Thread: Game Mechanics: DMG bonus
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Old 07-24-2012, 04:53 PM
Treats Treats is offline
Fire Giant


Join Date: Feb 2010
Posts: 981
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Kanras must of found better info on the damage bonuses.

The quote I posted was just from an archived page of Monkly-Business from early in 2001 I think, cant find the link I had to it.

With the code that Rogean posted damage bonus on the Oggok Cleaver would be:

Quote:
// Sep. 19, 2000 until Oct. 8, 2001, delay adjustments.
else if (RuleI(Combat,TwoHandedDmgBonus) == 2)
{
if (Weapon->Delay <= 27)
return (GetLevel() - 22) / 3; // Just 1h bonus + 1.

int32 base;
if (GetLevel() > 50)
base = ((GetLevel() - 7) / 3);

else
base = ((GetLevel() - 25) / 2);

if (Weapon->Delay <= 39)
return base;
else if (Weapon->Delay <= 42)
return base + 1;
else if (Weapon->Delay <= 44)
return base + 3;
else
return base + (Weapon->Delay - 31)/3;

}
(59 - 7) / 3 = 17.333

17 + ((60 - 31) / 3) = 26

Damage Bonus should be 26 if I did it right. Kanras could tell you the right answer for sure.

After damage bonus then you need to figure out the floor of the weapon to calculate the minimum hit.

MIN_HIT = DMG_BONUS + MAX(FLOOR((WPN_DMG+5)/10),1)

Min = 26 + ((44 + 5) / 10)

I get 30 but I must be doing something wrong.

Kanras put in a lot of work on Melee awhile ago, whatever it is now I'm sure it's probably correct.
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