On Sat, Jan 22, 2011 at 01:04:31AM +1300, Ralph Versteegen wrote: > I wanted to add some more detailed options to the equipment+hero > elemental resist merging formula. But like I said earlier, we can't > hope to cover every reasonable possibility -- eventually we'll add an > option to use a script in lieu of that -- so I don't want to > overcomplicate things. So I want to see what others think first: > > -Add a new formula "Average of non-100% values". Takes the average of > everything which is not exactly 100%, use 99.9% if you want to average > in 100%. > > -New formula "Most significant value": use the damage from one piece > of equipment, whichever is the "greatest" in some sense. But I'm not > sure how to pick it -- whichever is further away from 100%? Isn't 20% > (1/5) damage a more significant difference change than 200%? And what > about absorb?
What about the Final Fantasy 6 method? * First check failure conditions * Then check absorbs (if there are any, stop) * Then check resists (if there are any, stop) * Then check weaknesses Roughly paraphrased from http://www.gamefaqs.com/snes/554041-final-fantasy-iii/faqs/13573 > -Originally I wanted to add two parameters to all or most formulas to > add caps or decreasing returns on stacked damage. But it would be > cleaner to add a selectable second, independent formula for bounding > the result of the first formula, with upper bound and a lower bound > options. The 4 choices I thought up are: > *None > *Bound, ie. max(min(result, upper), lower) > *Approach in Limit, which uses a sigmoidal function (I would piece > together one with a linear section in the middle 50% or 67% or > something like that, so that you don't get annoying results like 100% > damage actually becoming 97% > *Decreasing Returns, which above (below) the upper (lower) bound has a > steadily flattening curve such the squareroot function, but still goes > to infinity. That is a pretty cool idea! I like it. > -Also, what about duplicating the equipment merging stuff for merging > together the percent damage due to all the different elements, which > are currently just multiplied together? Again, I suggest it due to > concerns about excessive stacking. I like that idea too. It would keep elemental mixing from being so strong. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
