These calculations are way off. Did you even think about the root word for binomial ? NOMIAL? GNOME? You probably didn't even factor in the gnome constant before publishing this. This whole video is basically plagarism without the blessing of King Narnode Shareen, father of the binomial
I have spent my entire day working this out as well, my numbers are pretty much the same (after you made me realise i calculated range t1 totally wrong)
For mage T1, it's not 5% overall. 10% of the time you get a 50% increase would be 5%, but it's not evenly weighted across your hits. It's the 10% of your strongest hits (less than 10% bc it's >90%) that receive that 50% bonus. My brother and I calc'd it yesterday via python trials and it was ~9% at 40 max hit.
Yeah, inegrating x from 0 to 1 is 0.5, for x from 0 to 0.9 and 1.5x from 0.9 to 1 is 0.5475 so about 9% checks out (obv a bit more subtle ingame bc 1 min hit and rounding)
T1 magic relic is actually about a 10% increase, not 5%. This is because it only and always happens on the big hits. So if your max hit is a ten it’s saying 10% of the time do 5 extra damage, which contributes enough to equal about 10%.
This is exactly what I needed. I’ve also never done Zuk before, so I was hoping for a 5/5, but I’d feel really bad if I wasn’t able to get Zuk done and just end up 5/4 range/Melee because I was depending on beating Zuk.
For the T3 passive, the 100% accuracy boost doubles the final value of the attack roll. The effect of this is a little complicated. For accuracies less than 25%, this equates to doubling the accuracy. So 8% accuracy would become 16%. For accuracies 50% or greater, this equates to halving the miss rate. So 60% accuracy would become 80% accuracy with the relic. 80% would become 90%. Nothing would become exactly 100% accurate purely as a result of this relic, but some things would come very close. For accuracies between 25% and 50%, there is no simple linear expression, the result is a quadratic function.
For T1 range, the boost in expected damage, expressed as a fraction of the max hit is 0.3*0.3*.5 = 0.045. This is a 9% increase over the base expected damage of 0.5 per hit.
Yeah this pretty much confirms my instinct. Despite all the hype melee got from the echo items, the combat masteries for it are underwhelming. We'll have to see the combat relic tier to get the full picture though, might still be able to save melee if it's something like negative flat armor on all targets.
Also it still seems like everywhere people are underestimating range tier 6. Even if you're 90% accurate its still stronger than melee tier 6. Sure maybe once you have a tbow on some enemies you'll have that much accuracy. But if you're in a more realistic spot at like 80% it's a massive 25% increase. At 70% and lower it's ridiculous. I'd rather be really strong pretty quickly and get to use that strength for more of the league than waiting til I have multiple megarares for my build to feel good. You can complete all 6 of the easy tasks and have 100% accuracy very quickly.
Agreed I also think flooring all your hits at a reasonable value, especially if we’re looking at tbow level hits, gives you a very consistent “slowest possible kill”
For mage t6, Husky confirmed on the leagues disc that it isnt based on your absolute max unless the 10% procs before it checks opponent hp. Assume the ahrims works similarly in terms of rolling for the increased max before checking opponent hp
Great video! My thought right now is Tier 6 range. The thing i hate most when pvm is my hits noodling. With range I get nice consistency. Probably picking up melee as my off style but who knows.
From wiki: "Roll a hit ranging from 0 to the attacker's maximum hit. If the roll is from a player, then 0's are rounded up to 1's." So for something like T1 range, you would need to add a 0 roll as well, which would give it a few % above what you got, especially for low max hits.
Very good video thank you! T6 melee being flashy but weak probably means I'm not going the full 6 points even though I am locked in as melee being my primary style.
