one person when every other mob is going to either die instantly or be debuffed to uselessness? Toss in Aim, Vengeance, and Power Build Up or Soul Drain and you'll soon find yourself cackling maniacally! Also recommend Recall Friend for maximum positioning.
    Fallout, meet Rise of the Phoenix