Quote:
Originally Posted by TheBlob
[You must be logged in to view images. Log in or Register.]
That being said, I agree that the formulas might be a bit intimidating for a new player and might be easier for a newer player if it was kept simple, and maybe the more complex stuffed moved to an "advanced mechanics" or something page.
|
Quote:
Originally Posted by Defo
[You must be logged in to view images. Log in or Register.]
I don't know what it looked like before hand, but I will admit that the section on melee damage seems.. a bit much.
If I were a new player, I'd be looking for a simplified version of your formulas, and not several different scenarios across different characters. That info is great, but maybe it belongs on a sub-page. It's the only section on the game mechanics page that has that much detail, and I think it makes melee damage seem very complicated - something that might make new players avoid reading it.
|
Quote:
Originally Posted by Mortdecai99
[You must be logged in to view images. Log in or Register.]
maybe you could put all your examples on a separate page and link to them
|
Quote:
Originally Posted by Danth
[You must be logged in to view images. Log in or Register.]
In lieu of using separate pages, is there a possibility of putting the examples into a hidden frame / spoiler link that displays on the same page but only expands when clicked? That'd allow simplifying the page while keeping it one page--if the wiki supports something to that effect.
|
Quote:
Originally Posted by Reiwa
[You must be logged in to view images. Log in or Register.]
What about one math and one example and a table of values for what you're demonstrating?
|
Quote:
Originally Posted by cd288
[You must be logged in to view images. Log in or Register.]
My point is that in every MMO ever, class and level affect calculations. Seems like if you really want to show examples then at absolute most you need like 2 examples (level 30 and level 60) for each melee class if it's a melee skill for instance. It's illustrative. And then there is the formula for people to do math.
|
It looks like there's a community consensus that the examples could be improved. I put them all under the collapsible div, and also rewrote the calculation to hopefully be a bit easier to follow.
Since this is a community resource, which version of the calculation do people prefer?
Rewritten Version
Code:
StrengthModifier = ((2 * STR) - 150) / 3
if STR is less than 75:
StrengthModifier = 0
Wrath = Weapon Skill + StrengthModifier + Worn ATK + Spell ATK
if Wrath is less than 115 or <random value between 0 and 100> is less than maxExtraChance:
ExtraPercent = 100
else:
BaseBonus = (Wrath - minusFactor) / 2
if BaseBonus is less than 10:
BaseBonus = 10
ExtraPercent = 100 + (BaseBonus * <random value between 0.0 and 1.0)
RolledD20 = Weighted D20 Dice Roll / 10
DamageDone = (Weapon Damage * RolledD20 * ExtraPercent) / 100
if Archery and mob is rooted or moving:
DamageDone = DamageDone / 2
if critical hit:
if DamageDone is less than Weapon Damage:
DamageDone = Weapon Damage
if warrior and berserk:
DamageDone = 1.7 * (DamageDone + 5) + 1.19 * (DamageDone + 5)
else:
DamageDone = 1.7 * (DamageDone + 5)
FinalDamage = DamageDone + DamageBonus
Original Version
Code:
1. Calculate Wrath
1a. StrengthModifier = ((2 * STR) - 150) / 3
1b. If STR is less than 75, StrengthModifier = 0
1c. Wrath = Weapon Skill + StrengthModifier + Worn ATK + Spell ATK
2. Roll a D20
Press the expand button if you want to see how the game weights the D20 dice.
[Expand]
2k. RolledD20 = Weighted D20 Dice Roll / 10
3. Calculate DamageDone
3a. If Wrath is less than 115, Extra Percent = 100, skip to step 3g
3b. Roll D100. If Rolled D100 is less than maxExtraChance, Extra Percent = 100, skip to step 3g
3c. Base Bonus = (Wrath - minusFactor) / 2
3d. If Base Bonus is less than 10, Base Bonus = 10
3e. Extra Percent = 100 + (Base Bonus * Random Float Value between 0.0 and 1.0)
3f. If Extra Percent is greater than maxExtra, Extra Percent = maxExtra
3g. DamageDone = (Weapon Damage * RolledD20 * Extra Percent) / 100
4. Calculate FinalDamage
4a. If using Archery, DamageDone = DamageDone / 2
4b. If not using Archery, or using Archery as a Ranger and target is "stationary" (mob not moving and not rooted), skip step 4a
4c. If Critical Hit is possible and has occurred, continue to step 4d. Otherwise skip to step 4i
4d. If DamageDone is less than Weapon Damage, DamageDone = Weapon Damage
4e. DamageDone = DamageDone + 5
4f. DamageDone = DamageDone * 1.7
4g. Continue if Warrior and Berserk
4h. DamageDone = DamageDone + (Damage from step 4e * 1.19)
4i. FinalDamage = DamageDone + Main Hand Damage Bonus