Only thing to watch out for is those freaky interactions with the sunspear or aoe attacks. Hard to predict everything since there’s so many cool weapons this league
Accuracy increases are always based on the attack stat and it has diminishing returns as the number gets higher.. From my experience in the base game it really starts slowing down between 90-95% and it's really hard to go past that
Looks like Arcane confirmed that t1 mage mastery does not interact with the t6 execution effect. This makes me assume chance-based damage increases like Ahrim's set won't work either. Regardless, the execution seems like an awkward thing to give to mage because of its delayed hits. In group raids, you will likely have to be standing right next to a boss to see any value from that portion of the mastery. I expect the mage T6 to be a
How do you know how the magic tier 2 buff will work? It has confused me a lot due to the wording, is it waiting between attacking? is it weapon speed? is it time between your attacks say 2 tick with buffs and could be 5% or 10% or if its weapon speed then that would be great, or maybe it ramps up every tick not attacking and keeps the buff, its very hard to tell due to the wording
Totally agree, just for simplicity I assumed you’re always attacking and based the buffs on that, although now that I say that I forgot to nerf the tier 2 effect once you apply tier 3 or 5
Im trying to re-envision the melee t6 math. It wouldn’t be AS bad if each echo hit retained the original max hit (50% of base max)… that’s doubtful, but it would scale better. As you described an 8th echo is exceptionally rare, and does negligible damage. Maybe the damage doesn’t scale, but the chance does. I.e. your max hit is 20. 16% chance to have a hit that (after accuracy check) deals 10 damage. 3.2% chance to have a hit that also deals 10 damage. 0.64% chance to deal another 10 damage… etc. Edit: I still don’t think this makes it GOOD… because you have a very very small chance of generating more than 2-3 echos… but at least the 8th echo would do more than 1 damage lol. It would basically make a 0.0002% chance of hitting like 400-600 with full dharoks at 1hp
Someone else did the math and it raised it from about 11% total to 15%. I think the only way it’s viable is multiplying other effects like the sunlight special stacking or khopesh aoe
It seems unlikely we will get any relics that shakes up the outlook on the combat masteries. I can imagine guardian, retribution and executioners axe come back with little variation. Beserker was so strong I'd be shocked if it isn't nerfed / doesn't make an appearance at all given that they can comfortably make a tier with the three mentioned and would have a fairly even play split
I think you mathed the T1 magic relic wrong. Your intuition seems correct, so I'm not sure why, in practice, it's incorrect, but take the simple case of a max hit of 10. With no buffs, your average damage will be 5.5 (integers 1-10). With the relic your average damage is 6 (integers 1-9 and 15). This is approximately a 18% dps increase. Becasue of rounding it's a little weird, and I'm not good enough to create a generalized formula for it, but it looks like it converges to about a 9.5% dps increase as your max hit goes up. Hope this helps!
I think that’s true at the lowest levels, but it evens out later on. I ignored most low hits in averages since it’s very wonky down there. But I’ll be honest I skipped that one I’ll work it out better and add to the description thank you
@spicymilkosrs Normal damage: n(n+1)/2/ n Added damage: ~0.95n/2/10 Overall approximately: (n+1)/2+0.0475n = 0.5475n + 0.5 I'm using the approximation that hits between 90-100% max are on average 95%
@@spicymilkosrs 50% damage increase with random 10% frequency would be a flat 5% damage increase overall. However, in this case the 50% increase occurs strictly on the highest 10% of damage rolls, which means that the bonus damage is almost twice as valuable, because the average BONUS damage is calculated off 90-100% your max hit (95% on average).
Do we know if Thunder Kopesh's lightening bolts will count as melee as well? Or magic? Or nothing and not be affected by masteries at all? Im not sure what in game items would be comparable to look at
Would also have been cool to have seen a row for the passive 100% accuracy buffs, which would indirectly nerf the ranged tier 6 since it technically won’t get that buff. Edit: Or I guess that could already have been taken into account with your 70% accuracy. My bad on this one
I made an inexact adjustment for tier 6 and tier 2 melee -- it's not exactly correct I believe but i did the calculation of tier2 at 5% and tier 6 at 11% and so replaced tier 6 in the final calculation as the difference (6%), even though technically they will be multiplied resulting in a 11.3% vs 11% buff
Thanks for the video. Anyway we could have the spreadsheet copy as a reference? ❤ Trying to plan melee based secondary masteries for VMZ regions. Rip blowpipe but gonna have max fun this year :) 5-5-0 seems too fun tbh
Magic T1 calcs are way off. I thought the same thing until I realized that it’s a 50% damage multiplied, not a 50% increase to max hit and then rolled from 1-150% Essentially the top 10% of your hits will always do 140-150% of your max hit, which skews average damage per hit significantly more than 5% For simple math, imagine a max hit of 10. Possible hits would be [1(rounded zero)1,2,3,4,5,6,7,8,13.5,15] Totaled and averaged that is 5.95, up from 5.09. An increase of ~17% Magic has the best T1 hands down 🙌
For the record, I did not round 13.5 to 13 because it is relevant to describing the rest of the data sets with higher max hits. If I rounded it, it still is an increase of 16%
I'm leaning towards 1-3-6 but the magic tier 2 is still something i really don't understand due to relics making attack speed faster. Also wondering how tier 6 magic damage is actually calculated since the magic projectile takes so long to reach the target.
