On Tue, Apr 11, 2006 at 04:18:55PM +1000, Rusty Russell wrote:
>       As previously referenced in discussions on #wesnoth-dev with Xan and
> decker2, the current damage calculations are quite complex.  Currently
> any damage "adders" are added together, then whole thing multiplied by
> multipliers, then finally ToD & Leadership percentage added together,
> then applied.  (No WML I know of uses damage adders currently).

I suggest you check the forum discussions about damage calculations
referenced from http://www.wesnoth.org/wiki/User:Ott

Specifically, please look at what happens with actual damage for
different combinations of opponents and modifiers.  Arguing from a few
IRC discussions is not likely to yield good results, IMHO -- damage
calculations generate lots of hot air (the forums have several hundred
postings on this topic, many with reasonable sounding arguments), but
difficult to get right in practice.  Generating some damage tables and
checking that they give desirable results is likely to be more productive
in this case than throwing something at the wall to see what sticks.

When we last changed the damage model in 0.8.10, damage reports were very
useful in the discussion to separate theory from reality.  These were
generated using the dr script posted to the above discussions.

The model used up until 0.8.10 seemed mostly OK in theory and even in
MP up until that time, but had several nasty corner cases that were
only revealed by detailed analysis.  The worst problems were excessive
day-night swings for specific unit pairings.  These problems were
addressed by the RATE damage model introduced in 0.8.10, which Dave
summarised nicely as "pure multiplicative, but with leadership being
treated additively with a tod bonus if both are present".  (Doesn't seem
especially complex to me, actually.)

The consensus at that time was that multiplicative damage calculations
were easier to deal with than additive for balancing and avoiding
unexpected corner cases, although they are more difficult to calculate
in one's head.  RATE was a reasonable way to combine ease of use of the
most important modifiers (by making time of day and leadership additive)
with the multiplicative effects of resistances.

-- [EMAIL PROTECTED]

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