This doesn’t really have anything to do with the results of the video but Bril could have won much more if he didn’t just use WC and BR whenever. He used BR to get close, just to get frozen and not be able to do anything. It’s better to walk to mages because if they attack, they slow down so much that you can catch up and them with slam. If they freeze, you have BR or WC (BR if they have shield, WC if they don’t). Force the mage to either use a freeze skill and get countered, or do a damage skill and exchange 1 or 2 hits for constant slams. It’s a negative trade off for them
Nice video, Sen! Interestingly, my findings for the ranger class contradict your data in this video, but it is important to note the difference in class. I did quite a bit of testing a couple months back and discovered that the damage distribution for rangers with Power Gloves follows more of a positively skewed binomial distribution which seems to differ from the nature of values in this video of yours. The values in your video seem to follow a normal binomial distribution. In other words, on the original domain of DMG values [L, R] mapped to the theorized PG-influenced range [L * 1.15, R * 1.15] (after PVE normalization, of course), I noticed the frequency of values that appeared tended to be more left-skewed, so the amortized damage increase for ranger class with Power Gloves is closer to ~7% for higher level weapons (well, still partly incorrect since, after more testing, I came to realize quantitatively that the actual % increase depends on the weapon range, which further promotes skew in our binomial distribution). In this video, you demonstrated that a 1-to-1 correspondence exists between values in X and T(X) [where T(X) is the mapping of values X to values inflated by Power Gloves] at a 15% increase for mages. Have you tested for amortized behavior? In other words, if f(x) is the average damage w/o PGs, and g(x) is the average damage with PGs, is it true that f(x) = 1.15g(x)? I don't have access to Joma's Hands here on Wadangka Server, unfortunately, so my testing was limited to Power Gloves. What are your thoughts? Have you done similar testing for rangers? Perhaps you have, but the significant deviation in damage makes testing quite a mess to rigorously attempt to quantitatively reason within a TWOM video.
Interesting take indeed. I "tested" ranger around 8 years ago, very very briefly, and came to the same conclusion that it's around 4-8%. But that's exactly why I decided to not do it on ranger anymore. Ranger/warriors run on physical damage, which is different to magic damage, mainly in the sense that physical damage deviations are quite high, and therefore make for unreliable testing. If you check out MrLegacy's most viewed video, he did some decently reliable tests using ranger, and the formula he came up with accounts for pgloves damage as well, and it "fits in like a glove" Moving onto the second part, for magic damage, it's absolutely true. Magic damage is just a bunch of scripted values. f(x) = 1.15 g(x). Every single mage skill has a known amount of values, which can be tested for in a couple of hours, as opposed to several hours on a ranger/warrior. I'll make a video showing this in the near future. But yeah bottom line, just use mage to test for glove damage, it saves valuable time. If anything, I'll leave it up to MrLegacy to test regarding ranger
Oh yeah one more thing, the averaged damage is a tough call. I'm pretty sure the magic damage follows somewhat of a normal distribution. Extrapolation of that, I've noticed the same thing with gloves as well. This is especially more evident on newer map, since it reduces the number of values you can hit, so you end up getting a much better idea of the averages If anything, I'd consider at least 1,000 values for hellfires as a good starting point to get a average. But that means 3~hours of testing hellfire. Not exciting in the least lol
Nerf rangers indeed but also nerd mages kinda a little bit for example fear should last 4-5secs and cooldown 20secs and hellfire less damage rangers dsiv should be nerved imo
@@dallasisgrig7815 being lanos or siras is no different until your within top guild in BMM exactly the same experience, if BMM is your definition of dead I’d suggest going Darlene as I find Darlene incredibly crowded and BMM too be a nice population but each too their own, yes on BMM both sides low lvl players are far more uncommon than a server like Darlene so if your a social player you would probably prefer that experience
Would you be able to do a full analysis of the hp regen belt and the Otherworld belt, perhaps compared to the new belts, to see if there are any hidden defensive / resistance / regen / offensive bonuses that would make them still better than the new ones?
I think that type of testing is the hardest one. The testing I've been displaying is the work over the last 8 years, when I had more time to. Not to mention, fewer bosses to deal with. - I've already tested a pre-collection regen comparison, which is short and quick - Offensive and resistance requires access to several resources, including multiple accounts, equips, weapons, etc. Which I don't have the luxury of