I know I want to do CoX for endgame. Considering Z/A/F maybe, but I don’t know what style I want to go. What’re you personally picking? And do you have any recommendations for areas for CoX?
I can’t go back to asgarnia, nex haunts me and I did melee last time so I’m really trying to avoid it but sol heredit calls my name. I gotta play with some builds but to give an initial answer I’ll go 6-4 mage range with D/F/V. Just to be a little spicy. For CoX you can’t go wrong with Frem since jewelry will boost you especially with the kourend tribrid. Really anything works since you have all styles and boosted jewelry so whatever seems fun,varlamore and mory both give good access to mid game gear
Is the problem with melee calc that you subtracted the 5% from T2 at the end? I think this is a separate calculation isn’t it, so can leave it as is with the 11%
Tier 6 replaced tier 2 afaik so I did an approximation slightly overvaluing the DPS as far as I can tell. The known mistake for melee is apparently echo hits roll off your original maximum, but this again is only around a 4% additional lift at the end
at first i thought that t6 range undervalued drygore bp... and it does, to some extent, but it's still absolutely insane compared to everything else except toxic bp and tbow. drygore bp with t3 is literally better than bowfa with t6 (if i remember correctly from my calcs)... it doesn't have to be your end game weapon. you can get a tbow. but it means you don't need to waste time taking tirannwn... just do desert fremmy and either varlamore for quiver and sunlit bracers (and clowning on sol heredit), or zeah for rigour without arcane grimoire (farming relic... good?)
Draygore blowpipe is primarily accuracy. So t6 undercuts the whole point of it. You'll be suprised to see that just maining dragon darts is only 1 or 2 max hits less - and theres really on 1 or two regions that can consistantly get it. Wildy being one of them - essentially getting draygore for free.
@drbob9611 right that's true but I'm saying you can jump from drygore to tbow (which very much benefits from 100% accuracy) and you don't need to be afraid to leave toxic blowpipe behind
King condor said that the echo hits would all be 50% of the original max hit, so that would make melee much stronger. I think you halved the damage of the echo hits in each consequent hit if I understood that correctly?
I could calculate specifically for scythe but I’m not even sure how the max hit works in that scenario. Is first scythe hit your “max” or the total. Either way it does stack sunlight for the spear so that’s definitely an interaction. Also curious if something like the dogsword has special effects apply
@@-ZH fair enough, I sort of assumed this was the one and only combat reveal since everything else seemed non-combat but that would mix things up yet again! I was wondering where the spec mastery was :) wouldn’t be surprised to see it now
I feel that the melee echoes don’t work like that I think there’s a 20% chance to generate the initial echo. These echoes then also have a chance to generate another, up to a max of 8 echos off one single hit . (1/5)^n giving the % odds of n number of echos occurring from the original hit. Maybe im interpreting something wrong though 🤷♂️ Even that’s a minor dps change tho I think. I really wanted to go melee but it seems pretty weak
I believe that’s what I calculated. You have to take into account though that generating exactly one echo is not actually 20%, because as you say generating the first echo is 20%. But that’s actually the description of one or more echoes. Exactly one echo is the odds of hitting one echo * the odds of not hitting a second echo so 0.2*0.8
@@spicymilkosrs ahh, I misunderstood what you meant. I interpreted what you did as more like, there’s only a 16% chance of getting that first echo, with them additively getting you to 20% or something strange like that haha. My bad
Awesome to see all of the calculations, thank you
It’s an honor, love the vids
These calculations are way off. Did you even think about the root word for binomial ? NOMIAL? GNOME? You probably didn't even factor in the gnome constant before publishing this. This whole video is basically plagarism without the blessing of King Narnode Shareen, father of the binomial
I have spent my entire day working this out as well, my numbers are pretty much the same (after you made me realise i calculated range t1 totally wrong)
For mage T1, it's not 5% overall. 10% of the time you get a 50% increase would be 5%, but it's not evenly weighted across your hits. It's the 10% of your strongest hits (less than 10% bc it's >90%) that receive that 50% bonus. My brother and I calc'd it yesterday via python trials and it was ~9% at 40 max hit.
