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Simulei 24.000 horas de hunt para provar isso │ Calculadora de Dano e XP/h em hunts de Tibia

Porfz Tibia - Análises e gameplay inteligente · 4,426 words · 21 min read

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0:00How much does one extra damage point increase XP per hour? This is a question that

0:05some people ask, and some think they know the answer, and that answer, many

0:11times, is zero, right? Many people say that increasing damage by one changes nothing

0:17in terms of your experience per hour. And I was curious to find out whether that is true or

0:21not. Actually no, right? I have my point to defend, and so I did the only

0:26possible thing to defend that point, right? which is to try to show through

0:32formulas, through simulation, that it's not quite like that. So what did I do

0:37here? I built a calculator that simulates damage and XP per hour in Tibia hunts

0:43which is currently running 24,600 hours of simulation per recalculation,

0:51per click, right? And then, answering the question of whether one point of damage brings

0:57an increase in XP per hour, you'll find out by the end of the video. Well, but

1:01first I wanted to talk about what this channel is, right? Because this

1:05is the first video on the channel. Well, if you don't know me, I'm Porfz.

1:11I'm an enthusiast of this nerdy side of Tibia. I've already made

1:17appearances in Teus's videos, right? So, Teus has a YouTube channel,

1:21he made some videos. In those videos, some of them I participated in, also

1:25in this area more focused on damage and hunt metrics and such. And so

1:33I want to continue with that, right, that feeling we have that

1:38good, informative quality content about TIBIA in this area

1:44here, which is the part involving numbers, is lacking on YouTube, right? So, either

1:52the information exists, but the information is partial, or the information exists,

1:57it is complete, but it is wrong, so it will give you the the the

2:02opposite of what should be correct, or simply that information doesn't even exist

2:05on YouTube. And after this video I will keep making many other videos

2:10about this nerdy side of Tibia, the numbers side, which I'm

2:16sure will surprise a lot of people with the results. And so, this

2:19first video, why am I talking about this one extra damage point? It's

2:23because in the next videos there will be many of them where we will try

2:27to choose, for example, a better setup and the setup change will make a

2:32difference of one or two damage, and there will be the annoying guy in the YouTube

2:38comments who will say: "But oh, that doesn't change anything because Tibia is a

2:42turn-based game, right? So, I'm already making this video as the first one of the

2:47channel to try to kill this once and for all, right? So, ah, I made

2:53this guide here, right? So, the calculator is what? It's an interactive calculator

2:57that simulates a Tibia hunt to answer a specific question. Does any

3:00increase in damage, no matter how small, bring a real gain in XP per hour? The

3:04short answer is yes. The calculator exists to demonstrate this in a way that nobody

3:08can contest. Under the hood, each recalculation simulates about

3:1324,600 hours of hunting, 41 damage levels, from 0 to +40, each one run

3:19with 60 independent sessions of 10 hours. That provides enough data for

3:23real gains to emerge naturally from the random noise, without statistical

3:27tricks. Each click on recalculate generates new random seeds. So you

3:31can run it multiple times and confirm that the increasing pattern holds in any

3:35run, right? Why all of this, right? Because when I was running the

3:39first iterations of the calculator, you could see that one more damage point

3:44many times was, it wasn't even many times, it was super frequent, it would give

3:49a result inferior to zero damage, for example.

3:53And that's obvious, right? You who play, you know that you're there in the hunt,

3:58you're doing the same thing you always do and the thing is worse, the

4:02experience per hour is worse. And that is literally the randomness of the hunt,

4:07it's enough for you to do the same thing and the result to be worse.

4:11So, the monsters were hitting harder, you had fewer criticals, you

4:16had fewer avatar of legs procs, among other things, right? So this

4:24is the noise, right? So to eliminate the noise, you need many, many

4:28accumulated hours. So there's no way I can prove this by, ah, hunting for

4:34one hour with a certain setup and hunting for one hour with a setup with two more damage to prove that

4:40two more damage gives an XP gain. That doesn't work, right? That can only be

4:46demonstrated through many hours, right? And so, continuing, the XP

4:51per hour calculator, what does it solve? There is a common argument in the community that says

4:56that Tibia is a turn-based game. Each box takes a whole number of turns to

4:59die. If your extra damage is not enough to kill the box in one less turn,

5:04it changes nothing. This argument seems solid at first glance, but it has a

5:09central flaw. It assumes fixed damage in an artificial scenario where you deal

5:12exactly 500 damage every turn. Yes, going up to 501 might not make a difference.

