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text math into <math> |
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The damage modifier for a normal hit is calculated with the following formula. In 100% hit chance situation this leads to even distribution from 50% to 149% with extra spike at 300% damage. | The damage modifier for a normal hit is calculated with the following formula. In 100% hit chance situation this leads to even distribution from 50% to 149% with extra spike at 300% damage. | ||
:<math>x = \operatorname{rand}(0, 1)</math> | |||
:<math>\text{Random Damage modifier} = \begin{cases} | |||
x + 0.49, & \mbox{if } x \geq 0.01 \\ | |||
3, & \mbox{if } x < 0.01 | |||
\end{cases} | |||
</math> | |||
The normalized DPS, that takes both hit chance and random damage variation into account, can then be calculated as | The normalized DPS, that takes both hit chance and random damage variation into account, can then be calculated as | ||
:<math> \text{Normalized DPS} = 0.5 \times \min( \text{Hit chance}^2 + 0.98 \times \text{Hit chance} - 0.0501,\ 6 \times \text{Hit chance} ) </math> | |||
The combat log will show the quality of a hit as follows | The combat log will show the quality of a hit as follows | ||