Yeah, inegrating x from 0 to 1 is 0.5, for x from 0 to 0.9 and 1.5x from 0.9 to 1 is 0.5475 so about 9% checks out (obv a bit more subtle ingame bc 1 min hit and rounding)
Cheers for the vid, it’s nice to see the visual of math problems when trying to see what the different % bonuses really do
Thank you for this video and for making it so clear ❤
T1 magic relic is actually about a 10% increase, not 5%. This is because it only and always happens on the big hits. So if your max hit is a ten it’s saying 10% of the time do 5 extra damage, which contributes enough to equal about 10%.
This is exactly what I needed. I’ve also never done Zuk before, so I was hoping for a 5/5, but I’d feel really bad if I wasn’t able to get Zuk done and just end up 5/4 range/Melee because I was depending on beating Zuk.
Zuk is free in leagues just go mage or range if you're worried
You got this brother. First capes are never easy but the bankers note will keep you safe
@@spicymilkosrs bankers note won’t stop being one shot, but it will definitely help multiple tries
5 points in ranged actually just makes 90% of content in game free
Im on the same boat, except I also want to do my first colosseum abd that includes echo Sol
For the T3 passive, the 100% accuracy boost doubles the final value of the attack roll. The effect of this is a little complicated. For accuracies less than 25%, this equates to doubling the accuracy. So 8% accuracy would become 16%. For accuracies 50% or greater, this equates to halving the miss rate. So 60% accuracy would become 80% accuracy with the relic. 80% would become 90%. Nothing would become exactly 100% accurate purely as a result of this relic, but some things would come very close. For accuracies between 25% and 50%, there is no simple linear expression, the result is a quadratic function.
For T1 range, the boost in expected damage, expressed as a fraction of the max hit is 0.3*0.3*.5 = 0.045. This is a 9% increase over the base expected damage of 0.5 per hit.
Getting a like, comment, and subscribe just got posting sweet formulas. Love a good math lesson
My brain is swelling from this hot milk
Yeah this pretty much confirms my instinct. Despite all the hype melee got from the echo items, the combat masteries for it are underwhelming. We'll have to see the combat relic tier to get the full picture though, might still be able to save melee if it's something like negative flat armor on all targets.
Also it still seems like everywhere people are underestimating range tier 6. Even if you're 90% accurate its still stronger than melee tier 6. Sure maybe once you have a tbow on some enemies you'll have that much accuracy. But if you're in a more realistic spot at like 80% it's a massive 25% increase. At 70% and lower it's ridiculous. I'd rather be really strong pretty quickly and get to use that strength for more of the league than waiting til I have multiple megarares for my build to feel good. You can complete all 6 of the easy tasks and have 100% accuracy very quickly.
Agreed I also think flooring all your hits at a reasonable value, especially if we’re looking at tbow level hits, gives you a very consistent “slowest possible kill”
That gets lost in law of big numbers but for any given mob you can’t really get unlucky anymore
melee sounds fun
For mage t6, Husky confirmed on the leagues disc that it isnt based on your absolute max unless the 10% procs before it checks opponent hp. Assume the ahrims works similarly in terms of rolling for the increased max before checking opponent hp
Great video! My thought right now is Tier 6 range. The thing i hate most when pvm is my hits noodling. With range I get nice consistency. Probably picking up melee as my off style but who knows.
From wiki: "Roll a hit ranging from 0 to the attacker's maximum hit. If the roll is from a player, then 0's are rounded up to 1's."
