probablynot wrote...
It isn't a matter of being wrong or not. If you think the math is totally right then you have bigger problems to worry about. When you simulate something like this, it's more about how much "wrong" is acceptable.
I don't even need to go into specifics before something immediately jumps out to me. You don't take latency into account in your calculations. Even at the absolute most basic levels of dps simulations on wow, latency is a part of the calculations. That's on a game with a spell queue and significantly better lag.
Okay, so you are laboring under the assumption that you are always hosting. I can live with that. But then you totally ignore ammo/sniper rail amps in your calculations? These are non-trivial factors. It massively changes how many shots it takes to do a great deal of things.
These are just a couple things, there's more of course. Now you may say "Oh, that's a slippery slope argument as there is no real upper bound to how specific you can get." No, not really. These are the basics of theory crafting for a game like, say, WoW. So anything less amounts to, you are being less precise in a game that is more entropic. Especially the rail/ammo stuff, I mean come on. Some of these factors might even help your argument, idk, I don't care to theory craft about this game.
Point is, if you are going to use objective mathematics to quantify your argument, try to be a little more specific with it. You are at that absolute worst level where the anti-intellectual morons will distrust you, and the people who know how to theory craft dismiss your numbers as too basic an analysis.
That's all assuming everything you said is factually accurate. I won't contest that as it has nothing to do with my argument, but I would just like to point out that plenty of people have called that into question.
Thanks for the reply.
The reason that I don't include rail amps, ammo, and other damage bonuses is simply because, to my knowledge, there has been no difinitive answer on whether they are additive or multiplicative. The results would be similar either way, but these kind of details matter.
As to latency there is no numerical value available currently to base an average on or even an idea of what it might be, so one cannot use it in a quantified comparison.
From the details perspective you are entirely correct. I realized this quite quickly and made an attempt to correct this problem with my second and third comparisons. Is the most recent comparison still not detailed enough? If so I could run a comparison assuming additivity, multiplicity, or both when dealing with other damage bonuses.
Concerning the factual accuracy of the data I have used, my testing and assumption that the reload-cancel bug is indeed a bug, and therefore should not be relied on for legitimate comparisons, apparently differ from some others. That being stated, I based the most recent comparison on their data, when available and accurate, and the math still supported my original claim within the parameters provided by my first post.