Fighting and dragging

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SekoETC
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Postby SekoETC » Wed May 13, 2009 9:50 am

Final damage (not taking defense into account) is (Character health * (Skill effect + Strength effect) * Tiredness effect * Force * Weapon damage * 150) rounded down, where

Character health is 0.3333 to 1

Skill effect = Fighting skill * Weapon skill weighting / 1000000
If the person has maxed out his skill, the highest he can get here is 0.9 and the smallest is 0.3.
If the person is totally crappy at fighting, these numbers will range from 0.03 to 0.09 (assuming that the lowest skill allowed is 1000).


Strength effect = Strength * (100 - Weapon skill weighting) / 1000000
Strength has a minimum of 3333. With that, the number will range from 0.03333 to 0.23331.
For someone who has maxed out his strength, the number will range from 0.1 to 0.7.


Fighting skill: 1000? to 10000

Weapon skill weighting: 30 to 90 (correct me if I'm wrong)

Some examples for skill effect + strength effect:

A person who has maxed out both his skill and strength would get 0.8 + 0.2 = 1 with a crossbow and 0.3 + 0.7 = 1 with a claymore.
A person who is much weaker than average and as clumsy as can be would get 0.08 + 0.06666 = 0.14666 with a crossbow and 0.03 + 0.23331 = 0.26331 with a claymore.
A person who is as strong as he can be but as clumsy as he can be would get 0.08 + 0.2 = 0.28 with a crossbow and 0.03 + 0.7 = 0.73 with a claymore.
A person who is a master at arms but a total toss bag when it comes to strength would get 0.8 + 0.06666 = 0.86666 with a crossbow and 0.3 + 0.23331 = 0.53331 with a claymore. (This couldn't actually happen since strength is trained alongside fighting.)


Tiredness effect: 1 to 0.3333 where 1 is not tired at all

Force: 0 to 1.0

Weapon damage: 1 to 42

For someone who has maxed out both his strength and fighting skill, is not tired or wounded, the max is 6300.
There's no reason to calculate the minimum since that would be 0.
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ceselb
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Postby ceselb » Wed May 13, 2009 11:43 am

Having checked the old hunting reports I can verify the max damage.
Between days 1970 and 2530 there was about 250 hits at damage 62. No hit at 63 damage though.

I said something about 72 being the max on IRC the other day, I was misinformed.
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Piscator
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Postby Piscator » Wed May 13, 2009 12:22 pm

I am wondering how exactly health and tiredness of a character translate to the values used in the formula. Both range from 0% to 100%, but the values relevant for the formula start at 33,3%.

So, does that mean that you loose with every percent of your health one percent of your damage potential until you reach 33,3% health or does it mean that you loose 0,66% potential damage until you reach 0% health? Or in other words, if you are at 50% health/tiredness, do you 50% of your normal damage or 67%?
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*Wiro
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Postby *Wiro » Wed May 13, 2009 1:06 pm

SekoETC wrote:Skill weighting and skill do not affect the chance to hit. They are the same for everybody. Chance to hit is 80% and chance for defender to block is 70%. It would make sense if chance of hitting and blocking was calculated based on skills, tiredness and damage. This is rather surprising. The difference comes from tired people blocking less damage even if they managed to block.


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SekoETC
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Postby SekoETC » Wed May 13, 2009 1:22 pm

Piscator: It means that if someone has less than 33.33% health left, it's still treated as 33.33%. Likewise if someone has over 66.66% tiredness, it's counted as max 66.66%.

Wiro: Nope.
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Postby Piscator » Wed May 13, 2009 1:46 pm

Ah, yes, that was introduced to allow suicide. I just found the respective thread.
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SekoETC
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Postby SekoETC » Wed May 13, 2009 2:52 pm

Oh, that's how they did it? Such a simple solution. I would have thought it was something like if target==self then if skill<novicely then skill==novicely. Using minimum values in every case makes sense.
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joo
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Postby joo » Wed May 13, 2009 3:59 pm

Thanks, Seko. I've bookmarked this for future reference.

SekoETC wrote:For someone who has maxed out both his strength and fighting skill, is not tired or wounded, the max is 6300.

So I assume the final value needs to be simply divided by 100 to get the gross reduction in health of the target?
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Postby Piscator » Wed May 13, 2009 4:15 pm

Under the assumption that you have a maximum of 10000 health points, a damage of 6300 would indeed correspond to a health reduction of 63%.
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