Terms: the definitive source

Terms: the definitive source

in Elementalist

Posted by: ImProVocateur.5189

ImProVocateur.5189

This post is to consolidate definitions of terms that are important for builds, but are not easily understood. It will be updated. Please post concisely and precisely if you want to contribute to this thread.

Terms:
P = Power points
C% = Critical Chance expressed as a percent
T = Toughness points
D = Defense points
A = Armor points
H = Health points, sometimes called Hit Points, HP
k = (product of all offensive damage multipliers)

Term Specifiers:
t = total
a = average
e = effective

Terms: with details given
——
Damage inflicted = Z
Z = O/A
The amount of damage per hit is found by the ratio of Offense and Armor. Weapon strength varies. For predictability, the average Weapon strength “aW” should be used to calculate damage. The result “Z” has a variable range correlating to the variable Weapon strength, but people usually do not show that.
——
Damage mitigation = M or M%
This accounts for the sum of damage avoided, whether by Armor, Invulnerability, damage reduction, Reflection, etc.
——
Damage per second = dps or DPS
(sum of damage recorded) / (number of seconds damage occured)
This is either an average of the damage recorded over a number of seconds, or it is a hypothetical number that scales up damage that occurs during a time less than one second. This is often used for damage comparison. ~requested by ThiBash.5634
——
Damage over time = dot or DoT or DOT
This term became popular because of Dark Age of Camelot; later adopted into the D&D lexicon. This is a duration-limited affliction, the same as a condition in GW2, that damages at regular intervals, called ticks.
——
Damage reduction = R% or R
R% = (1 – (H+(healing)) / tZ) = (tR / tZ);
In the D&D world it is abbreviated as DR or DR%. This value refers to an amount of damaged deducted from each hit. R is an integer. R% is a percent. GW2 damage uses a variable R%, not a constant R%. You do not get the same damage reduction each hit unless the Offense numbers never change. For this reason, R% is calculated as an average percent reduction; therefore, the total amount of damage inflicted “tZ” must be recorded for either of the calculation methods

What is difficult to grasp for many people is that R% adds to eH reflectively. Examples with fractions is an easy way to explain what R%<refelective> means. If R% = 20%, which is a fraction of 1/5, then the bonus to effective health is 1/4. The denominator reduces by 1; R% = 1/3 becomes R%<reflective> = 1/2, R% = 1/8 becomes R%<reflective> = 1/7. For instance, if H = 20000, and R% = 25%, which is a fraction of 1/4, then it adds to survivability the equivalent of 1/3 of Health. eH = 20000 + (20000 / 3) = 26666.
——
Effective Health = eH
eH = (H+(healing)) * (1 + R%<reflective)
(a.k.a effective Hit Points) Essentially, the damage it takes to down a target. This value imagines an increased Health by an amount of Hit Points equal to the extra damage a target can take thanks to damage mitigation and healing.
——
Healing over time = hot or HoT or HOT
This term can be confusing because it is often used incorrectly. This is a duration-limited buff, the same as a healing boon (Regen) in GW2, that heals at regular intervals, called ticks. It is used incorrectly when players refer to their intermittent active healing as a HoT, usually in jest, implying an unabating healing ability.
——
Offense = O
O = k(WPS)
This is the offensive portion of the damage calculation.
——
Skill coefficient = S or SC
This is used in damage calculation to account for the bonus damage from a skill.
——
Weapon strength = W or WS
A weapon has a range of damage values. The maximum value is added to the Attack score in the character window. The average WS can be abbreviated as “aW” or “aWS”.
——

COMMON USES:
Average damage calculation:
Z = (product of all damage multipliers) * (aW * P * S) / A
Z = k(aWPS) / A
Z = aO / A

Effective hit points, versus average damage:
Assign (H + (healing)) = G,
eH = G + (G * R%<reflective>)
eH = G + (G / ((1 / R%) – 1))
eH = G + (G / ((1 / (1 – (G / tZ))) – 1))
NOTE: If you use this formula, then remember that total damage only counts the damage that brings a target to zero health, the downed state. Using damage in excess of zero remaining Health will be erroneous.

Armor Equivalency:
Using the above equation for finding eH, substitute tZ,
tZ = t(O / A) = tO / A
Then change the equation to isolate A. Notice that eH must be known to do this.

(edited by ImProVocateur.5189)

Terms: the definitive source

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

I’m missing dps…

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

Terms: the definitive source

in Elementalist

Posted by: oZii.2864

oZii.2864

This is nice alot of people don’t know these when they are looking at theorycrafting topics.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Terms: the definitive source

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

It’s nice yes, though maybe a bit technical for starters…

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

Terms: the definitive source

in Elementalist

Posted by: ImProVocateur.5189

ImProVocateur.5189

Alphabetized the list of definitions. Added requested term.

Terms: the definitive source

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

Thank you. Keep up the good work.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

Terms: the definitive source

in Elementalist

Posted by: ImProVocateur.5189

ImProVocateur.5189

Add to change log.
1. Corrected and expanded “damage reduction”
2. Corrected and added description for “effective hit points”
3. Added marginal information for “armor equivalency”

Terms: the definitive source

in Elementalist

Posted by: Lord of Rings.5371

Lord of Rings.5371

One should define a term for the delay impact effect of many skills.

In GW2, the normal forward movement speed is 300 units per second and in combat 210. Being 66% slower, a chilled foe in combat moves 71 units per sec. http://wiki.guildwars2.com/wiki/Movement_speed
A chilled foe can move 214 units in 3 seconds. “Dragon’s tooth” has a 180 radius and 1 sec casting time. Then that horrible tooth hangs there for at least 3 seconds to warn foes to walk away. When it finally hits, the total damage to intended foes are often 0.000000.

Fire Water Air
FA

(edited by Lord of Rings.5371)

Terms: the definitive source

in Elementalist

Posted by: ImProVocateur.5189

ImProVocateur.5189

LordofRings.5371,
I have a limited space to use, so I must be selective of the terms. At this time I am not moved to add all that. If you offer a reasonable and compelling definition format, then I might be so moved. Thank you for contributing. Your addition will remain in this thread regardless of my decision.