5:18You still need the same number of turns, but the real game doesn't work

5:21like that. The critical that multiplies the damage, the charm that adds individual damage to

5:26random targets, the natural variation that makes each attack fall between plus or minus

5:3020 of the base value, not the base value, right? the average value, the box size that varies

5:35between spawns, right? All these variabilities create a continuous spectrum

5:39of possible results and within that spectrum, each extra point

5:42of damage shifts the distribution to the right, right? This is what the AI

5:46wrote, the text that the AI wrote, but understand that this is a summary, right?

5:50Any increase in damage, yes, brings a real gain of XP per hour. And then

5:55let's see here what I did, right? First of all, I'm calculating here

6:00a hunt that I recorded and it's on Tibia Hunt, right? So it was a hunt at

6:06this level here, see, 559 and an RP with ML 43, skill 148 and in the end

6:14I got 6.5kk raw XP per hour. And so, what are the parameters that

6:19we input into the calculator to use it? It has a guide here. So,

6:24if you want to click on this link, you can see everything, but I

6:30will go over it briefly. So, I'm simulating a hunt with just one mob,

6:34to make it as simple as possible for the calculator. So,

6:38this hunt is a hunt where I have three monsters and I had to average them, right?

6:41I did that here. So, here it is, right? I took the three monsters, took the HP, the XP,

6:47how much they take from the charm, took here the bestiary numbers to calculate

6:53the average and then got the average. That average is here: HP, XP, and charm damage.

7:00The charm damage, as this is an RP character, in this case, I

7:05doubled it to simulate the double proc of the RP. It's not ideal, but it's good enough

7:10to get an acceptable result. The other inputs that I used

7:15here, the box size, I used seven, right? So when it reaches seven monsters,

7:22I stop, right? Obviously the reality is not that, right? The reality is

7:28when it reaches eight monsters, I would stop, sometimes there will be overpack, so I will

7:33be hitting more monsters. However, this would be an interesting average

7:38for a nagas hunt, which you know very well has many narrow

7:42corridors, right? So, there is quite some time where you are not hitting many

7:47monsters, right? So the number seven here is interesting for the box size.

7:53Exit point: it's when I see that the box has three or fewer monsters, I

7:59start dragging, right? That's the famous drag. And then watching the video here, I saw

8:04that on average I start dragging when there are three or fewer monsters. Time per

8:09box also. This is super easy to see, right? Because I watched the video, I

8:14was throwing a grenade every 30 seconds, right? So,

8:21but the time I was standing still was roughly the time of a carpet.

8:25I was not using the carpet, but I was staying still in the box for

8:30the carpet's duration, which is 6 seconds. That's why I set the walking time

8:34as 24. Here I used three attacks, right? This

8:39was the initial simulation, right? When I initially planned the

8:46calculator, I planned a turn of three different attacks, kind of

8:50similar to what an EK would have, right? which would be the exori mas, the exori gran, and the

8:53exori. For the RP, in this case, it will have the caldera turn, the stone shower turn,

9:00and the grenade turn, which is much less frequent with these two. But

9:05for simulation purposes, the average damage is sufficient, right? And to calculate

9:09what my average damage is, I used this damage calculator here. This

9:14damage calculator is also one of the reasons why I'm making this video

9:17now, because we didn't have this damage calculator until a month

9:22ago, right? And now we have it. So this damage calculator was

9:27made by Tom, right? So whoever wants to talk to him more about the calculator,

9:32his contact is here, at the bottom of the page. And so, right? I entered

9:37the inputs here, right? So, level, wheel damage, the magic level and the skill. I

9:42removed the criticals, the criticals because here in the calculator I already have the critical

9:46here, so I had to remove the critical. Here in the video I'm using a double

9:51damage arrow. This is an old video, so none of these things like hoy,

9:56magic level, distance fighting, extra spell damage, none of that. The

10:02rotation here was counted as well, right? So, remember, I was using

10:09a level two grenade every 30 seconds, so in one hour I was using 120

10:13grenades. Stone shower: just check the video, 640.

10:17The caldera count is literally the number of turns I had, right, which

10:23was 1500 something and subtracting these two here gives 790.

10:28Here, these are the other numbers I used to build the equation. And

10:35don't worry because I will make a specific video on how to use this

10:38calculator, right? So, I won't

10:46go into too many details here. So, we arrive at this average

10:50value of 349 damage per hit. As the RP fires two shots per turn and

10:57both shots are area attacks, I just multiplied by two here

11:01to get 700 here. So I used 700 for the three damage entries here.