So for something like T1 range, you would need to add a 0 roll as well, which would give it a few % above what you got, especially for low max hits.
Ah I see I thought they had removed the 0 from the roll at all. That’s good to know
Very good video thank you! T6 melee being flashy but weak probably means I'm not going the full 6 points even though I am locked in as melee being my primary style.
Only thing to watch out for is those freaky interactions with the sunspear or aoe attacks. Hard to predict everything since there’s so many cool weapons this league
Accuracy increases are always based on the attack stat and it has diminishing returns as the number gets higher.. From my experience in the base game it really starts slowing down between 90-95% and it's really hard to go past that
I was kinda hoping that my initial reaction of melee being the worst was wrong, you really need a scythe if you're planning on going melee build
Even then idk if it’s good. It all depends on how you calculate maxes. Sunlight spear may just have permanent specs too
Oh yeah, this is my kind of Runescape breakdown
Love the video, keep it up
Looks like Arcane confirmed that t1 mage mastery does not interact with the t6 execution effect. This makes me assume chance-based damage increases like Ahrim's set won't work either. Regardless, the execution seems like an awkward thing to give to mage because of its delayed hits. In group raids, you will likely have to be standing right next to a boss to see any value from that portion of the mastery. I expect the mage T6 to be a
How do you know how the magic tier 2 buff will work? It has confused me a lot due to the wording, is it waiting between attacking? is it weapon speed? is it time between your attacks say 2 tick with buffs and could be 5% or 10% or if its weapon speed then that would be great, or maybe it ramps up every tick not attacking and keeps the buff, its very hard to tell due to the wording
Totally agree, just for simplicity I assumed you’re always attacking and based the buffs on that, although now that I say that I forgot to nerf the tier 2 effect once you apply tier 3 or 5
Im gunna go range and take 0/6/0 cause idk if I can cant any more points then that lmfao.. I'll certainly try though! Thanks for the info 🙏
Im trying to re-envision the melee t6 math. It wouldn’t be AS bad if each echo hit retained the original max hit (50% of base max)… that’s doubtful, but it would scale better. As you described an 8th echo is exceptionally rare, and does negligible damage. Maybe the damage doesn’t scale, but the chance does.
I.e. your max hit is 20. 16% chance to have a hit that (after accuracy check) deals 10 damage. 3.2% chance to have a hit that also deals 10 damage. 0.64% chance to deal another 10 damage… etc.
Edit: I still don’t think this makes it GOOD… because you have a very very small chance of generating more than 2-3 echos… but at least the 8th echo would do more than 1 damage lol. It would basically make a 0.0002% chance of hitting like 400-600 with full dharoks at 1hp
Someone else did the math and it raised it from about 11% total to 15%. I think the only way it’s viable is multiplying other effects like the sunlight special stacking or khopesh aoe
@ in that case it would be fun if you got insanely lucky and that 1 in a billion chance of two hitting vorkath with dharoks came through haha
appreciate it
It seems unlikely we will get any relics that shakes up the outlook on the combat masteries. I can imagine guardian, retribution and executioners axe come back with little variation. Beserker was so strong I'd be shocked if it isn't nerfed / doesn't make an appearance at all given that they can comfortably make a tier with the three mentioned and would have a fairly even play split
The math be mathing
The limit doesn’t exist
I think you mathed the T1 magic relic wrong. Your intuition seems correct, so I'm not sure why, in practice, it's incorrect, but take the simple case of a max hit of 10. With no buffs, your average damage will be 5.5 (integers 1-10). With the relic your average damage is 6 (integers 1-9 and 15).
This is approximately a 18% dps increase. Becasue of rounding it's a little weird, and I'm not good enough to create a generalized formula for it, but it looks like it converges to about a 9.5% dps increase as your max hit goes up. Hope this helps!
