Thursday, 12th April 2018, 20:40 by Hellmonk
I'm pretty sure that fsim is not accurate, but it's not too hard to calculate in this particular example.
If you simplify away all the things that make riposte damage complicated (monsters that do things other than melee, monster speed, monsters with multiple attacks, etc) then it's easy-ish to calculate the theoretical value of riposte damage. Stone giant is a pretty good test monster for this since it attacks once at normal speed and can't do other stuff from melee range. Treating riposte as equivalent to pressing tab once is pretty good for a naive analysis since it functions similarly in most "I am just meleeing one dude" circumstances (it can miss, applies weapon brand, and has the normal chances for aux attacks so there's no extra weirdness until you start adding stuff like spells into the mix). Recall that there's a 33% chance to riposte on dodge.
Against a stone giant or any other normal attack speed monster that attacks once and doesn't do other stuff:
If the chance to dodge is 2/3 (being a little generous on the 30 EV case), you get 2/3*1/3= 2/9, or ~22.2% of a tab on average per 10 aut. This does not correspond to a 22.2% damage increase from riposte unless you're attacking once per 10 aut; it's less if you are swinging faster and more if you're swinging slower or doing things other than meleeing.
If the chance to dodge is 3%, you get 0.03*1/3, a nice clean 1% of a tab per 10 aut. Again, this does not correspond to a 1% damage increase unless you are attacking exactly once per 10 aut.
If your great sword is at mindelay and you are tabbing the stone giant without taking other actions while it's in melee range, multiply both of those values by 0.7 to account for the fact that you're swinging a lot more often than the stone giant is. The damage difference between the two cases is just under 15%.
Naturally, it's more complicated to figure out riposte chance if the monster has multiple attacks or if the monster can do things that aren't melee. That's why I used stone giant as the example for my riposte shitpost thread. It's also important to note that adding a fixed amount of EV does not have the same effect on dodge chance for all values of starting EV, so going from 11 EV to 40 EV will have less of an effect, in addition to being harder to do. It's also also important to note that monster chance to hit is based on a couple of opaque things that aren't listed anywhere in-game, so unless you like querying Sequell a lot it's not trivial to figure out for every monster.