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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
anilv wrote: Code: overallStat = augmentedStat * (1 + auraMods) I will never understand why coders refuse to write things in a logical way. That's because not all AuraMods are percent values and that part of the code is encapsulated in another function to just return a static value of extra buff the tweak gives. _________________ "What you mean you killed him cha cha cha?!" Support |
Thu Jul 03, 2014 11:37 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
If your line works, so does mine. All I did was reverse the distributive property to increase clarity of what actually happens with auras.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Jul 03, 2014 11:47 am |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
I feel like I should add if the AuraMod is a static bonus (eg, +250 shield charge), then that just replaces the value for the aura bonus, e.g.,
Code: overallShieldCharge = augmentedShieldCharge + 250 _________________ "What you mean you killed him cha cha cha?!" Support |
Thu Jul 03, 2014 11:54 am |
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Team:
Rank: Main: Peter_The_Puller Level: 804 Joined: Sat Oct 22, 2005 2:00 pm Posts: 272 Location: The Internet |
Ok. And I'm assuming that multiple items with mods do not stack but instead becomes mod1 * mod2 * mod3, etc.? And there are a few skills where they have extra modifiers based on conditions. Like Shadow Ambush for the Seer has +1% crit chance but gets another +2% if unseen by target. