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Roda com MENOS dano venceu (culpa do Tapete)

Porfz Tibia - Análises e gameplay inteligente · 2,266 words · 11 min read

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0:00Today we are going to answer two very

0:01common questions about the carpet . The

0:04first question is : how good is the

0:05carpet ? The second is how do we compare

0:09builds with different carpets , whether

0:12it's a carpet two versus a carpet three

0:14, or a carpet three with a 24 - second

0:17standard versus a carpet three with 18

0:19seconds using a cooldown gem . And , at

0:23the end of the video , I will show you

0:25how you can make a comparison , for

0:27example , of these wheels here , where

0:30one has the carpet cooldown gem but has

0:32less total strength on the wheel , and

0:34another that doesn't have the cooldown

0:36gem , so it's the standard 24 - second

0:38level 3 carpet , but it has more damage ,

0:41right ? It has ballistics and , anyway ,

0:43it has more total wheel points as well .

0:46But before going straight to the

0:48calculator , we need to do a mental

0:50exercise first , because if we are going

0:52to model the carpet , we need to model

0:54how we manage to calculate this damage

0:56bonus it has . However , the bonus we

1:00know , which is 8 , 10 , or 12 % , is damage

1:04that only works when you are active on

1:07top of the carpet . But that is not

1:10enough for us to be able to model it ,

1:12because this is only a part of the hunt

1:13. There is another part of the hunt

1:15where you don't have the carpet active ,

1:16right ? So we need , besides knowing the

1:19damage it gives , to know the ratio in

1:21which it is active during the hunt . And

1:24you know something similar to this , for

1:26you to understand what we will be doing

1:28here today , is critical damage . It also

1:30has the same behavior . It has a part

1:32that is how much extra damage we are

1:34gaining and it has a part that is how

1:36often it is activating , right ? Here it

1:39is a probability ; for the carpet , we

1:40are talking about a ratio . So , when we

1:43come here to Tibia Tools and compare a

1:45build that has critical damage with a

1:4710 % chance and a 50 % critical damage

1:49increase , compared to a build that

1:51doesn't , we see that the build that has

1:53this critical damage has an average

1:55damage increase of 5 % here , which is

1:57precisely the multiplication of the

1:59chance by the increase . If I make it 60

2:02here , it will increase to six here . If

2:05I make it 100 here , it increases to 10 .

2:08So it's simple , it's just a

2:09multiplication of the two factors . So

2:11for the carpet , we're going to do the

2:13same thing . We already have the damage ,

2:15so what are we going to do ? Find out

2:17what the activation is . We also need to

2:20model one more thing , which is that the

2:22carpet isn't used at any time ; it's

2:24used at the best possible moment , which

2:26is when you're in a box or a double box

2:28in a party . And what happens at this

2:31moment , when the carpet is active , is

2:33precisely the moment with the highest

2:35density of monsters on the screen . So

2:38the targets when the carpet is active

2:40tend to be higher than the average

2:42targets during the entire hunt . So we

2:44need to model that as well . And why do

2:46we have to model this increase in the

2:48carpet's average damage ? Because the

2:50way we're going to make the comparison

2:51is by using the Tibia Tools calculator .

2:53And Tibia Tools doesn't have a place

2:55for you to put , " ah , I have a level X

2:56carpet and this is my frequency . "

2:59That's all very subjective . I

3:00completely understand why they don't

3:02include anything for the carpet here in

3:04the calculator . However , with our

3:06knowledge , we can adjust some things in

3:09the calculator to be able to simulate

3:11builds with different carpets . And how

3:14are we going to do that ? Well , first of

3:15all , I'm going to equalize the builds

3:16here , right ? So , now they are at zero .

3:18And let's go through a thought process

3:20that is as follows . Let's assume that I

3:23have the carpet 100 % active . Let's

3:26pretend I have a carpet with zero

3:28cooldown . I will always activate the

3:31carpet and my carpet has a 12 % bonus .

3:35What I hope I can do in the calculator

3:37is for build B , which is the build I

3:39will choose here as the one that has

3:40the carpet 100 % active in every turn , to

3:42show 12 % here . And how do I do that ? And

3:46the easiest way to make this appear is

3:48by changing the rotation here . So , if I

3:51take the targets here , which is the

3:53average number of hits per spell per

3:56turn , and increase it by 12 % , I'll get

3:58this number here of 8.96 . And if I

4:02replace it in all of them , what will

4:04happen here ? The number 12 % appears ,

4:06right ? Build B is 12 % stronger than

4:08build A. And that's what we're going to

4:09do , right ? The math is the same .

4:11Dealing 12 % more damage is

4:13mathematically the same thing as

4:16hitting 12 % more mobs on average per

4:20turn . So that's how we're going to

4:22model builds with different carpets .

4:24But now we're going to the classifier

4:25because we need to know the uptime of

4:27the spells . And what did the classifier

4:29say here ? First of all , it found that

4:31the carpet bonus is 12 % . OK ? I already

4:34knew this , but the classifier managed

4:36to find it on its own . Uh , it also says

4:39that the global carpet uptime is 28 % ,

4:41right ? So on average , 28 % of the turns

4:44have a carpet active . But we can't do

4:47calculations with this global number

4:49here . We need to do calculations at the

4:51component level because they have

4:53completely different behaviors from one

4:55another . Look , for example , at this

4:56table . This table here is the number of

4:59components where the carpet was active .

5:03And when these components are active ,

5:05they have these averages that are much

5:07higher than the session averages . So

5:09you look at the attack ; on average ,

5:11it's landing 6.39 hits per turn .

