change the Step up a bit
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- Wyrmic
- Posts: 284
- Joined: Thu Mar 29, 2012 2:11 am
change the Step up a bit
make it works like "100% chance give you x% of movement speed bouns for 1 turn"
1. this make it more reliable
2. now it is able to scale with something (maybe dex?)
1. this make it more reliable
2. now it is able to scale with something (maybe dex?)
Re: change the Step up a bit
Reasonably good idea.
Just make it 100% chance of (TL*200)% movement speed. So 200% at L1, 1000% at L5 like it is now.
Just make it 100% chance of (TL*200)% movement speed. So 200% at L1, 1000% at L5 like it is now.
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- Wyrmic
- Posts: 284
- Joined: Thu Mar 29, 2012 2:11 am
Re: change the Step up a bit
and Displacement Shield should do the same thing for similar reason
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- Sher'Tul Godslayer
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Re: change the Step up a bit
Careful, what's the correct behavior if the player and a boss both cast Displacement Shield on each other?jinsediaoying wrote:and Displacement Shield should do the same thing for similar reason
Re: change the Step up a bit
Well obviously both shields are dispelled and both casters go flying.
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- Wyrmic
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Re: change the Step up a bit
Assume A(ttacker) attacks D(efender) with X amount of damage, while A and D's Displacement Shield factor is a,d respectively.Doctornull wrote:Careful, what's the correct behavior if the player and a boss both cast Displacement Shield on each other?jinsediaoying wrote:and Displacement Shield should do the same thing for similar reason
Assume 0 ? a,d ? 1, and no things such as resistance, damage reduction, etc goes in,
Then the final damage that D will suffer is:
X*(1-d)*[Sum_(n=0 to infinite)((a*d)^n)]
Which converge into X*(1-d)/(1-a*d)
So if both a,d are 50%, then Defender will take 2/3 of the damage, and Attacker takes 1/3 of the damage. MATHEMATICALLY
Re: change the Step up a bit
But getting there without iterating through an infinite series until something rounds off to zero requires some special case checking for dueling displacement shields that may not be easy depending on how object oriented the game engine is.jinsediaoying wrote:Assume A(ttacker) attacks D(efender) with X amount of damage, while A and D's Displacement Shield factor is a,d respectively.Doctornull wrote:Careful, what's the correct behavior if the player and a boss both cast Displacement Shield on each other?jinsediaoying wrote:and Displacement Shield should do the same thing for similar reason
Assume 0 ? a,d ? 1, and no things such as resistance, damage reduction, etc goes in,
Then the final damage that D will suffer is:
X*(1-d)*[Sum_(n=0 to infinite)((a*d)^n)]
Which converge into X*(1-d)/(1-a*d)
So if both a,d are 50%, then Defender will take 2/3 of the damage, and Attacker takes 1/3 of the damage. MATHEMATICALLY
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
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- Wyrmic
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- Joined: Thu Mar 29, 2012 2:11 am
Re: change the Step up a bit
and if both a,b?1, then I think we will get a timespace anomaly...
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- Sher'Tul Godslayer
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Re: change the Step up a bit
Are we sure there isn't some code checking for recursive loops like this already? Seem to recall Turtle addon running up against this with megaturtle vs megaturtle shell reflection effects. Thought it didn't loop infinitely.
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Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
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Re: change the Step up a bit
It would only loop until one of the damage values rounded off to zero. That would be a long time and a very long time if you're using floats rather than fixed precision, but not infinite.Crim, The Red Thunder wrote:Are we sure there isn't some code checking for recursive loops like this already? Seem to recall Turtle addon running up against this with megaturtle vs megaturtle shell reflection effects. Thought it didn't loop infinitely.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
Re: change the Step up a bit
There is a block on reflecting reflected damage anyway.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: change the Step up a bit
I would like to point out that shield capacity is limited, too; and that we really should just round all damage to about 2 significant digits.Atarlost wrote:It would only loop until one of the damage values rounded off to zero. That would be a long time and a very long time if you're using floats rather than fixed precision, but not infinite.Crim, The Red Thunder wrote:Are we sure there isn't some code checking for recursive loops like this already? Seem to recall Turtle addon running up against this with megaturtle vs megaturtle shell reflection effects. Thought it didn't loop infinitely.
Having said that, I personally oppose the idea of Displacement Shield being non-chance-based. Dividing damage can have some strange consequences... By the way, if a damtype has a custom projector, how does Displacement Shield behave?
Re: change the Step up a bit
I'm guessing it only triggers on the elemental damage types, which only have a damage value.
My feedback meter decays into coding. Give me feedback and I make mods.