Editing Calculating NPC Mitigation and Avoidance

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The goal here is to find the mitigation AC values that produce results that match your log's meleedmg.lua results.  Keep trying different MIT_AC values until you find the values that most closely match the Min Hit%, Modal Hit% and Max Hit% results.  If any one of those is below 1% then you should ignore that particular value however, as accuracy becomes bad at that low percentage.  Note that Innate Felstrike will result in different min/max/model hits, but it's the percentiles that we care about.  A very high offense may make min hit% useless, but it also makes max hit% more accurate.
The goal here is to find the mitigation AC values that produce results that match your log's meleedmg.lua results.  Keep trying different MIT_AC values until you find the values that most closely match the Min Hit%, Modal Hit% and Max Hit% results.  If any one of those is below 1% then you should ignore that particular value however, as accuracy becomes bad at that low percentage.  Note that Innate Felstrike will result in different min/max/model hits, but it's the percentiles that we care about.  A very high offense may make min hit% useless, but it also makes max hit% more accurate.


'Modal' will have two numbers at certain mitigation values.  Use the one that more closely matches the log if there are two displayed. (it's probably modal2)
'Modal' will have two numbers at certain mitgation values.  Use the one that more closely matches the log if there are two displayed. (it's probably modal2)


=== 114 Offense Logs ===
=== 114 Offense Logs ===
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There is another way to get mitigation estimates, but this way is the trickiest.
There is another way to get mitigation estimates, but this way is the trickiest.


115 offense is a threshold at which the PC damage multiplier kicks in.  If a player character has less than that offense, then it will only produce 20 possible damage values just like any NPC would.  This quirk can be taken advantage of to compute mitigation estimates, however it requires a specially made character.  This character must be a level at which the target NPC is a grey con and does not provide skill-ups when the character attacks it.
115 offense is a threshold at which the PC damage multiplier kicks in.  If a player character has less than that offense, then it will only produce 20 possible damage values just like any NPC would.  This quirk can be taken advantage of to compute mitigation estimates, however it requires a specifically made character.  This character must be a level at which the target NPC is a grey con and does not provide skill-ups when the character attacks it.


So to do this, you'll want to make a level 90+ SK and carefully raise its weapon skill to 100 and no further.  Raise the offense skill to the cap.  Then give it 96 strength in gear.  Equip a fast 10 damage weapon.  The weapon must be at least 10 damage, but it can be higher.  10 is preferable because you don't want to do more damage than you need to otherwise you'll kill the NPCs too fast which requires resetting them which is a chore.
So to do this, you'll want to make a level 90+ SK and carefully raise its weapon skill to 100 and no further.  Raise the offense skill to the cap.  Then give it 96 strength in gear.  Equip a fast 10 damage weapon.  The weapon must be at least 10 damage, but it can be higher.  10 is preferable because you don't want to do more damage than you need to otherwise you'll kill the NPCs too fast which requires resetting them which is a chore.

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