cRPG
cRPG => General Discussion => Topic started by: Mak33 on January 27, 2011, 06:39:42 pm
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I have three scenarios that all present an 8% increase in different ways. How is this actually compounded, because they are VERY different.
Below are my examples... Which one is correct for cRPG?
A Damage B Damage C Damage
Level 0 10.00 Level 0 10.00 Level 0 10.00
Level 1 10.80 Level 1 10.80 Level 1 10.80
Level 2 11.66 Level 2 12.53 Level 2 11.60
Level 3 12.60 Level 3 15.53 Level 3 12.40
Level 4 13.60 Level 4 20.51 Level 4 13.20
Level 5 14.69 Level 5 28.71 Level 5 14.00
Scenario A is 8% compounded per level from previous damage increase
Scenario B is the value of 8% added to the previous percentage value (IE: 8% level 1, 16% level 2, 24% level 3)
Scenario C is 8% from the base damage of (10) added to each level (IE: 10.0+.8, 10.8+.8, 11.6+.8)
Which scenario does cRPG use???
EDIT: Scenario B is incorrect and should not be displayed. My error.
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I believe that its the second one...
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It's C. You add your current level's bonus to the base damage.
http://forums.taleworlds.com/index.php/topic,143673.msg3454527.html#msg3454527
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You got it wrong :) And your link shows that it is scenario B...
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Taken from that link:
The abit more fitting model I created worked like that:
potential_damage = holding_modifier * base_damage * power_strike_bonus* wpf_bonus + strength_bonus
The holding_modifier is bigger if you charge up your attack or do an overhead. It's 0.85 for a quick side swing.
The power_strike_bonus is ( 1 + power_strike * 0.08 ), thus 8% per point.
The wpf_bonus is 17.3% per 100 points but its overshadowed by the strength_bonus. For quick calculations 15% work as well.
The strength_bonus is 1 damage point per 5 strength.
So for a quick scimitar(30c) side swing with 4 PS, 150 wpf and 15 str you would get the following:
potential_damage = 0.85 * 30 * ( 1 + 4 * 0.08) * ( 1 + 0.173 * 150/100) + (15 DIV 5)
potential_damage = 0.85 *30 * 1.32 * 1.26 + 3
potential_damage = 45.4
It's B.
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The power_strike_bonus is ( 1 + power_strike * 0.08 ), thus 8% per point.
So for a quick scimitar(30c) side swing with 4 PS, 150 wpf and 15 str you would get the following:
potential_damage = 0.85 * 30 * ( 1 + 4 * 0.08) * ( 1 + 0.173 * 150/100) + (15 DIV 5)
potential_damage = 0.85 *30 * 1.32 * 1.26 + 3
There's no compounding within the skill level going on. It's a flat bonus equal to your current skill level.
If you're still not convinced, consider this: the flat bonus gives +32% at level 4, which is equal to 1.32. If it were compounded every skill level, it would be +105% at level 4, which is equal to 2.05. This is not the case.
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There's no compounding within the skill level going on. It's a flat bonus equal to your current skill level.
If you're still not convinced, consider this: the flat bonus gives +32% at level 4, which is equal to 1.32. If it were compounded every skill level, it would be +105% at level 4, which is equal to 2.05. This is not the case.
Like I said:
It's B :wink:
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does this mean that:
with lets say a Dadao
6 PS 18Str 117wpf
PD= 0.85 * 42 * (1 + 6 * 0.08) * (1 + 0.173 * 117/100) + (18 DIV 5)
PD= 0.85 * 42 * 1.48 * 1.20 + 3
PD= 66.4
??
and I am assuming that armor doesnt play into this number. this would be unmitigated damage against a naked pikeman. yes?
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Like I said:
It's B :wink:
Yeah, my bad. I was going by the charts and not the actual definition the OP provided. I'm a terrible reader.
jspook, that's correct. You should check out Vargas' webtool if you haven't already, there's a section for Melee Weapon Damage.
http://infinitum.dyndns.org/crpg/calc.htm
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it's NOT B.
using these calc, with his original table, all three of his charts are incorrect.
it would look like this: assuming 10 Dmg 100 wpf and 15 str
lvl 0 12.9 dmg
lvl 1 13.7 dmg
lvl 2 14.5 dmg
lvl 3 15.3 dmg
lvl 4 16.1 dmg
lvl 5 16.9 dmg
C would actually be the closest if you take the initial starting numbers down to 10 instead of 12.9
Actually, C is totally correct. there is no error there at all with the adjusted values.
And yes.... I have had that link bookmarked for a while. I just never understood how the calculator worked. this was much more helpful in deciding where to put points
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I am now more confused then I ever was before. Thank you.
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I'm right there with ya, Kesh!
Fortunately, we still know that more PS = more damage!
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Fortunately, we still know that more PS = more damage!
This. Stop min-maxing, more power -> more damage.
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Hey, it's still good to know how it works... otherwise, how do you know which skills to invest your points in?
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10000th post in the gen discussion forum.
Just sayin.
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Btw, powerdraw and powerthrow do not give the same bonus as powerstrike does.