cRPG
cRPG => Beginner's Help and Guides => Topic started by: ponyboy on February 02, 2012, 01:51:29 am
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So I was looking over the game mechanics threadage and have attempted to calculate my wpf penalty. I currently have WM3 and at lvl 30 have 130 wpf
Base armor weights:
Helmet-2.5
Body Armor-11.1
Gloves- 0.7
Boots- 0.8
Now with the penalties for each armor slot:
2.5 (3) = 7.5
11.1 (1)= 11.1
0.7 (2) = 1.4
0.8 (1) = 0.8
total weight = 20.8
So my WPF of 130 - 20.8 = 109.2 effective wpf ? Am I right or totally misunderstanding this har?
And secondly, My shield weight of 8.5, what effect does this have on things? I believe its only my movement speed, and how much of an effect is 8.5?
Thanks
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you can verify with http://infinitum.dyndns.org/crpg/calc.htm (http://infinitum.dyndns.org/crpg/calc.htm) , under melee weapon damage calculator
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oh cool they have armor weights in it now. When i enter my glove or boot weight since theyre below one, it puts the value at 1. whats this about?
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Dunnow, zero impact on wpf?
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i could do it just fine i typed them in as 0.8(rus cavalry boots) and 0.7(wisbys)
maybe you have to add a zero in front?
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So I was looking over the game mechanics threadage and have attempted to calculate my wpf penalty. I currently have WM3 and at lvl 30 have 130 wpf
Base armor weights:
Helmet-2.5
Body Armor-11.1
Gloves- 0.7
Boots- 0.8
Now with the penalties for each armor slot:
2.5 (3) = 7.5
11.1 (1)= 11.1
0.7 (2) = 1.4
0.8 (1) = 0.8
total weight = 20.8
So my WPF of 130 - 20.8 = 109.2 effective wpf ? Am I right or totally misunderstanding this har?
And secondly, My shield weight of 8.5, what effect does this have on things? I believe its only my movement speed, and how much of an effect is 8.5?
Thanks
Total weight is 20.8 as you calculated - that's a damn heavy helmet by the way! You'll get a 20.8 - 7 = 13.8% penalty to wpf, meaning 130 * (1 - 0.138) = 112.06 = 112 effective wpf.
yep, boots, gloves and helmets below weight 1 have no penalty at all.
Having under 1 weight boots/gloves/whatever does as far as I know affect your wpf the same way as a heavier does, there's no magic line at 1.0 weight. I thought I might have a rounding error in the calculator, but I don't: Control + F5 and test again if it seems you have one. Just remember that the percentual amount of wpf lost is calculated effectively in the calculator, not in theory. What this means is that having 8 weight would make your effective wpf 99% of your wpf, but if your wpf is for example 50, the effective wpf is 0.99*50 = 49.5 which rounds up to 50 and thus it shows you not losing any wpf due to armor. Technically it's not wrong since you don't actually lose any wpf.
You can notice the calculator does reduce wpf for under 1.0 weight stuff. 150 wpf, 7 body armor weight and 0 weight for anything else is 0% reduction. Add in a 0.5 weight helmet and it does show effective wpf of 148 (1% lost).
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lol. The WPF calculator says theres is straight line after weight 1. So that thing is utter crap?
I don't really get what you're saying now, please elaborate.
At least on Firefox there's no trouble setting item weights to decimal numbers, you just need to not use the +- buttons and instead just write for example "0.5" and press enter.
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Exactly. And using gloves, head armor and boots below weight 1 gives no wpf penalty at all.
Really? So if my helmet is 1.0 weight, glove 1 weight and boot under 1 weight it gives no penalty?
I thought glvoes x2 its weight or something like that? Helmets too?
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Oh seriously, that is total bullshit. Either you're running a rather old version which has rounding errors (I believe there was one such version, but it's a few weeks old already) of it and should press Control + F5 while the calculator is open to force-reload - like I suggested before - or you're just trolling. Here's how it works on my computer. Body armor is set to 7 so any weight added will start reducing wpf. WPF is set to 100 so basically effective weight of 0.5 (or helmet weight of ~0.17) is requireed for it to go to 99.
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Regardless of if it works or not, as the programmer of the wpf-weight calculation part of the calculator I can guarantee you that to my best knowledge equipment weights below 1 do contribute to the total weight and thus whatever faulty version of calculator you have cached can't be held as an evidence of the contrary since any faults are just evidence of my lack of programming skills, not game mechanics.
Right now if something in the "Melee Weapon Damage Calculator" part of the calculator seems strange, chances are I've failed at programming and you should check the Game Mechanic Megathread for confirmation since that's pretty much where I draw the formulas from. Pressing Control + F5 first is a good idea though.
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Okay, I figured it out. You damn americans and english people with your . instead of , ! lol.
It's not my fault, it's Javascript developers' fault :(
Though then again even though I use , when writing, . is pretty much standard with computers.
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$(".decimal_input").bind("change", function() { $(this).text( $(this).text().replace(",", ".") ); } );
I know mah codes.
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So if i got a Scale Gauntlet which is weight 0.9, then an helmet that weight 0.9. So head = x3 and hand x2.
So helmet = 2.7 and Hand armor = 1.8? So its over 1 wight, so it gives penalty?
Also i don't understand the calculator , i can insect head and hand weight in there but do i have to x it by 2 / 3 before i put the number in?
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So if i got a Scale Gauntlet which is weight 0.9, then an helmet that weight 0.9. So head = x3 and hand x2.
So helmet = 2.7 and Hand armor = 1.8? So its over 1 wight, so it gives penalty?
Also i don't understand the calculator , i can insect head and hand weight in there but do i have to x it by 2 / 3 before i put the number in?
Calculator takes in the numbers shown in game. Just plant in there what the items weigh in the game.
With scale gauntlet, helmet with 0.9 weight, 7 weight body armor and 1 weight shoes you'd get:
If you calculate it by hand then you do those multiplyingsyou get: 7 - 2.7 - 1.8 - 7 - 1 = -5.5
That means -5.5% change in your wpf. As simple as that. So basically ((100 - 5.5) / 100) * wpf (or same as 0.945*wpf obviously)
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Calculator takes in the numbers shown in game. Just plant in there what the items weigh in the game.
With scale gauntlet, helmet with 0.9 weight, 7 weight body armor and 1 weight shoes you'd get:
If you calculate it by hand then you do those multiplyingsyou get: 7 - 2.7 - 1.8 - 7 - 1 = -5.5
That means -5.5% change in your wpf. As simple as that. So basically ((100 - 5.5) / 100) * wpf (or same as 0.945*wpf obviously)
i do not get your guys argument at all i was able to type in the weight of my armors by adding a 0 to the front (ex:0.7)
i thought it was the calculator simply rejecting a improper number of something when i typed in .7 instead of 0.7