The constant in the mitigation formula is based on the attacker's level, whoever that may be. For a boss attacking a level 80 player, the value 16635 is correct. For a player attacking a level 83 boss, the correct constant value is 15232.5At level 80, the damage reduction by armor is calculated by the following equation:
This is silly. You're talking about times to live modified by avoidance without showing how that would relate in equivalence to any other quantity to give it some sort of meaning. On one hand, it's true that over a statistically significant sample of attacks over time with healing such as a tank and spank boss fight you will see the average dps decreased by something approximating the avoidance amount. However, in terms of the reality of most fights where death comes in the form of two or three unavoided (and mitigated by armour) hits with no heal, it's a completely pointless measure. I don't see how that can clarify anything for anyone.So, as with armor, while the percent gain diminishes, and the dps matches that change, the time to live extends in linear steps with the rating gained.
In any case, your math is wrong here. 540 defense (689 rating) goes to 5.6% dodge from defense, as we know. From there:
- 100 dodge rating becomes 100/45.25019 = 2.209935% dodge pre-DR.
- k/A = 0.956/(5.6+2.209935) = 0.122408
- 1/c + k/A = 0.011347 + 0.122408 = 0.133755
- inverting that gives 7.476346% diminished dodge
- Adding 3.4% base dodge gives 10.87635% dodge
- Total avoidance is then 31.2763%
Similarly, {100, 200, 300, 400, 500} rating -> {10.87635, 12.76703, 14.57110, 16.29438, 17.94217}
Using those dodge values and the approximated parry/miss, then using the "avoidance averaged" time to live, we get the following values (keeping the decimals since it's important):
+000 -> 2.121420s
+100 -> 2.182655s (+0.061234s)
+200 -> 2.244401s (+0.061747s)
+300 -> 2.306667s (+0.062266s)
+400 -> 2.369458s (+0.062791s)
+500 -> 2.432781s (+0.063323s)
We see that the increase in TTL is actually on increasing returns here. Note for comparison that when equating stamina to armour and substituting into the TTL formula (see below), the increase in TTL is exactly equal at each step whether you increased armour or health to calculate.
That's right. The derivative of the time to live function loses the armour component completely and becomes a function of time only, and health is just a constant in there. However, we get the same effect for increasing armour because of the Effective Health effect. If you could somehow rationally factor avoidance into the time to live equation, it is a constant and is lost if you take dTime/dArmour. If you instead take dTime/dAvoidance you will get something, but unless you have some sort of valid equivalence between avoidance and armour/health, it's going to be meaningless. (this is not phrased right at all but I am sick and falling asleep, so it'll have to do)Here you see a linear increase in health also represents a linear increase in time to live.
Using armour-stamina equivalence, we can calculate that the equivalence for 40k/28k is (16635+28000)/40000 = 1.115875. Using that we can calculate that 2231.75 armour will give you the same TTL gains as 2000 health (and will give you precisely the same TTL gain of 0.089439936 at each step to at least nine decimal places) How did you arrive at the 130 rating value to approximate the same TTL gains? (You didn't identify a formula for equating X rating to Y stamina or Z armour)We'll work from a baseline of 40k health, 28k armor (62.73%), 6% miss, 22% dodge (from 350 dodge rating), and 19% parry (from 200 rating). 47% total avoidance.
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
Geared Baseline as above = 22,362 per hit, 5,926 dps, 6.75 sec to live
6% miss is wrong for 540 defense; you'll have 9.29% (assuming not a night elf). Similarly, 200 parry rating with base 10% undiminished goes to 18.57%, and the basic 350 dodge rating again with 10% undiminished does go to 22.04%.Sufficient steps to show 130 dodge rating steps increase time to live by (...drumroll please...) 0.34 seconds.
Going and recalculating based on those and stepping dodge rating through {350, 480, 610, 740, 870, 1000} gives these TTLs using the avoidance average again:
+000 -> 7.140725
+130 -> 7.464939 (+0.324213)
+260 -> 7.799366 (+0.334427)
+390 -> 8.144497 (+0.345131)
+520 -> 8.500854 (+0.356357)
+650 -> 8.868994 (+0.368140)
Again we see increasing returns on TTL here. Even if you pick the "wrong" amount of rating to add to match the increase in TTL you got from the matching stamina and armour increases, the only thing you miss is the nice "coincidental match" of the TTL steps between armour, stamina, avoidance. Picking the "wrong" amount of rating would be impossible if you had an equivalence function to plug stamina or armour into. In any case, adding the same amount of rating, whatever it may be, should give you exactly the same increase in TTL at each step, which we don't see here.
(As noted, I am sick and fuzzy headed right now. Any mistakes in my math, even spreadsheet-assisted, are mine and apologies if I did mess up. Fall over time now.)



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