Author Topic: 0.3.3.9.1  (Read 51283 times)

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Offline NTWa

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Re: 0.3.3.9.1
« Reply #195 on: July 23, 2014, 08:03:26 pm »
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It's another bug that's set to be fixed next patch. Hopefully that's the last of them, since the code is like a maze. Tydeus is looking at which bows need additional accuracy increases as well. I expected that the ones most hurt by the change outside of HA/armored archers to notice a loss of like 10 wpf with most other builds unchanged, but this messed a lot of things up. It might take until the weekend before we can see the fix, since the devs are so busy with recent updates.

@NTWa
The accuracy increase from PD is only slightly lower than the wpf penalty from PD at the upper end of PD values, so PD values with the same wpf will experience quite similar accuracies. The problem is that the (1.35^PD) and -35 were supposed to give back wpf, but is being reverted to 0. An 18-24 with 184wpf should have 141wpf, but instead has 100, assuming there are no other odd errors out there. If PD didn't increase accuracy, we probably wouldn't need all of these weird functions :(
Sorry I did not express a clear question.

My question is:
penalty = - Math.round((Math.max(14 * ps - Math.pow(1.5,ps), 0)) * 10) / 10
wpf - (max(14*PD -(1.35^PD)-35,0))

My PD. Bow's difficulty. Bow's difficulty +4.
Which one is the red word?

I feel it is Bow's difficult in Warband and CRPG, is that right?
« Last Edit: July 23, 2014, 08:09:35 pm by NTWa »

Offline Tovi

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Re: 0.3.3.9.1
« Reply #196 on: July 23, 2014, 08:11:19 pm »
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Now I exceed my weight. How is the new calculation for PT?
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Offline San

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Re: 0.3.3.9.1
« Reply #197 on: July 23, 2014, 08:13:17 pm »
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HA has extra penalties I can't entirely see. What I do see is that HA has an extra wpf penalty that is reminiscent of the PD penalty. The actual accuracy/damage penalties probably lie elsewhere. My HT with 4HA deals 80% damage of what I would deal on foot, which is a little different from what we know from the game mechanics thread. There are a bunch of little additions like that scattered throughout the code.

26 cut is similar to 20 pierce surprisingly. I also think that 26 cut would receive a slightly better speed bonus since the raw damage for 20 pierce is so low. An utterly terrible option that is now simply bad isn't going to change much.

@NTWa

I apologize myself. I decided to respond a few hours later from when I read it and made an error somewhere.

Quote
My problem is:
penalty = - Math.round((Math.max(14 * ps - Math.pow(1.5,ps), 0)) * 10) / 10
wpf - (max(14*PD -(1.35^PD)-35,0))

My PD. Bow's difficulty. Bow's difficulty +4.
Which one is the red word?

That first formula looks like it's from the calc. The original programmer left it as "ps," but that is indeed power draw.

I think the most accurate rendition of the formula is (assuming the error with the max is fixed):

old: wpf - (max(14*PD -(1.5^min(PD,10)),0))
new: wpf - (max(14*PD -(1.35^min(PD,10))-35,0))

I don't think it's PD+4 of your bow's difficulty, but just maxes at 10 with the exponential.

@Tovi: It's still PT*11. I would've definitely liked having no penalty at PT 1 and 2, but a more lenient curve I was told was too skewed towards strength throwers.

Offline Tydeus

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Re: 0.3.3.9.1
« Reply #198 on: July 23, 2014, 08:23:32 pm »
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My question is:
penalty = - Math.round((Math.max(14 * ps - Math.pow(1.5,ps), 0)) * 10) / 10
wpf - (max(14*PD -(1.35^PD)-35,0))

My PD. Bow's difficulty. Bow's difficulty +4.
Which one is the red word?

