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Release| Hit Simulator with Defense Calculation
#38
So what are the damage formulas? Is the physical one you're referring to in ^ post the same as the one that Dusk simplified (touch damage), or is it physical attack taken from monsters?

Is physical avoid touch damage or physical attacks (eg ground pound)?

Does that mean that a thief can avoid damage 96.5% of the time by having Avoid = 45 x Acc? (Because natural miss is 95% and Fake miss is another 30%.) Does that mean that if a character has Avoid = 10 x Acc, he'll never be hit by magical attacks?

Last question: which formula do you use to calculate how often you can avoid 1/1?

Sorry for the bombardment of questions.
MissingLink Wrote:Dusk's version has str/7 and dex/7, original has str * 0.2857142857142857 and dex * 0.2857142857142857, which is whatever *2/7
Dusk's version has 'if level < 15', original has 'if (level < mobLevel)'
There may be other differences, i didn't look at it that long. Very hard to read dissassembled stuff.
0.2857142857142857 = 2/7, because the number of significant digits greatly exceeds what you need. At most you only need the first 5 digits, so accuracy at the end of the chain of decimals isn't important.
MissingLink Wrote:Isn't capped StandardPDD a good thing? If it went larger past level 100, then the reduction would be smaller, and the damage greater. But its all irrelevant for high level monsters anyway.
I was under the impression that a higher PDD would mean less damage taken. After all, logic says that leveling makes you stronger, therefore you should be hit less.

My mistake.
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Release| Hit Simulator with Defense Calculation - by 2147483647 - 2009-11-14, 11:52 AM

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