I think that’s true at the lowest levels, but it evens out later on. I ignored most low hits in averages since it’s very wonky down there. But I’ll be honest I skipped that one I’ll work it out better and add to the description thank you
@spicymilkosrs
Normal damage: n(n+1)/2/ n
Added damage: ~0.95n/2/10
Overall approximately: (n+1)/2+0.0475n = 0.5475n + 0.5
I'm using the approximation that hits between 90-100% max are on average 95%
@@spicymilkosrs 50% damage increase with random 10% frequency would be a flat 5% damage increase overall. However, in this case the 50% increase occurs strictly on the highest 10% of damage rolls, which means that the bonus damage is almost twice as valuable, because the average BONUS damage is calculated off 90-100% your max hit (95% on average).
@ makes a lot of sense that’s a big oversight. I’ll add an update to the description. I sort of glazed over magic after seeing that kandarin item
Do we know if Thunder Kopesh's lightening bolts will count as melee as well? Or magic? Or nothing and not be affected by masteries at all? Im not sure what in game items would be comparable to look at
Btw, you did overcalculate the percentage buff of melee since you counted tier 2 when tier 6 overrides it
You also accidentally add the power of tier 6 into all of the tier 3 comps
Would also have been cool to have seen a row for the passive 100% accuracy buffs, which would indirectly nerf the ranged tier 6 since it technically won’t get that buff.
Edit: Or I guess that could already have been taken into account with your 70% accuracy. My bad on this one
I don't actually understand how the 100% accuracy buff affects combat though. Do you know what that actually does?
I made an inexact adjustment for tier 6 and tier 2 melee -- it's not exactly correct I believe but i did the calculation of tier2 at 5% and tier 6 at 11% and so replaced tier 6 in the final calculation as the difference (6%), even though technically they will be multiplied resulting in a 11.3% vs 11% buff
I did add tier 6 to tier 3 thank you (:
Thanks for the video. Anyway we could have the spreadsheet copy as a reference? ❤
Trying to plan melee based secondary masteries for VMZ regions. Rip blowpipe but gonna have max fun this year :) 5-5-0 seems too fun tbh
You uh called T1 mage wrong. It’s more like a ~9% damage increase.
Can we see max BIS for each combat style based on these relics and what region combo they come from?
Magic T1 calcs are way off. I thought the same thing until I realized that it’s a 50% damage multiplied, not a 50% increase to max hit and then rolled from 1-150%
Essentially the top 10% of your hits will always do 140-150% of your max hit, which skews average damage per hit significantly more than 5%
For simple math, imagine a max hit of 10. Possible hits would be [1(rounded zero)1,2,3,4,5,6,7,8,13.5,15]
Totaled and averaged that is 5.95, up from 5.09. An increase of ~17%
Magic has the best T1 hands down 🙌
For the record, I did not round 13.5 to 13 because it is relevant to describing the rest of the data sets with higher max hits. If I rounded it, it still is an increase of 16%
I'm leaning towards 1-3-6 but the magic tier 2 is still something i really don't understand due to relics making attack speed faster. Also wondering how tier 6 magic damage is actually calculated since the magic projectile takes so long to reach the target.
I know I want to do CoX for endgame. Considering Z/A/F maybe, but I don’t know what style I want to go. What’re you personally picking? And do you have any recommendations for areas for CoX?
I can’t go back to asgarnia, nex haunts me and I did melee last time so I’m really trying to avoid it but sol heredit calls my name. I gotta play with some builds but to give an initial answer I’ll go 6-4 mage range with D/F/V. Just to be a little spicy. For CoX you can’t go wrong with Frem since jewelry will boost you especially with the kourend tribrid. Really anything works since you have all styles and boosted jewelry so whatever seems fun,varlamore and mory both give good access to mid game gear
thank you milkman
You are welcome lechero
Mathematically, 5 melee 5 range for 2tick scythe and 2tick tbow
That’s a man who loves to raid
How much damage would the t6 melee be if it rolled 50% of the original hit every extra hit and didn’t decrease
It goes from an 11% increase to about a 12.5% increase due to how infrequent those extra hits actually are.
