Yes, your table is incorrect... if you know what ">>" means... then you should had divided the file value by 32.Bertram wrote:Hi Kage,
Thanks to provide a bit of help.
From what you provided,I've made a tiny table to show average HP result for the first 20 levels: Feel free to correct me if needed.Code: Select all
newValue = (getModifiedAttribute(CHAR_ATTR_VITALITY)*30 + mLevel*10) >> 5;
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newValue = (getModifiedAttribute(CHAR_ATTR_VITALITY)*30 + mLevel*10) >> 5;
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HP = (VITALITY*30 + Level*10) / 32
I would prefer to keep formulas as fast as possible, since they have to be recalculated regularly. sqrt() is quite resource intense.Bertram wrote: It seems to me that your HP formula gives an average 11% of the value from what the current HP formula gives.
Then, I guess both formulas are quite similar, in fact. With the fact that the current HP formula is scaled to fit the HP loss from physical attacks, if you don't mind, I'll keep the current formula for now.
Ok, no problem. We're not in a hurry as long as the basics are fine.Regarding Intelligence: Intelligence plays an important role in the magic system. It controls the spell recharge rate. This means the damage output of a magic user is directly proportional to its intelligence. But considering that magic has been dropped for CR1 I would suggest to wait with balancing any magic-related formulas until we made some real experience with the gameplay.
Hmm. I had a try at this one:Regarding the HP formula: Instead of adding hp-from-vitality and hp-from-level I would rather like to see a formula which multiplies them somehow so that you can't substitute one with the other.This part: "(2+LOG(300*1 / Level) ) x 30" gives a hp boost especially for the ten first levels to avoid the "level 1, one hp" problem.Code: Select all
HP: (2+LOG(300*1 / Level) ) x 30 + 1.5 x Vitality x sqrt(Level)
What's left is an HP scale based on a product more than an addition, as requested.
What do you think, Crush, Kage, anyone?
Best regards.