2010-09-07, 04:50 AM
Kalovale Wrote:That's a very... incomprehensible approach.
Current formula: (modifier * primaryStat + secondaryStat) * Watk/100
Ignoring secondaryStat, we can simplify it down to: A*B/100
Any elementary kid can tell you that whether you raise A, B, or A*Watk/100 by 1.5x, the result you get is the same.
Now then we take into account the existence of apple, Watk becomes (B + 100) => dmg = A * (B +100)/100
The same thing remains the same if you raise A, (B + 100) or A*(B+100)/100 by 1.5x, but it's been up in the air that you cannot do the bolded, as +%Atk does not cover the addition from potions/skills(?). So obviously, thebettersafer choice would be %stat, with a negligible damage loss from secondaryStats.
And it seems you haven't learned anything from the last time bashing bossDmg%.
I get it, bit still do you gotta be a major douche about it?
(S + X) * (EX ~ 1P * 2P *3P )) = (S + X ∝ (EX ~ P1 * P2 * P3)) = Total
S = Base stat
X = Bonus stats from equipment
EX = X number of equipments
(EX ~ 1P * 2P * 3P) = Random potential stats per line on a piece of equipment
( S + X ∝ (EX ~ P1 * P2 * P3)) = The constant other chain additions that occur from other equipment items that have potential stats added to the base stat + bonus stat which would = a resulting total stats once every constant is calculated.
Wouldn't that better describe the equipment based potential stats though if each %stat acted on your total stat after each % at a constant of how many pieces of equipment you have?
Btw, don't say pomegranate about what elementary school kids can do, these days they learn how to read in highschool.
