My calculator damage for archers:
http://alpha-lider19.ru/MB/ (http://alpha-lider19.ru/MB/)
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formulas:
in cRPG wiki:
ReducedDamage = (IncomingDamage - Armor x SoakFactor) x (1 - Armor / 100 x ReduceFactor)
my implementation:
armormax = armor;
armormin = armor * 0.5;
dammax = (dam - (armormin * soak))*(1-(armormin/100.0 * reduction));
dammin = (dam - (armormax * soak))*(1-(armormax/100.0 * reduction));
in Calculator Pack http://infinitum.dyndns.org/crpg/calc.htm (http://infinitum.dyndns.org/crpg/calc.htm):
var dammax = (dam - 0.5*armor * soak)*(1 - 0.5*armor/100.0*reduction);
var dammin = (dam - armor*soak)*(1 - armor/100.0*reduction);
Use it and kill them all, my dear archers
PS: Waaaarrgggghhhh :D
Changed the calculation of the damage:
Made by the formula (http://forum.c-rpg.net/index.php/topic,23344.msg341355.html#msg341355):
var RD = (bowdam+arrdam)*(wpf*0.01*0.15+0.85)*(Math.min(pd, (bowdif+4))*0.14+1)+(str/5.0);
var soak = 0.4;
var reduction = 1.3;
switch(damtype){
case 'cut':
soak = 0.65;
reduction = 1.6;
break;
case 'pierce':
soak = 0.5;
reduction = 1.1;
break;
}
var extra_penetration_factor_soak = 1.2;
var extra_penetration_factor_reduction = 0.6;
var RF = reduction*armor*extra_penetration_factor_reduction;
var SF = soak*armor*extra_penetration_factor_soak;
var ran0 = 0.0;
var ran1 = 1.0;
var dammax = ((ran0*0.1 + 0.9)*RD) - Math.round(((1.0 - 1.0 / Math.exp((ran0*0.55 + 0.45)*RF*0.014))*((ran0*0.1 + 0.9)*RD - (ran0* 0.55 + 0.45)*SF)) + ((ran0*0.55 + 0.45)*SF));
var dammin = ((ran1*0.1 + 0.9)*RD) - Math.round(((1.0 - 1.0 / Math.exp((ran1*0.55 + 0.45)*RF*0.014))*((ran1*0.1 + 0.9)*RD - (ran1* 0.55 + 0.45)*SF)) + ((ran1*0.55 + 0.45)*SF));
Now you can also differentiate amongst your target's headarmor.
April 23, 2012