you're not confused path, that chart is just completely wrong. there was a legit chart floating around somewhere illustrating the benefits of haste and DA but i dont feel like finding it.
anyway ontopic as far as i know DA caps at 50%
Does Double Attack Cap?
#22
Posted 01 December 2008 - 09:52 PM
There is a benefit with stacking DA: it can proc on weaponskill, Haste don't.
So this is why I think it's good to stack a little DA.
So this is why I think it's good to stack a little DA.
#26
Posted 03 January 2009 - 03:39 PM
QUOTE (Kerayu2 @ Nov 20 2008, 03:59 AM) <{POST_SNAPBACK}>
Good question, I don't think anyone has really tested it extensively since DA has diminishing returns compared to haste when it comes to equiping. I would think that it does have a cap though.
QUOTE
The only problem with double attack in the game, is that no matter how much you get, you can only "Double Attack" once in an attack round. If all double attack equipment were to stack with each other, IE meaning you could essentially triple attack with 2 seperate pieces of equipment that both had double attack on them; then double attack would be much more valuable. As it stands, the max amount of attacks gained from 100% double attack is 1.
So +double attack stuff doesn't simply "add onto the DA percent" but simply gives you a separate chance to DA per gear?
That means if you have natural double attack(10%) + something that adds +5% DA, it's not 15% chance to DA but 10% chance AND 5% chance to DA(diminishing returns?).
#27
Posted 03 January 2009 - 03:53 PM
Graduated at the top of your math class, huh? No, it's a 15% chance to Double Attack. The diminishing returns bit is in relation to Haste. The more Haste you add, the better it becomes as you get more attack rounds. It's a curved growth function. With stacking Double Attack, you just get more Double Attacks which are ultimately governed by the number of attack rounds you get. It's a linear growth function. Curves beat lines.
#28
Posted 03 January 2009 - 09:46 PM
QUOTE (pathwriter @ Jan 3 2009, 01:53 PM) <{POST_SNAPBACK}>
Graduated at the top of your math class, huh? No, it's a 15% chance to Double Attack. The diminishing returns bit is in relation to Haste. The more Haste you add, the better it becomes as you get more attack rounds. It's a curved growth function. With stacking Double Attack, you just get more Double Attacks which are ultimately governed by the number of attack rounds you get. It's a linear growth function. Curves beat lines.
What's with the sarcasm? First of all, my question had nothing to do with "knowing math", it's merely just a question of game mechanics, a question of how things work.
I did not ask if "2 + 2 = 5", I asked how DA may work.
I was just asking because I only just recently returned from the game in a year long break so I'm not up to date on things(whether they changed or not).
Anyway I asked because it sounded like something similar to something in Warcraft 3.
Not to mention I misread the part where Kerayu2 said "DA has diminishing returns compared to haste when it comes equiping." to mean DA has diminishing returns, so haste should be used instead when compared.
Anyway, then "DA doesn't have diminishing returns", it's just that "haste has increasing returns". Of course if you compare "DA to Haste" you could say "DA has diminishing returns when compared to haste" but it's less confusing to say "Haste has increasing returns" than "DA has diminishing returns "compared to Haste".
Anyway the comment about "not be able to DA more than once" and "diminishing returns" reminded me of how things worked in Warcraft 3:
For example(in WC3): Bash gives a chance to stun, Critical Hit gives a chance to critical.
If you had an a 15% chance to Critical/Bash from an ability and a 15% chance to Critical/Bash from an item, it wasn't a flat "30%" chance to critical/bash.
How it works is they function separately, they didn't simply add to "one" percent to critical or bash. There'd be two separate 15% chances to deal a critical hit(for example).
Two critical hits could occur at the same time(you'd see two floating red numbers in one hit), the only problem is that only one of the critical hits will actually take effect(despite the two floating red numbers).
So in this case, having adding critical hit by adding items had "diminishing returns". Because the critical hit chances were separate. If you had 4 items which each had 25% chance to critical 2x damage, it wouldn't be 100% chance to critical, it'd be 4 separate 25% chance to critical 2x, and they could potentially occur at the same time EXCEPT the damage of criticals would not stack, thus diminishing returns.
Same deal with bash, two bashes can occur at once, the lowest Stun will always take effect if both are active, although the extra damage from the bash does stack(but not criticals or not the stun time).
Anyway that's why I asked about the comments, the posts made me think of diminishing returns on critical/bash in WC3, and it's better to say haste has "increasing returns" rather than "DA has diminishing returns compared to haste".
#29
Posted 03 January 2009 - 11:51 PM
Well, DA does have diminishing returns in a sense, because going from 20% DA to 21% DA doesn't result in a 1% increase in number of attacks. (121/120 = 1.00833..., so a 0.83% increase) It certainly doesn't work like the WCIII explanation though.
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