11:07The charm I already said I doubled, and the critical increase, right? I, the

11:12calculator, it's using a base of 72% critical increase, right? But this

11:16video here doesn't even have proficiency, it's an old video. So, ah,

11:22actually I just noticed it's wrong, right? Because this is giving

11:26a result of 1.5 and 1.5 is 50% critical increase, while soubleeder

11:33which gives +10, right? So, in reality, I should set this to -12

11:37Yeah. Then you'll see it will

11:41recalculate and these numbers will change now, right? I had genuinely forgotten

11:45that this was wrong, which gave a low increase, right? An increase of

11:50critical, while the critical here is being triggered at the same chance, right, of

11:5410%, so it really changes little. And alright.

11:59And so, alright? This is the final result. Very similar to what I got

12:04here, right? 6.5kk per hour. And here the calculator says it would be 6.7kk.

12:11For me that's close enough to say that the calculator is

12:16good. Ah, I also need to explain what these things that are toggled on

12:20here are, right? So, I'm enabling the charm, so the charm damage is

12:24taking effect. I'm adjusting the critical, right? For me

12:28to make this adjustment here, instead of using the default which is 1,72 and using a 1,60,

12:33I had to put -12, so I had to increase that. I enabled intelligence,

12:37right? And what is intelligence? Intelligence is you dragging monsters.

12:41So, with intelligence disabled, you are hunting and you will only switch boxes

12:46when the last monster in the box dies. This would be like an EK hunting

12:53DT seal, right, who kills the box, when the last monster dies, he map

12:58clicks and goes to the next box. And on the way between boxes, he is not

13:05dealing damage, right? He's at zero damage with intelligence enabled. You reach an

13:12exit point that you choose, right, depending on the hunt. And then

13:18once you've reached that exit point, you start walking to the

13:22next box and the monsters start to appear as you walk and

13:26you don't lose damage in that drag, right? So, each turn that

13:30happens, while you're walking from this pack, dragging those monsters

13:34until you can reach the size of the box at spot B, you're dealing damage, right?

13:40So that's what I called intelligence, which simply is

13:44the act of us dragging monsters. I also enabled variable damage, right?

13:48So if this is the 700 coming from this calculation here with the average of 349

13:54per hit, right? This is an average, right? So there's a normal variation of

14:0020% more and less. It's normal. And that's why I had to enable everything.

14:05And so, alright, I ended up at 6,7, in this case, which is very close to

14:116,5. Well, continuing, right, proving that this

14:16calculator is not too far off, that it is indeed close enough to

14:23the reality of Tibia. So, let's go to a next one here. The next one

14:28is me again, only now I'm hunting in the Forsaken, which is the

14:33new Crypt Solo hunt, right? So, with the new monsters. Well, I entered the data here, if

14:38you want to take a look, but anyway, it's not necessary. What will change here?

14:43The average damage per hit, right? So, this number here changes compared to the other. Then

14:47to use this calculator, I also counted the spell

14:51usage and saw that I was using 92 grenades per hour, right? That's why

14:57there's a 92 here. GFB is in the analyzer. Caldera, which is the exevo mas san, is the

15:03subtraction of the others here. And also what was missing, right, to

15:09be able to use the calculator, right, again, is HP, XP and the charm damage. I took

15:15an average, right? So, they are here, right? So, I entered the numbers, entered

15:20the bestiary kill counts and got the average here. Things I changed

15:24here too: I changed the box size. So here I can overbox a

15:29little more than Nagas allowed. Here I increased the exit point as well, meaning that on average I

15:33have more monsters on my screen than, for example, in the Naga hunt,

15:38right? That's obvious, right? One is a corridor hunt and the other is an

15:43open area hunt, right? It's obvious. The time between boxes here, in this case, was

15:49even longer because I spend a lot of time kiting, right? So there, it was

15:55more rooms close together, here it's more open areas. So

15:59there's a gain from kiting for longer. And also if I recall

16:04correctly, right, let me just remember here, right, if I take 3600s and divide

16:08by 92, that means I'm throwing a grenade every 39 seconds. But the

16:13time I spend standing still is usually either the carpet time which is 6 seconds,

16:19or the carpet time of 4 seconds with me equipping the third carpet turn.

16:23So sometimes it's 6 seconds, sometimes it's 4. The average is five, so that's why

16:29I put 34 seconds here between boxes.