5:13However , when the carpet is active ,

5:15that average goes up to 9.66 , right ?

5:17This makes a lot of sense because the

5:19carpet is being used at the ideal

5:20moment , which is the double box moment .

5:22So there are many more hits , many more

5:24mobs on screen for it to hit . That's

5:26why the average goes up . And the

5:27component uptime is also different . If

5:30I take the number of auto-attacks here

5:32that have the carpet active , 35 , and

5:34divide by the total number of

5:36auto-attacks in the session , we see

5:38that the auto-attack uptime is 23 % . So

5:42only 23 % of the auto-attacks received

5:44the carpet bonus . But the grenade is

5:46different . If we take the grenades here

5:49with the carpet active , it's 12 , and

5:50divided by the grenades in the session

5:52here , which is 18 , it gives 66 % . This

5:54also makes sense , right ? So we went

5:56from 20 - something to 60 . So the grenade

5:59should receive a higher carpet bonus

6:01than the auto-attack because the

6:03grenade's uptime is higher . And the

6:05calculation we're going to do is the

6:07following ; let's use the auto-attack

6:08example . First of all , we need the

6:10uptime . So that's what I already told

6:11you , 35 divided by 152 . We also need to

6:15calculate the ratio of what I mentioned

6:16earlier , which is how much higher the

6:18average hits are when the carpet is

6:19active compared to the total average

6:20hits for the session . In this

6:23auto-attack case , I have to multiply by

6:259.66 and I have to divide by 6.89 . And

6:30then , at the very end , this is just

6:32like the little calculation we did for

6:34critical damage , we have to multiply by

6:36the carpet damage bonus , which in this

6:38session is 12 % . And there we go , we

6:41found how much we need to adjust . the

6:45auto-attack hits to say , ah , this is

6:47numerically equal to a carpet used x

6:50times with a 12 % bonus . So I just do

6:54this here , look , add one more . And now

6:56I take this 3.87 % here and multiply it

6:59by the original targets here , right , of

7:016.89 . And the number that gives us ,

7:047.16 , right , rounding up , is the number

7:07in this column . So the classifier is

7:09already doing everything for us . I just

7:11showed you what the reasoning behind it

7:13is . And if we take this number here ,

7:15right , the original 6.89 and the

7:17adjusted 7.1569 here , we will see that

7:20this generates an average increase of

7:233.87 % . and 3.87 is exactly what we

7:25wanted to appear here . It's the

7:27difference the carpet makes for this

7:29component . And this number here helps

7:31us already answer the first question

7:32from the beginning of the video , right ,

7:34which is how strong is the carpet . For

7:36this component here , which wasn't a

7:38component with a very high uptime ,

7:39right , we saw that the grenade had an

7:41even higher uptime , the auto-attack is

7:43receiving an average damage increase of

7:453.87 % . 3.87 is exactly a tier 8 Fatal .

7:50That Highwin log , the fact that he is

7:53using the carpet at the frequency he

7:55uses it in his build with the 12 % bonus

7:58on the auto-attack component is the

8:00same as if he had a wheel with no

8:02carpet , but had a tier 8 . So yes , the

8:06carpet is very strong . And this is the

8:08thinking we will use from now on so we

8:10can make these comparisons . So we will

8:12always use the classifier , look at the

8:14column of average hits adjusted by the

8:16Gravis Sun , which is the carpet , and

8:18put that into the calculator . Simple as

8:20that . And coming here to the comparison

8:22, uh , of the two Highwin wheels .

8:24Remembering that they are these here ,

8:26which is the wheel with the carpet ,

8:28which in this case was build A , and the

8:30wheel with more damage , but without the

8:32carpet cooldown gem here . This here

8:35became build B. And to show beforehand

8:37that build B does indeed have more

8:39damage than build A when we aren't

8:41thinking about adjusted targets , I'm

8:44just going to take the simulation here

8:46and equalize the targets , right ? And

8:49regardless of whether I copy from A to

8:50B or B to A , it doesn't really matter ,

8:52right ? So , what do we have here ? Same

8:55monsters , same rotation , different

8:57build obviously , and different strength

8:59here . We see that build B is indeed

9:02stronger in raw damage , right ? But then

9:06, when we are making the comparison

9:08thinking about the carpet and making

9:11build A have a slightly higher target

9:13adjustment than build B , because build

9:16A has the carpet gem , this is enough to

9:18make a weaker build become stronger ,

9:21because the Pete bonus is very good ,

9:23and this explains a lot why the carpet

9:26became the favorite perk for high

9:28levels . Velor , for example , uses two

9:31cooldown gems . Most Royal Paladins ,

9:34when they reach a very high level ,

9:36around 2300 more or less , most of them

9:39are using a cooldown gem on the carpet .

9:42But even so , this is for everyone , for

9:44any type of comparison . So if you have

9:47a doubt about a wheel that is wheel A

9:49with carpet one versus a wheel B that

9:50is carpet two , you can do that nowadays

9:52. You just need to get the login , throw

9:55it into the classifier , and then pass

9:57it to Tibatools to make the comparison .

9:59The classifier is public here , right ?

10:01So you can use it here via this URL ,

10:04it's 99 % working . What I mean is that

10:08there are some turns that I still can't

10:11classify , but I continue working to

10:14manage to make all turns of all

10:16vocations of any build possible to be

10:19classified . And that was what I wanted

10:20to talk about in today's video . So ,

10:21thank you very much . Cheers . No.

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