Author Topic: wpf bonus  (Read 1768 times)

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Offline Tomorrow

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wpf bonus
« on: September 06, 2015, 09:38:08 pm »
+1
Hello.

I was wondering what the formula for the wpf bonus from having points in melee skills is. Does anyone know?

Offline BlackxBird

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Re: wpf bonus
« Reply #1 on: September 06, 2015, 10:23:54 pm »
0
there is something and I kinda remember that it adds a bonus, it was like when u have more than 100 wpf, u get 1 % more dmg for every 10 wpf u have. But Im not sure about it, and I kinda dont believe that cuz when u have much wpf u do actually do much dmg. still u do less than str, but it is more than in the formula.

Offline Tomorrow

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Re: wpf bonus
« Reply #2 on: September 07, 2015, 05:48:48 am »
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there is something and I kinda remember that it adds a bonus, it was like when u have more than 100 wpf, u get 1 % more dmg for every 10 wpf u have. But Im not sure about it, and I kinda dont believe that cuz when u have much wpf u do actually do much dmg. still u do less than str, but it is more than in the formula.
I meant the ease-of-hybridization deal, where with 185-ish in One-Hand you'll effectively have 23 in Two-Hand and Polearm.

Offline Casul

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Re: wpf bonus
« Reply #3 on: September 07, 2015, 06:25:20 am »
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its Iron Flesh. if you use Iron Flesh in combination with heavy armor you get more effective wpf than without IF
Maybe if Coronoa virus gets rid of 50 percent or more of the world population we can do without a pope and religion.

Offline Sir_Hans

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Re: wpf bonus
« Reply #4 on: September 10, 2015, 09:25:54 am »
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its Iron Flesh. if you use Iron Flesh in combination with heavy armor you get more effective wpf than without IF

Woah, I never knew that

 8-) #learning

Offline Tomorrow

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Re: wpf bonus
« Reply #5 on: September 11, 2015, 03:18:37 am »
0
its Iron Flesh. if you use Iron Flesh in combination with heavy armor you get more effective wpf than without IF
Thanks for the info, but i was actually asking about the melee hybridization bonuses. I'm guessing it's percentage based in some way, but i'm not sure how.

Offline kwhy

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Re: wpf bonus
« Reply #6 on: September 11, 2015, 07:03:26 pm »
+1
check here...

http://forum.melee.org/general-discussion/revival-patch-build-thread/msg1081087/#msg1081087

quote from that link...

Max of 6, IF*2, and Str/3 is the threshold. If you have low strength and IF, you'll just have a threshold of 6.

Currently: 2 * head weight + body weight + leg weight + 4 * glove weight - 10 with a small exponential scaling at the end for the weight penalty.
Post patch (potentially): 2 * head weight + body weight + leg weight + 6 * glove weight - the threshold listed above with the same exponential scaling

there has been a patch that might have re-verted these formulas though.

here is some code from that thread (might not be current)

Code: [Select]
/* Gets effective wpf properly! */
function getEffectiveWeight(helmet, chest, hand, feet, strength, ironflesh) {

helmet = parseFloat(helmet);
chest = parseFloat(chest);
hand = parseFloat(hand);
feet = parseFloat(feet);
strength = parseFloat(strength);
ironflesh = parseFloat(ironflesh);
threshold = Math.max(Math.max(ironflesh * 2, strength / 3), 6);

var eweight = Math.pow(Math.max(0, 2*helmet + chest + feet + 6*hand - threshold), 1.12);
return eweight;
}

function getPowerPenalty(ps, weaponType){

var penalty = 0;

if(weaponType == "Bow")
penalty = - Math.round(Math.max(14 * ps - Math.pow(1.35,ps) - 35, 0) * 10) / 10; //round to nearest decimal place
else if(weaponType == "Throwing")
penalty = - (ps * 11);
else penalty = 0;
return penalty;
}

function getHaWpfPenalty(ha, weaponType, mounted){

var haPenalty = 0;
var ifRanged = (weaponType == "Bow" || weaponType == "Throwing" || weaponType == "Crossbow");
if(mounted && ifRanged)
{
haPenalty = - ha * 10;
}
return haPenalty;

}

function getWeightPenalty(nerfed_wpf, effectiveWeight, weaponType, ha, mounted) {

var ifRanged = (weaponType == "Bow" || weaponType == "Throwing" || weaponType == "Crossbow");
var weightMulti;
if(ifRanged) //ranged receive an extra penalty from armor weight
{

weightMulti = Math.abs(effectiveWeight - 100);
}
else
{
weightMulti = Math.abs((2 * effectiveWeight)/3 - 100)

}

var wpf_penalty = ((weightMulti * nerfed_wpf) / 100);

return wpf_penalty - nerfed_wpf; //results in a negative
}

/* Gets effective wpf properly! */
function getEffectiveWPF(wpf, ps, effectiveWeight, weaponType, ha, mounted) {


var nerfed_wpf = wpf + getWeightPenalty(wpf,effectiveWeight,weaponType,ha,mounted);
nerfed_wpf += getHaWpfPenalty(ha,weaponType,mounted);
nerfed_wpf += getPowerPenalty(ps,weaponType);

/*if(weaponType == "Crossbow")
{
nerfed_wpf *= 1.5;
}*/
if (nerfed_wpf < 1)
nerfed_wpf = 1;

return nerfed_wpf;
}

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Offline Shadowtaelon

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Re: wpf bonus
« Reply #7 on: September 12, 2015, 01:55:43 am »
0

I have 133 points in pole and 153 in 1h
But with t he bonuses I have 167 1h wpf, 38 2h wpf, and 136 pole wpf

if you want to do the math maybe you can figure something out from this

Offline Tomorrow

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Re: wpf bonus
« Reply #8 on: September 14, 2015, 07:19:01 am »
+1
I have 133 points in pole and 153 in 1h
But with t he bonuses I have 167 1h wpf, 38 2h wpf, and 136 pole wpf

if you want to do the math maybe you can figure something out from this
Thank you for being the only person who seems to understand what I'm talking about.

I'll take this information and I guess make a 3/38 STF character and try to see if I can find some kind of common thread between the bonuses.

Offline BlackxBird

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Re: wpf bonus
« Reply #9 on: September 14, 2015, 12:34:49 pm »
0
erm, I guess it was like the more balanced it is the higher is the bonus! Did a pole/2H once^^ was actually fun :D But not thaaat effective :/