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Skill Spreadsheet
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Re: Skill Spreadsheet
Regards
Jon.
Jon.
Re: Skill Spreadsheet
I updated http://te4.org/wiki/shadowblade to use the new talents layout. It's not perfect, because when you click on, for example, Dual Strike, you end up on a giant page and have to seach for Dual Strike yourself. But I don't think this wiki engine allows anything better.
Re: Skill Spreadsheet
For Wild Gift, added the wyrmic skills and antimagic/slime. Working on Summoning now. Link in first post or here. Also looking for feedback, which is clearer/easier to understand:
Hits for (1.54 * [30 + Str] * talent modifier) rebalanced physical damage
or
Hits for ([46.2 + 1.54 * Str] * talent modifier) rebalanced physical damage
I won't change the existing ones, but it is not any harder to do the second way on talents that I do later.
Hits for (1.54 * [30 + Str] * talent modifier) rebalanced physical damage
or
Hits for ([46.2 + 1.54 * Str] * talent modifier) rebalanced physical damage
I won't change the existing ones, but it is not any harder to do the second way on talents that I do later.
Re: Skill Spreadsheet
I like the first one.lukep wrote:Also looking for feedback, which is clearer/easier to understand:
Hits for (1.54 * [30 + Str] * talent modifier) rebalanced physical damage
or
Hits for ([46.2 + 1.54 * Str] * talent modifier) rebalanced physical damage
Re: Skill Spreadsheet
Finished Psionic, Summoning and Racial skills. Decided to split the summoned monsters into their own page here and moved the racial skills into the race spoilers when I made them.
Re: Skill Spreadsheet
After a fairly long break, finished Divine talents. Next, I will be updating all of the other pages to make them current, then finishing the last of the categories.
Re: Skill Spreadsheet
Updating Techniques, including adding much more detailed resistance/saving information. I looked into the code for what something like: means, and ran into a problem with the numbers. The first number (0, called "min"), and second (95, called "max") seem pretty straight forward, but does the third value (10 - self:getTalentLevel(t) / 2, called "factor") do anything at all? Code from Combat.lua for convenience:
The way that I see it now, there is a (0 to 95)% chance to hit based on physical saves of the target against the accuracy (with strength factored in twice as much, and dexterity not at all) of the attacker, and the third value does absolutely nothing.
Code: Select all
if target:checkHit(self:combatAttackStr(weapon.combat), target:combatPhysicalResist(), 0, 95, 10 - self:getTalentLevel(t) / 2) and target:canBe("stun") then
Code: Select all
--- Computes a logarithmic chance to hit, opposing chance to hit to chance to miss
-- This will be used for melee attacks, physical and spell resistance
function _M:checkHit(atk, def, min, max, factor)
print("checkHit", atk, def)
if atk == 0 then atk = 1 end
local hit = nil
factor = factor or 5
local one = 1 / (1 + math.exp(-(atk - def) / 7))
local two = 0
if atk + def ~= 0 then two = atk / (atk + def) end
hit = 50 * (one + two)
hit = util.bound(hit, min or 5, max or 95)
print("=> chance to hit", hit)
return rng.percent(hit), hit
end