Thursday, May 11, 2017

Verified Slowdown Hit Operation

I have run out of obvious things I wanted to test with Boss3.  So instead of a new hero I thought I'd experimentally verify something that "everyone knows": how slowdown crests work.  Since I think I know how they work, I am going to work out a damage prediction before I collect data.

At max speedup, we know that HQ gets 5.5 HPS, and PD gets the minimum 5.0 HPS.  They are in the fight for 180 actual seconds, but we estimate that PD ramps up in 3 seconds, HQ in 5 seconds.  So, the total hits we expect are 885 for PD, 962.5 for HQ.  Total is 1847.5.  At 35000 hitpoints of damage per hit, expected damage is 64662500.

The actual number from the earlier run was 64953661 damage.  Now let's add on the effect of slowdown.

Slowdown has a 25% chance to happen on each auto-hit.  When it does happen, it adds one extra hit.  At max speed, all heroes get 5 HPS of auto attacks.  Thus, we expect slowdown to add on average 1.25 HPS.

This raises HQ's expected hits by 218.75, for an expected hit total of 2066.25.  Expected damage is thus 72318750.

Now, we run the test.  I realized last time that showing a snap of the two heroes in the "challenge a boss" team UI is not very useful for the purpose of testing crests, since you cannot see the cresting on that UI.  So, instead I have a snap of HQ crested:
HQ with slowdown crests.
And here's the result of the run:
Boss3 result for HQ with slowdown.
72711760 damage.  My prediction is off by just ~.5%.  We have experimentally confirmed the existing theory of how slowdown works.

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