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Metal Slime
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"Old awful formula" 
 PostThu Jan 20, 2011 7:57 pm
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Just checked out the most recent nightly (first I've seen with the seems-to-be-complete new element system! If there's no horrible game-destroying bugs, I'll probably upgrade to this one) and noticed the different options for combining weaknesses/resistances.

"Old awful formula" seems really bizarre. How the heck does it actually work? Two of the examples have the same numbers in a different order, so it seems like they would have the same result, but... they don't, according to the example list...

Code:
Hero resist = 50%, equip resist = 50%, equip2 resist = 200%, damage: 130%
Hero resist = 200%, equip resist = 50%, equip2 resist = 50%, damage: 69.8%


...huh? One 200% weakness can almost cancel out two 50% resistances... but at the same time, two 50% resistances can almost completely cancel out one 200% weakness... depending on whether it's from the hero or their equipment? So does the "old awful formula" give more weight to equipment resists than hero resists or something? Well, apparently not according to the last example on the list...

Code:
Hero resist = 13.7%, equip resist = 109%, equip2 resist = 196%, damage: 23.5%


I'm really not a math person, I can't figure out how this works at all.

I'm guessing this is why it's labeled as "awful"... XD
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Liquid Metal King Slime
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 PostThu Jan 20, 2011 11:10 pm
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It is not worth it to try and figure out how the old awful formula worked.

The old formula was based flukes of the order in which the strength weakness and absorb bitsets were applied. It wasn't really intentionally a "formula" and it never made any sense.
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