I feel it is Bow's difficult in Warband and CRPG, is that right?
I have no idea what this 14*PS stuff is about. It's no formula I'm familiar with.
Your second formula is correct, or at least will be, for the wpf per PD penalty. It's the amount of skill points you have in PD, not the effective or bow difficulty+4, just the number of skill points you put into PD, regardless of the bow you have. Also, this isn't a native formula, it's unique to cRPG. It's there so that high PD builds aren't the only builds worth using, or so that people don't have to stick to the bow difficulty +4 PD amount, to be effective. It's not perfect, but there's certainly more diversity with it.
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Offline Tovi

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Re: 0.3.3.9.1
« Reply #199 on: July 23, 2014, 08:29:33 pm »
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@Tovi: It's still PT*11. I would've definitely liked having no penalty at PT 1 and 2, but a more lenient curve I was told was too skewed towards strength throwers.
But I'm PT6 and I need a new armor set. I'd like to know what have changed exactly.
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Offline San

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Re: 0.3.3.9.1
« Reply #200 on: July 23, 2014, 08:32:44 pm »
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PT penalty is still PT*11. Since it wasn't changed, many of the throwing weapons received larger accuracy increases than bows. Armor will noticeably influence your wpf more than before, so you might need to go lighter if you feel that difference is affecting you. Same for xbows.

The damage difference is more apparent between builds now. Before, agi throwers outdamaged strength throwers. Strength throwers should now deal more damage than agi throwers.

Offline Pawiu

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Re: 0.3.3.9.1
« Reply #201 on: July 23, 2014, 08:40:12 pm »
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WTF have you done to poleaxe
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Offline Tovi

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Re: 0.3.3.9.1
« Reply #202 on: July 23, 2014, 08:45:06 pm »
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Well, with 100gr left on my helmet it's ok. It was a slight change  :D
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Offline Dalfador

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Re: 0.3.3.9.1
« Reply #203 on: July 23, 2014, 09:00:49 pm »
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24 cut, wow, such stab. Thats like 14 pierce.

Same with the other "buffs". I'm not really seeing it. Polestab still worst stab.

The point is though, it didn't need a buff, I'm not trying to say the new stab is OP. but I see where you're coming from.
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Offline Arthur_

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Re: 0.3.3.9.1
« Reply #204 on: July 23, 2014, 09:15:57 pm »
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Offline NTWa

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Re: 0.3.3.9.1
« Reply #205 on: July 23, 2014, 10:23:15 pm »
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@San
I thought the first formula http://forum.melee.org/crpg-technical-problems/bugterrible-bugarcher-skill-bug/ was really from the game code. However, like the same effect?

@Tydeus
I thought the first formula http://forum.melee.org/crpg-technical-problems/bugterrible-bugarcher-skill-bug/ was really from the game code. However, like the same effect?

Maybe affect the accuracy of the somewhere I don't know.
I only know that when using an Nomad Bow, 121WPF 6PD would be more accurate(not bad accurate) to 121WPF 2PD(at 0.3.3.9.0). Short Bow has the same case at 121WPF PD and +4PD. Tatar Bow, Bow, Horn Bow same with the +4PD 121WPF. (0.3.3.9.0)
Perhaps you already know it, I just report it.

Offline San

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Re: 0.3.3.9.1
« Reply #206 on: July 23, 2014, 10:32:20 pm »
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Thanks for the report. That wasn't directly from the game code, but what we believed at the time, sorry about that. I was only given access to a small portion of the code a few days ago.

+1 PD gives better accuracy. The PD penalty is there to offset that. That makes it so that you have a good idea of your accuracy just from looking at your wpf and armor, with PD < 4 having an extra boost with a low penalty. If you have low PD, you can get higher wpf.

Offline MURDERTRON

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Re: 0.3.3.9.1
« Reply #207 on: July 24, 2014, 12:11:49 am »
+2
Apply flaming katana debuff to torches? Allow wooden sticks to be lit by fires?

Torches should do extra damage vs shields and siege equipment.
▀█▀▒█▀█▒█▒█▒█▒▒▒█▒█▀█▒▒█▀█▒█▀█▒█▀█▒█▀█▒█
▒█▒▒█▄█▒█▒█▒██▒██▒█▄█▒▒▄▄█▒█▒█▒▄▄█▒█▒█▒█
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Offline Tojo

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Re: 0.3.3.9.1
« Reply #208 on: July 24, 2014, 12:16:28 am »
+2
Torches should do extra damage vs shields and siege equipment.

If 3 or more torches are placed at destructible gates, they should burn down after 30 seconds

Offline WITCHCRAFT

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Re: 0.3.3.9.1
« Reply #209 on: July 24, 2014, 12:24:07 am »
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It's another bug that's set to be fixed next patch. Hopefully that's the last of them, since the code is like a maze.

Come on San, you are smarter than this.
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