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Old 02-13-2007, 00:10   #21
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Quote:
Originally Posted by steffel View Post
well, both our tests were with kinda low level mobs, tantillion and rippersnapper. so there is hope that high evade pro stands still show some effect on tanking medium and high end mobs...also, high evader can have an effect in melee pvp, like lvl1 swordsman hits a lvl1 evader as good as a lvl20swordsman hits a lvl20 evader or so...

i tried illustrating this once again, while the green line is the point where you "maxed" the evading of that mob class, which is quite early on low mobs and hard on über mobs.

maybe some übers gonna test tanking falx versus low skilled folks
Very interesting, could you also post what are the attributes of a mob that give it's uber-ness, is it HP alone or some of the other mob attributes?

This would make it easy when choosing a mob, since you know what armors you have, how good are they, what decay will the mob usually do, and now, just how many times it will attack you for your Evade.
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Old 02-13-2007, 07:37   #22
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Some months ago I also did a hitrate test with different low lvl mobs.
What I saw was there seems to be a different hitrate for EVERY mob and maturity, so that might be investigated also more.
If we can get data for multiple evader vs mobs hitrate we could enter those results into wiki in the number of threath, because threath is not only the comparing of max dmg and hitpoints, but the hitrate is very important.
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Old 02-13-2007, 08:44   #23
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@mrproper: it was just speculation i did, not facts or a theory based on recorded observations. the definition of a mob class is in each's personal eye...but i would tie it to hitpoints and damage dealt.
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Old 02-13-2007, 08:59   #24
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In case people want to do testing hitrate of each mob/maturity vs evader lvl,
I made something to store it in where all can see the results.
If there is a lot of data I can try some statistics on it to get more accurate data of the hits per minute per mob for each evader level.

http://www.gamezjunkie.com/pe/evader/index.php (no registration needed)
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Old 02-13-2007, 14:40   #25
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Old 02-13-2007, 14:46   #26
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Quote:
Originally Posted by steffel View Post
@mrproper: it was just speculation i did, not facts or a theory based on recorded observations. the definition of a mob class is in each's personal eye...but i would tie it to hitpoints and damage dealt.
I could find no correlation between hitrate and any attribute. Mobs like neconu and formidon hardly hit, and have pretty high attributes. Mobs like phasm and caperon have pretty much the same atributes but hit allot more often. (on ~23 evader).

It would be cool if this kinda info could be seen when scanning a mob. And while at it, they can make bigger mobs harder to scan, making scanning skill usefull too.
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Old 02-13-2007, 16:10   #27
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Quote:
Originally Posted by Teranoz View Post
Some months ago I also did a hitrate test with different low lvl mobs.
What I saw was there seems to be a different hitrate for EVERY mob and maturity, so that might be investigated also more.
If we can get data for multiple evader vs mobs hitrate we could enter those results into wiki in the number of threath, because threath is not only the comparing of max dmg and hitpoints, but the hitrate is very important.
After that data is gathered, a comparison with the scannable attributes of them mobs could provide us with some insights on the world of "mob skills" ... sounds like fun! I will try to add some results into this very interesting thread!
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Old 02-13-2007, 16:15   #28
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One other fact that would help to know is the exact attack rate (attacks/min) of mobs. I have always thought that all mobs except aurlis and kreltins attack at the same rate -- is this true? My tests on the caperons suggest that their attack rate is exactly 1/3.25 s. I would appreciate verification of this observation, and of its applicability to all mobs except the aliens.

Using the assumption that tantillions attack at the same rate (1/3.25 s), and that pixie decays at the rate of 0.495 pecs/hit (for impact only, protection=9) from Scatha's data, i translated my decay/s measurements on the tantillions into hits/s and then into hits/attacks. While it's much easier to collect large data sets using armor decay over time for small mobs, it's probably more accurate and easier to count hits and misses on big mobs. Both my conversion and Scatha's somewhat underestimate the decay on pixie per hit due to the ongoing decay over time, so there is a larger error margin. However, this conversion creates an approximate bridge between the two sets of data:



As i described in my last post, the caperon data should be considered incomplete and unreliable due to Cosmos' meddling, but it is sufficient to say that there's a large difference in hit ratio for some mobs compared to others.
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Old 02-13-2007, 17:20   #29
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Quote:
Originally Posted by Witte View Post
I could find no correlation between hitrate and any attribute. Mobs like neconu and formidon hardly hit, and have pretty high attributes. Mobs like phasm and caperon have pretty much the same atributes but hit allot more often. (on ~23 evader).

It would be cool if this kinda info could be seen when scanning a mob. And while at it, they can make bigger mobs harder to scan, making scanning skill usefull too.
So is the attack success rate (actual hits/attempts) related to an attribute, or is it completely dynamic and changes as many times as the game engine pleases so?

Quote:
Originally Posted by Doer View Post
My tests on the caperons suggest that their attack rate is exactly 1/3.25 s. I would appreciate verification of this observation, and of its applicability to all mobs except the aliens.
All my tests so far show that all mobs hit at the same frequency, about 3 seconds, I would need some video footage to verify the exact timing
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Old 02-25-2007, 09:17   #30
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What do u mean by hit frequencey?
Unless mobs also miss their target regulary without causing u to gain evade, the mobs I'm hitting (mostly melee) are certainly not hitting on a regular time interval such as ~3s.
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