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Latest damage calculation script if anyone is interested


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#1
Wavebend

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Spoiler

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#2
Shiratori

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Um working as intended?
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#3
Snakebite

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Umm... yep.  Looks right to me.  :?


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#4
Wavebend

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Um working as intended?

 

Totally.

 

There are few interesting bits though. Here's an example.

 

If you're <3m of an enemy dealing poison damage, constitution will be used as a damage resistance modifier.

If you're >3m, cunning will be used instead.



#5
Shiratori

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I remember Luke mentioning that not long ago that your damage resistance was based on the proximity of the enemy to you, not based on what attack was being used. So that's cool that it applies to various things and explains why archers kill me point blank (very low con)
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#6
Wavebend

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I like this part:

-- commenting out this section as I get bad parameter error for the ArmorPercentageForMagicDefense param... not sure why

Working as intended™


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#7
Wavebend

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I remember Luke mentioning that not long ago that your damage resistance was based on the proximity of the enemy to you, not based on what attack was being used. So that's cool that it applies to various things and explains why archers kill me point blank (very low con)

isMeleeRange = false;
if (distance <= 3.0) then
	isMeleeRange = true;
end;


#8
Zorinho20_CRO

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Interesting.

You found a new toy,it seems.Too bad we didn't have this kind of info at the beginning.



#9
Wavebend

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Interesting.

You found a new toy,it seems.Too bad we didn't have this kind of info at the beginning.

 

I'm pretty much done though, not sure what else I can do. Maybe time to call it a day.



#10
Oronix

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Looks like flat armor pen is applied prior to %armor pen, while flat armor is deducted from damage taken after %physical resistance is applied. seems a bit strange, explains why some people take 200 damage while others take 1 from the same attack.

 

20% physRes, 200 armor, 500 initial dmg:

% first:

(500*0.8)-200=200dmg taken

 

60% physRes, 200 armor, 500 initial dmg

(500*0.4)-200=0, minimum 1 dmg = 1dmg taken

 

40%physRes more gives 200x more effective life from 500 dmg hits

 

flat first:

20%

(500-200)*0.8=240

60%

(500-200)*0.4=120

 

40% more physRes gives 2x more effective life from 500 dmg hits

 

Also, did anyone catch how level indifference between attacker and defender affects the damage taken? I find it funny that I go from dying in 3-4 hits to being completely invulnerable (taking 1 damage) sometimes in the span of a few levels on the same character.


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#11
Zorinho20_CRO

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I'm pretty much done though, not sure what else I can do. Maybe time to call it a day.

Maybe you should play a little bit more with it to stay in shape for ME:A(although I don't any ME badges)DA4

Yeah,isn't in Canada 3 Am or something,you should really call it a day :lol:



#12
Zorinho20_CRO

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Looks like flat armor pen is applied prior to %armor pen, while flat armor is deducted from damage taken after %physical resistance is applied. seems a bit strange, explains why some people take 200 damage while others take 1 from the same attack.

 

20% physRes, 200 armor, 500 initial dmg:

% first:

(500*0.8)-200=200dmg taken

 

60% physRes, 200 armor, 500 initial dmg

(500*0.4)-200=0, minimum 1 dmg = 1dmg taken

 

40%physRes more gives 200x more effective life from 500 dmg hits

 

flat first:

20%

(500-200)*0.8=240

60%

(500-200)*0.4=120

 

40% more physRes gives 2x more effective life from 500 dmg hits

 

Also, did anyone catch how level indifference between attacker and defender affects the damage taken? I find it funny that I go from dying in 3-4 hits to being completely invulnerable (taking 1 damage) sometimes in the span of a few levels on the same character.

First post.How sweet(and that technical too :) )



#13
Sothalor

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It appears bonuses based on level differences are intended to apply to Single Player only. No level difference bonuses should apply to Multiplayer.



#14
Oronix

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It appears bonuses based on level differences are intended to apply to Single Player only. No level difference bonuses should apply to Multiplayer.

If so, then another possible explaination to the sudden burst in survivability could be that damage reduction passives scales additively with damage reduction from physical resistance, or: (40% dmg red. used in this case from passives)

 

(500*(0.8-0.4))-200=0 instead of: ((500*0.8)-200)*0.6=80 as I previously would assume it would apply



#15
Kenny Bania

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j/k That's dope as hell. 


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#16
junker1990

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It's time to create the fully functional character calculator now.



#17
Spin-Orbit

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Spoiler

did you not have the ability to read the code before? looks like you have found a new toy suddenly



#18
Jay P

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It's a simple fix, they said.

Just change the code, they said.

#19
DrascatonisFade3K

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Sort of off topic but the katari passives "shield breaker" and "piercing blows" stack with each other or are redundant?

#20
Drasca

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I imagined it'd be like this, and that all the functions wouldn't easily be defined.