speed vs damage calculations?

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  • Sky
    Veteran
    • Oct 2016
    • 2321

    speed vs damage calculations?

    i was wondering if anyone has attempted a formula that balances speed vs +damage for ring of damage.

    for example, i am currently +16 base speed, i have found a second ring of speed, +8, to replace a ring of damage +11. going from speed +16 to speed +24 should be a clear winner for total DPS, right?

    as i understand it, if you have +speed in the region of +30 with gear OTHER than rings, then a ring of damage would actually help put out more DPS than another +10 speed.

    +10 = 2 actions,
    +30 = 3 actions,
    +60 = 4 actions ?

    has anyone ever, idk, built a DPS calculator? or even produced a formula? to be honest, i'm more looking for endgame (when ring of damage +14 is not impossible), but still curious as to what happens when you change, say, damage +11 for speed +4.
    Last edited by Sky; November 19, 2016, 19:16.
    "i can take this dracolich"
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    I've done that calc more than once. Multiply damage* energy/10. Then compare with how many times you will get in a turn before your HP drops to a risky level in average mĂŞlée with monsters worth killing. It is almost never pure damage you care about, but the triad of damage, speed, and HP.

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    • Monkey Face
      Adept
      • Feb 2009
      • 244

      #3
      In a way speed is more of a defensive value since it prevents others from double hitting you. It really doesn't matter how much damage you are doing if a double shot can instakill you. So it's important to be going as fast as the strongest monsters you are likely to face are going (assuming you can withstand one blow/breath/curse, etc. but not two).

      Comment

      • Sky
        Veteran
        • Oct 2016
        • 2321

        #4
        thing is, the damage calc is not quite as straightforward as it would seem. when you are capped in CL and stats, a RoD +14 can be over 100 dmg in difference. if you already have +40 speed (not too hard if you find cubragol), then a ring +10 ...

        actually, it probably still works in favor of the +speed. i'm curious as to *when* these two cross over. i would think a +11dmg is probably comparable to a +3 speed ...
        "i can take this dracolich"

        Comment

        • Grotug
          Veteran
          • Nov 2013
          • 1637

          #5
          My understanding is that once you are over like+24 speed adding a ring of +14 damage is almost always preferable to a good RoS.
          Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

          Detailed account of my Ironman win here.

          "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

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          • Sky
            Veteran
            • Oct 2016
            • 2321

            #6
            well, i'm no app coder, but this shouldn't be too hard to do, as the game already does it .. it just stops at 1 game turn. all we need is a "in 100 turns, you would deal ... to a mob with speed X" calculator. so it takes into consideration both your speed, DPS, and mob speed.
            "i can take this dracolich"

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            • Will
              Apprentice
              • Nov 2016
              • 51

              #7
              Originally posted by Sky
              actually, it probably still works in favor of the +speed. i'm curious as to *when* these two cross over. i would think a +11dmg is probably comparable to a +3 speed ...
              It's way too dependant on your char and your specific set-up. Even removing mages and priests from the equation, speed helps for all your actions, damage only for hits. On the other hand if you're a warrior with 8 hits the +11 damage adds up a lot.

              Comment

              • Nivra
                Adept
                • Aug 2015
                • 112

                #8
                This is fairly straightforward, isn't it?

                You get a turn every 100 energy. If you do D damage per player turn, and accrue S energy per game turn, then
                Code:
                D dmg        S nrg             D * S dmg              
                -------   x   -------     =    -------------       =  D*S/100 dmg/game turn
                100 nrg     game turn          100 game turns

                Assume D is current damage without either ring.
                Assume b is current blows/player turn.
                Assume X is listed speed without either ring.
                Actual energy accrued per turn, S = X + 10.

                So for a RoD+x and a RoS+y, then you want to look at:
                Code:
                (b*x)           y
                -----   vs   ------
                  D          (X+10)
                ...and choose the larger one.

                Now, all the above comments still apply re: not getting double-moved on, etc.

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