change the Step up a bit

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jinsediaoying
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change the Step up a bit

#1 Post by jinsediaoying »

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?)

SageAcrin
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Re: change the Step up a bit

#2 Post by SageAcrin »

Reasonably good idea.

Just make it 100% chance of (TL*200)% movement speed. So 200% at L1, 1000% at L5 like it is now.

jinsediaoying
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Re: change the Step up a bit

#3 Post by jinsediaoying »

and Displacement Shield should do the same thing for similar reason

Doctornull
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Re: change the Step up a bit

#4 Post by Doctornull »

jinsediaoying wrote:and Displacement Shield should do the same thing for similar reason
Careful, what's the correct behavior if the player and a boss both cast Displacement Shield on each other?
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HousePet
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Re: change the Step up a bit

#5 Post by HousePet »

Well obviously both shields are dispelled and both casters go flying.
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jinsediaoying
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Re: change the Step up a bit

#6 Post by jinsediaoying »

Doctornull wrote:
jinsediaoying wrote:and Displacement Shield should do the same thing for similar reason
Careful, what's the correct behavior if the player and a boss both cast Displacement Shield on each other?
Assume A(ttacker) attacks D(efender) with X amount of damage, while A and D's Displacement Shield factor is a,d respectively.
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

Atarlost
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Re: change the Step up a bit

#7 Post by Atarlost »

jinsediaoying wrote:
Doctornull wrote:
jinsediaoying wrote:and Displacement Shield should do the same thing for similar reason
Careful, what's the correct behavior if the player and a boss both cast Displacement Shield on each other?
Assume A(ttacker) attacks D(efender) with X amount of damage, while A and D's Displacement Shield factor is a,d respectively.
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
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.
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jinsediaoying
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Re: change the Step up a bit

#8 Post by jinsediaoying »

and if both a,b?1, then I think we will get a timespace anomaly...

Crim, The Red Thunder
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Re: change the Step up a bit

#9 Post by Crim, The Red Thunder »

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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Atarlost
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Re: change the Step up a bit

#10 Post by Atarlost »

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.
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.
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HousePet
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Re: change the Step up a bit

#11 Post by HousePet »

There is a block on reflecting reflected damage anyway.
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0player
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Re: change the Step up a bit

#12 Post by 0player »

Atarlost wrote:
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.
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.
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.
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?

HousePet
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Re: change the Step up a bit

#13 Post by HousePet »

I'm guessing it only triggers on the elemental damage types, which only have a damage value.
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