Thanks, I know that formula. What I tried to say wasn't about casting APHEELSIK but using poison strike.
What you wrote is very good, and is perfect for usage on a current fight. What I created is more geared towards planning how to build your characther in the future and to know when you will be able to regenfight certain opponents.
So here it goes:
d - base damage
D - total damage written on char page
Att - attack multiplier in decimal fraction
P - poison strike level
R - regenaration
Res - relevant resistance in decimal fraction
L - level
M next to a variable means it is the monster's stat
You can regenfight if:
(d*Att*(1-ResM)+P*L)*R > DM*RM*(1-Res)
Gorgons get d*R in addition below dg%.
Also by moving the (1- Res) component to the left, and writing it more generally we can get certain builds' attrition function.
A vanilla monk with 3 att boosters vs resistless enemies has: (3*1,0*L)*2L*2 = 12L^2 attrition.
A similar gorgon has: (5*0,8L+5*L)*1L*4/3 = 12L^2 as well.
Writing it this way we can see what will happen when we add certain items and boons. Generally the same +damage or +% damage makes Monks better due to their double regen and higher resistance. When fighting against stuff with resists Gorgons shine more since posion doesn't get reduced by anything, and they can use dg after a certain point. By this we can also see that Gorgons are capable regenfighting foes with magical attack or curse, cuz they are less reliant on resist (also they need to hit thier enemies less times)...
Btw corrosion and damage reduction can also be added as linear components to these functions, as expected they are great in early levels, weaker later. Oh and as attrition functions are quadratic, by the time your level doubles your attrition grows 4x
. Knowing this you can judge better when to engage into regenfighting.
I needed the testing for stuff like: does posion strike gets reduced by p/m. res.? or are every att% things work as they are expected (knocback still does wierd stuff time to time)...