Author Topic: WPF questions  (Read 765 times)

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Offline Killer

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WPF questions
« on: August 10, 2014, 06:52:26 pm »
+1
Does your active wpf determine repair chance (like does it decrease it) or does the wpf it shows on the site?
Does the repair chance take in the melee bonus wpf or just the normal amount of wpf?
What amount of wpf determines when an extra point of speed is added? And is it from active wpf or from the website wpf?
Thanks for answers. to these and if i posted this in the wrong place just tell me

Offline San

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Re: WPF questions
« Reply #1 on: August 10, 2014, 07:12:48 pm »
+2
Melee checks against max (1h, 2h, pole) wpf.
Ranged checks against appropriate wpf.
Ammo is assigned a base 100 and has an extra multiplier for break chance. It might be the same for armor without the extra multiplier, but I am not sure.

There is a wpf threshold based on your level. Meet the threshold and you have 2/3 chance for repairs.

Offline Killer

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Re: WPF questions
« Reply #2 on: August 10, 2014, 10:22:47 pm »
+1
Melee checks against max (1h, 2h, pole) wpf.
Ranged checks against appropriate wpf.
Ammo is assigned a base 100 and has an extra multiplier for break chance. It might be the same for armor without the extra multiplier, but I am not sure.

There is a wpf threshold based on your level. Meet the threshold and you have 2/3 chance for repairs.
So for example if you have 180 polearm wpf at level 36 (with melee bonus 190) and your threshold is at 150 for level 36 (idk what it is just using for an example) then you get 30 wpf to reduce repairs which would decrease it by how much?
Am I getting this right?

Offline San

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Re: WPF questions
« Reply #3 on: August 10, 2014, 10:49:42 pm »
+1
Whoops, I misread and found the thresholds.

There are two thresholds, 1 * level and 2 * level

Fail 1 * level and the break chance is multiplied by 3. Pass 1* level and fail 2 * level and the break chance is multiplied by 2. Arrows have an additional *2 break chance, yet passes the wpf checks since it's assigned 100 I think.

Break chance = base 5%
(min(5 * 10 * number of ticks * 0.5 if on winning team, 800) * 2-3 from wpf/arrow penalties) % chance out of 1000.  I might be misreading something again (or some hidden value/multiplier that I'm not aware of), but I think that's it.

Offline Huscarlton_Banks

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Re: WPF questions
« Reply #4 on: August 11, 2014, 12:23:31 am »
0
Is there a different calculation for DTV?

Any additional math for armor/horses?

It'd be nice if that .5 multiplier were given to people who got valour on the losing team as well.

I was going to suggest some refactoring with split melee WPF characters in mind for repairs, but if it effectively doesn't matter at all past 60-74 WPF, then I guess I shouldn't bother.

Offline San

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Re: WPF questions
« Reply #5 on: August 11, 2014, 12:38:57 am »
+1
                  (try_begin),
                     (eq, ":player_team", ":winner_team"),
                     (assign, ":winner", 1),
                  (try_end),

(winner is assigned to 0 at first)
then later

               (val_add, ":winner", 1),
               (val_div, ":break_chance", ":winner"),

Depends on if being on this winning team matters for DTV.