16:34The damage is what I already mentioned, it's

16:38coming from the calculator. So, 547 x 2 to get this number here. The charm

16:43damage doubled again because it's an RP. And here is a critical increase of 2.4. There's

16:49an explanation for that, right? Because

16:54the calculator has the critical with a 10% critical chance.

17:00However, however, in reality, in this hunt I hunt with

17:06the proficiency of 12% critical chance from the Sanguine bow and a critical dmg of 62, right? I

17:14skip the 10 from perk 7 of the Sanguine bow to have the

17:20heal and I stay at 62, not 72. And so, 12% activation with 62% critical

17:29equals an average increase equal to 1.74 of critical increase with 10% activation.

17:36So, to go from 1.72 to 1.74, I increased 2.4%. It's just a mathematical

17:42maneuver to get to the same result.

17:46I enabled all things again, right? So, I enabled the charm, enabled the critical

17:49to make that adjustment, enabled intelligence, enabled variable damage and

17:52I reached an average of 14.3KK. And it's very close because I'm

18:01currently getting 14.5kk experience in this hunt, right? So,

18:07again, very close to reality. Well, and now one more

18:12attempt to show that the calculator isn't crazy, right? No, it's not far from

18:17reality, which is to simulate a Sphinx hunt. I found this video here, see, super

18:23old, 5 years ago from ITEXO, hunting with an ED at level 53. And

18:29wow, I found a really good comment here, see. This comment from a guy

18:34saying that depending on the magic level here, the ED could get

18:39XP differences, right? So I went and simulated that. So here I took level

18:4445, took ML80, which would be the first thing he mentions here, right, of 70 + 5,

18:52only hunting SD and Sphinx. And I took this average hit value here,

18:58right? Then to input into the calculator, I obviously had to make adjustments, right?

19:01Because at the time this video was made, the Sphinx gave more XP and

19:06it also had higher death damage sensitivity. So, when entering it

19:10into the simulation, I had to adjust the XP and also had to

19:15adjust the damage, right? The damage here is higher because the calculator

19:22currently uses 112% sensitivity.

19:27At the time of this video it was 120% for death damage, right? That's why there's

19:33this upward adjustment here. What else? I set a time between

19:39boxes of 3 seconds because I watched the video and saw that sometimes

19:43he finishes killing one monster and only starts dealing the next attack turn

19:48after an average between 2 and 4 seconds, right?

19:52So he takes a little time to recover. On average I put three,

19:57okay? box size is one. Exit point doesn't matter because I didn't even

20:00enable intelligence. So this is literally you will only kill the

20:03next monster after the previous one died, right? It's literally hunting one by one.

20:09I didn't enable charm either because at that level they wouldn't have enough kills

20:13for charm. I only enabled variable damage and the critical increase, because I

20:17needed to have the adjustment here to convert 72 to 50. And then it reached

20:22799 here. And the interesting part is what he says, right,

20:25that ML 80 here is giving 1.2, but he says it's 1.2 at 150%. So, if I

20:31take the 799 I'm talking about here, I apply the 50%,

20:35it gives the 1.2KK he's talking about here, see. So, it would be the number close to

20:43his range, right? The lower limit of his range, right? So, great, I'm

20:49happy with that. And I also wanted to see this one here too, right? This last one, right? So

20:55I also simulated it, but then I saw it wasn't dealing damage. I

21:00simulated it and saw that the damage was missing, it was short, it was giving

21:04low experience. So I put magic level 123,

21:08which is what he says here, right? 95 + 28. But the damage was still coming back low. So then I used

21:15what? I used this image here, see. Because this image is an image of

21:21average ML based on your level. So to have an ML of 95, you need to

21:28be around level 400. So when this person mentioned ML 95, they

21:34omitted the level. They could be a level 45, maybe, but very likely they

21:40are not a level 45, right? So I put level 400 here. And

21:48that's it. So this is another simulation that is.

21:55And so this is another simulation. And in this other simulation it's the same.

22:00I just reduced the time between packs too, right? because now he has

22:03more level, he can be more efficient.

22:08I increased the damage here, right, based on this ML increase and level

22:13increase. And this time I also added charm. So, at level 400 they would already have

22:19unlocked the bestiary, I enabled the charm and it's giving 1.49

22:24and 1.49 times the 50% XP bonus gives 2.19. And he says here, right, 2.20.

