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
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