2009-12-14, 09:40 PM
Stereo Wrote:That also disregards criticals, multiple damage formulas (grr BW), varying multipliers (aran/crusaders) etc.I figured this too eventually (where the initial distribution is a choice between one set of endpoints or another, which works for criticals and for warrior animations but not both at once).
When you stretch the uniform distribution with scale multipliers it all gets significantly more complicated.
Like for a 50% critical that deals double damage,
.5*(H(x - 1) - H(x - 2)) + .5*.5*(H(x - 2) - H(x - 4))
= .5 H(x-1) - .25H(x-2) - .25H(x-4)
If the min crit wasn't exactly equal to the max non-crit this would look uglier even.
The general case just gets annoying to work with.


![[Image: crithx.png]](http://img152.imageshack.us/img152/8413/crithx.png)