22:34So, again, the first time we simulated, we hit

22:38the lower range of his numbers and now when we simulated this, we

22:42hit the lower range of his numbers again. So, wow, the

22:45calculator is working really well and that's that. That's it. So let's go to the

22:52final part of the video, right, which is the initial argument, right, which is any

22:57increase in damage, no matter how small, brings a real gain. And then we'll look

23:02at this chart here. So this is a chart where I'm starting from

23:08zero, which is this here, and I'll increase by

23:12one. Am I gaining experience per hour on average? Yes. See that the chart is

23:17going up? Ah, I increased by one more. Now I'm at two. Went up. Went up. Three. Went up. On

23:24average. Went up. There it is, it's going up.

23:30Here there's also a slider that shows the gain, right? Anyway, this

23:37isn't visual, but it shows that, ah, if I increased 40 damage, I'm gaining

23:4246K more XP per hour. That equals a 3% increase.

23:50Anyway, what matters for the video is this chart here. And this

23:55chart looks like this in the situation

23:59of the mage hunting Sphinx in a 1v1.

24:07In the other simulation here it's also a mage hunting Sphinx 1v1, but that's the

24:11lower level. The chart has the same behavior.

24:17The other simulation here is an RP 1600 hunting Forsaken. Here you see that

24:23there are some times, see, that +4 is below +3, right? Then you say:

24:29"Wow, so not every increase in damage brings an increase in XP per hour,

24:34right?" And this is that famous noise that I mentioned at the beginning of

24:38the video, right? So, in this simulation here, even having used 24,000 hours, something

24:44happened. I don't know if it was +3 that got really lucky or if it was

24:49+4 that got really unlucky, or if it was a combination of both. +3

24:52got a lot of luck together with +4 getting a lot of bad luck and caused this

24:58damage drop here. But if I run the simulation again, this will very

25:05likely change, because when I recalculate here, it runs new

25:07simulations. It takes a while, but things like,

25:14I don't know, seconds. Oops, it changed. Now +4 is better than +3. And and

25:20that's it, right? So, if I made a simulation increase in hours here, or if

25:27I recalculated many times and summed and averaged, you would see

25:32that you would see that the curve here, right, is always increasing. Every increase

25:39in damage does cause an increase in experience, even if it's very small,

25:44right? And ah, I also forgot to show the simulation of the Naga hunt. And the Naga

25:49hunt is the same thing, right? So, all these simulations that I showed

25:53where the estimated experience number is matching or is very close to real,

26:01all of them have the same behavior in this chart here of turn evolution

26:06and XP per hour by damage increase, right? And that's it, right? All the simulations,

26:12they have two things in common. The estimated experience per hour from the

26:16simulation is very close to real and all of them have this chart here of

26:22experience per hour versus damage increase also with the same behavior

26:26which is that on average every increase in gain is giving an increase in experience per

26:31hour, right? So, what more do I need to do to show that yes,

26:37this is the truth and that damage breakpoints, meaning turn breakpoints,

26:46don't exist, right? They exist, but they are mitigated by these variables.

26:52Because if I remove the variable damage, let's see how the behavior will

26:55look here.

26:59Oops, breakpoint. Breakpoint here from 6 to 7, breakpoint from 16 to 17, breakpoint

27:06from 36 to 37. That's exactly what people say. Ah, you'll only get a

27:11damage increase when you hit the breakpoint and then

27:16yes you'll have a turn gain from that, right? You'll kill the box with

27:20one less turn. If I remove intelligence, you'll see there will be

27:23breakpoints too, right? From 16 to 17. If I remove the

27:29increased critical, there will still be breakpoints. If I remove the charm, you'll see there will

27:35be breakpoints too. So that's how it is, all these metrics here, they do not

27:41change the existence of the breakpoint, they only change where the

27:48breakpoint will be. But this variable here which is the damage variation,

27:52right, the existence of damage variation in spells, that by

27:57itself alone is enough to make the breakpoint disappear. So,

28:04ah, just that alone would be enough to

28:07prove that the damage variation, right, ah, the exori gran hitting at minimum 400, average

28:15500 and maximum 600. That's what I'm talking about. Just that is enough to

28:20eliminate the turn breakpoint. But then, right, that argument alone would not

28:27be enough to prove it because the calculator would be wrong, right? The

28:32calculator would not be close to reality. That's why I made it as

28:37complete as possible so that the final result here is as close to

28:43reality as possible. Alright? 6.44

28:47still recalculating 6.7,

28:52which is very close to the 6.5 in the Naga hunt. And the behavior here that

28:57we've already seen. So that's it. Ah, the next video I will most likely be

29:02explaining how to use the Tom's damage calculator tool here.

29:06And that's all. Let's go for more videos. Cya.

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