Is the problem with melee calc that you subtracted the 5% from T2 at the end? I think this is a separate calculation isn’t it, so can leave it as is with the 11%
Tier 6 replaced tier 2 afaik so I did an approximation slightly overvaluing the DPS as far as I can tell. The known mistake for melee is apparently echo hits roll off your original maximum, but this again is only around a 4% additional lift at the end
at first i thought that t6 range undervalued drygore bp... and it does, to some extent, but it's still absolutely insane compared to everything else except toxic bp and tbow. drygore bp with t3 is literally better than bowfa with t6 (if i remember correctly from my calcs)... it doesn't have to be your end game weapon. you can get a tbow. but it means you don't need to waste time taking tirannwn... just do desert fremmy and either varlamore for quiver and sunlit bracers (and clowning on sol heredit), or zeah for rigour without arcane grimoire (farming relic... good?)
Draygore blowpipe is primarily accuracy. So t6 undercuts the whole point of it. You'll be suprised to see that just maining dragon darts is only 1 or 2 max hits less - and theres really on 1 or two regions that can consistantly get it. Wildy being one of them - essentially getting draygore for free.
@drbob9611 right that's true but I'm saying you can jump from drygore to tbow (which very much benefits from 100% accuracy) and you don't need to be afraid to leave toxic blowpipe behind
Could you release a copyable version of your spreadsheets?
And expose my crabby patty formulas? Nice try
@@spicymilkosrs Reported
King condor said that the echo hits would all be 50% of the original max hit, so that would make melee much stronger. I think you halved the damage of the echo hits in each consequent hit if I understood that correctly?
It won’t make it “much” stronger.
It goes from about 11.1% to about 12.5%
@-ZH yeah I guess thats how it works. Looked up some calculations and it looks better than it actually is.. since the hits are so rare
I could calculate specifically for scythe but I’m not even sure how the max hit works in that scenario. Is first scythe hit your “max” or the total. Either way it does stack sunlight for the spear so that’s definitely an interaction. Also curious if something like the dogsword has special effects apply
@@spicymilkosrs
Also might have some synergies with the yet to be seen combat relics.
I’m not jumping to any conclusions just yet.
@@-ZH fair enough, I sort of assumed this was the one and only combat reveal since everything else seemed non-combat but that would mix things up yet again! I was wondering where the spec mastery was :) wouldn’t be surprised to see it now
100% accruacy just means you double your accuracy roll.
Ah that makes sense - I’ll have to build out a tab that actually calculates the rolls.
I feel that the melee echoes don’t work like that
I think there’s a 20% chance to generate the initial echo.
These echoes then also have a chance to generate another, up to a max of 8 echos off one single hit .
(1/5)^n giving the % odds of n number of echos occurring from the original hit.
Maybe im interpreting something wrong though 🤷♂️
Even that’s a minor dps change tho I think. I really wanted to go melee but it seems pretty weak
From what I've calculated melee will be highest DPS with scythe and Crystal blessing but only on large npcs
I believe that’s what I calculated. You have to take into account though that generating exactly one echo is not actually 20%, because as you say generating the first echo is 20%. But that’s actually the description of one or more echoes. Exactly one echo is the odds of hitting one echo * the odds of not hitting a second echo so 0.2*0.8
@@spicymilkosrs ahh, I misunderstood what you meant. I interpreted what you did as more like, there’s only a 16% chance of getting that first echo, with them additively getting you to 20% or something strange like that haha. My bad
dude just go melee. dont get lost in the dps meta this dps meta that loop.
T1 mage is wrong. 90 % * avg hit in bottom 90% + 10% * avg hit top 10%. = 9.5% inncrease
your math on melee echo's are off tho, its 10 or 20% to hit 50% max hit, not current hit. so the dmg numbers would go up practical
You get 100% increase on accuracy i dont think t6 range is necessary. Def very cool but i would MUCH rather have two 2-tick megarares
Especially if you have drygore blowpipe as your main weapon - probably overdoing accuracy
@@spicymilkosrs its a pretty substantial dps boost (20% minimum in most setups), but especially if you want to wear melee armor ;)
Why not do a 3-4-3 build? I feel like melee even at t5 isn’t worth it because you won’t go to t6 with it.
t5 is the single biggest damage boost for a style but you could totally do a tribrid 3-4-3. The biggest downside is just missing passives
Nah melee is the best
Honestly, didnt have high hopes on a math video that starts with "leagues is only a few weeks away" when its less than 1 week left. But nice vid
That copy paste intro coming back to haunt me