This post was inspired by this study:
http://elanthipedia.com/wiki/Fletching
Except instead of frequency tables, I use regression. I convert all qualitative damage messages into numerical values based on the ordering in the table above, adjusting the scale on 1-24.
For tables 2 and 3, for those values above 12, I halved and generated a crit variable to designate that it was a "critical" hit.
Results are below
Table 1. General OLS Regression on Raw Hit values
(N=267, R2=0.1723)
Variable | Coef. | Std.Err | P-value |
longbow | 1.024018 | .5368337 | 0.058 |
time | .1791957 | .1170636 | 0.127 |
balance | -.1426173 | .547773 | 0.795 |
snipe | 1.838813 | .679862 | 0.007 |
basilisk | 3.345943 | .5309098 | 0.000 |
Intercept | 12.18245 | 4.613663 | 0.009 |
Table 2. General OLS Regression on Adjusted Hit values
(N=267, R2=0.0754)
Variable | Coef. | Std.Err | P-value |
longbow | -.7728557 | .4316005 | 0.075 |
time | -.1211996 | .0941161 | 0.199 |
balance | .5514537 | .4403954 | 0.212 |
snipe | -.6642971 | .5465915 | 0.225 |
basilisk | 1.315196 | .4268378 | 0.002 |
Intercept | 5.653249 | 3.709266 | 0.129 |
Table 3. Logistic regression on Crit Chance
(N=267, PseudoR2=0.0769)
Variable | Coef. | Std.Err | P-value |
longbow | .6994941 | .2854237 | 0.014 |
time | .1139478 | .0610461 | 0.062 |
balance | -.2687256 | .2875765 | 0.350 |
snipe | .917854 | .3460136 | 0.008 |
basilisk | .7752528 | .2779271 | 0.005 |
Intercept | .2643282 | 2.4129 | 0.913 |
Conclusions:
Weak Conclusion = Statistically Significant at the 90% Level
Strong Conclusion = Statistically Significant at the 95% Level
Capped Silverwood Hunter's Longbow VS. Horse Clan Composite Bow
Weak: The composite bow does on average 0.77 points more damage than the hunter's longbow.
Strong: The hunter's longbow has 0.699 (Log odds) higher crit chance than the composite bow, independent of sniping effects.
Seconds Aimed (2-16 second range)
Extra seconds aimed does not appear to have an effect on raw damage.
Weak: Each additional second aimed increases the crit chance of a hit by 0.113 (Log odds)
Nimble vs Solid Balance
No effect.
Sniping vs firing in plain sight
Sniping does not increase raw damage.
Strong: Sniping increases the crit chance of a hit by 0.917 (log odds)
Basilisk Arrows vs. Store-bought Silver-tipped
Strong: Basilisk arrows increase damage by 1.315 points on average. This effect is underestimated due to right-truncation of the dependent variable.
Strong: Basilisk arrows increase the crit chance of a hit by 0.77 (log odds).
Overall Conclusions:
Damage scaling is non-linear and multi-leveled. There is at a min, two discrete types of damage.. and I labeled them crit and non-crit for now, until I can figure it out.
If the above is true, then most types of damage modifiers increase damage indirectly by increasing crit chance instead of raw damage (e.g. weapon used, time aimed, sniping status)
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"All models are wrong, some are useful." -George C. Box