In article <2Y6dnWFvmZudn8jVnZ2dnUVZ_ovinZ2d@[EMAIL PROTECTED]
>,
"AngleWyrm" <anglewyrm@[EMAIL PROTECTED]
> wrote:
> "Geoffrey Summerhayes" <sumrnot@[EMAIL PROTECTED]
> wrote in message
>
news:16b1f2f7-5b28-452d-8175-a7fbb5d46e4d@[EMAIL PROTECTED]
> > On Jun 14, 5:03 am, "AngleWyrm" <anglew...@[EMAIL PROTECTED]
> wrote:
> >> "Geoffrey Summerhayes" <sumr...@[EMAIL PROTECTED]
> wrote in message
> >>
news:0dd22911-c0fa-4762-a012-bf1f85d5941f@[EMAIL PROTECTED]
> >> > Ok, here's an example of a damage model that uses a lot of stats
> >> > average damage=
> >> > (max 0,
> >> > ((max((minimum chance to hit),
> >> > min((maximum chance to hit),
> >> > (base % to hit for class and level)+
> >> > (agility bonus)+
> >> > (equipment hit bonus))))*
> >> > ((average weapon damage)+
> >> > (strength bonus)+
> >> > (equipment damage bonus)+
> >> > ((critical %)*
> >> > (average critical damage)))*
> >> > (100% -
> >> > (****eld block %)+
> >> > (enemy agility bonus)+
> >> > (enemy equipment block bonus)))-
> >> > ((enemy armour absorption)+
> >> > (enemy constitution bonus)))
>
> >> The problem is that the full range is obfiscated. It is no longer
clear
> >> what
> >> the maximum 'average damage' is, even though of course there is one.
> >
> > If you want obfuscated, look at look at quantum physics, this is basic
> > high school algebra, it doesn't even require Newton's method to find
> > the minimum and maximum. And the curve is no where near the
> > "scary" seven stats line you posit.
>
> Really? Ok, what's the maximum value of the above "average damage"?
Start with:
> >> > (max 0,
> >> > ((max((minimum chance to hit),
> >> > min((maximum chance to hit),
> >> > (base % to hit for class and level)+
> >> > (agility bonus)+
> >> > (equipment hit bonus))))*
> >> > ((average weapon damage)+
> >> > (strength bonus)+
> >> > (equipment damage bonus)+
> >> > ((critical %)*
> >> > (average critical damage)))*
> >> > (100% -
> >> > (****eld block %)+
> >> > (enemy agility bonus)+
> >> > (enemy equipment block bonus)))-
> >> > ((enemy armour absorption)+
> >> > (enemy constitution bonus)))
And eliminate all the bottom-edge cases and assume that all the "minus"
factors are 0. This brings you to:
> >> > ((max((minimum chance to hit),
> >> > min((maximum chance to hit)*
> >> > ((average weapon damage)+
> >> > (strength bonus)+
> >> > (equipment damage bonus)+
> >> > ((critical %)*
> >> > (average critical damage)))*
> >> > (100%
Which, reformatted for clarity, is:
> >> > (maximum chance to hit)*
> >> > ((average weapon damage)+
> >> > (strength bonus)+
> >> > (equipment damage bonus)+
> >> > ((critical %)*
> >> > (average critical damage)))
Substitute numbers for variables, and you're done.
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