I think I've got one equivalent for HP!
I replaced both log and square root part with a bit more linear ones:
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max HP: 150 - Level + Vitality x (Level + 15) / 10
Better?
Regards.
This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
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max HP: 150 - Level + Vitality x (Level + 15) / 10
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(Dexterity + Weapon Skill + 50) / 2 x ( (6 - SquareRoot(RangeInTiles)) / 5)
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(Dexterity + Weapon Skill + 50) / 2 x (-0.031 x (2 + 2 * RangeInTiles) + 1.12)
Actually, you already said that in that very same thread: http://forums.themanaworld.org/viewtopi ... 916#p86916Crush wrote:Remember: hit accuracy is not a percentual chance.
Crush wrote:Hit accuracy is not a percent value. Please see http://wiki.themanaworld.org/index.php/ ... nd_dodging for how it works. I also think that it should be based on dexterity instead of agility and that there should be a range penalty.
The +50 is added to avoid the first level low points problem. The current formula was getting too quickly too high as said here:Crush wrote:What is the +50 for?
The new formula aims at being much more balanced than the current one.Bertram wrote:Even if it's not a percentage, I still like this new hit accuracy formula, which is less higher than the former one for the upper levels, IMHO.
It's primary designed for manaserv - you'd probably see a lot of C isms in my psuedo-code since they're mostly taken from a primitive C simulater I made during testing.Bertram wrote:- Is this proposal intended to be primary implemented in a TmwAthena (eAthena) server?
(Just as the pseudo-code made me feel that way.)
Would .gnumetric also be an acceptable format?Bertram wrote:- Would it be possible to see value for an average character, at least on the first 20 levels to get an idea
about how things are balanced and get any gap along the road? (The better way for me is an ODS/XLS sheet, so we can actually see the links between the data and the formulas.)
I've tried to avoid directly going over places that you've already started work on; though I did made an exception in the case of the max-hp / hp-regeneration formula, which I did feel needed some reworking after the results of the poll (though I do think your natural regeneration formula gave some rather high values after I had previously mentioned I'd intended items to do most of the work there )Bertram wrote:As I'm not willing to double work on this part, or step on anyone's toes, and as my work is based on the current ManaServ status, to minimize the development time cost, I wonder if we were trying to implement two new systems, one on eAthena, and one on ManaServ. If it's the case, it's fine for me, even if it would be much better to merge efforts about the concept.
Ok, let's team up!It's primary designed for manaserv
The eA side, read tmwAthena server code upgrade, or better current stable eAthena take-over, needs a leader upon strategy and balancing. Jaxad, MadCamel, and others I'm not aware of, have done a lot of fixing already on the old-2005 based tmwAthena, and this server needs to be remade with the current eAthena server + specific security fixes, I guess. It was the role I first thought you wanted to take.Backporting simplified versions of some of these systems to tmwAthena would still be nice, since it would allow some early testing/data with a fairly substantial playerbase (and hopefully fix tmwAthena gameplay at the same time)
No problemWould .gnumetric also be an acceptable format?
Indeed, that's what I called character profiling, which can be also done in the statistics point of view. I wanted you to start with the "average character" test because it'll help at least me to get some balancing first gaps. Then, with this as a base, we can start some profiling in many ways. Anyway it's just a proposal and you can start a profiled character as long as it helps us and the others involved to see clearly the link between the data and their formulas.Also, I don't think it's entirely right to refer to an "Average" character, given the flexibility it seems we're going to give characters, even early on
Indeed. Mea culpa, what is the current curve, rule or formula already? I'll make some test upon it once I'll have it back.Incidentally, any thoughts as to the starting number of correction points? Given the fairly steep curve that [this poll] seemed to indicate most people were in favor of, this should also be a fairly important point.
the max-hp/regen touches directly the percentage of damage, time to kill, and battle time stats values. So, some other formulas will have to be changed also if we lower the max-hp one. Yet, I still didn't see the formula you proposed or I misunderstood it with the one Kage gave earlier?I've tried to avoid directly going over places that you've already started work on; though I did made an exception in the case of the max-hp / hp-regeneration formula, which I did feel needed some reworking after the results of the poll (though I do think your natural regeneration formula gave some rather high values after I had previously mentioned I'd intended items to do most of the work there )
It can be hard for me to get the time, the access or the right to activate IRC on my computer depending on the fact that I'm not forcefully at home when writing postsI don't suppose you'd consider dropping by on IRC a bit more? I personally find it a easier medium to work on when many people are working on closely related things (plus it would be nice to see you around some more )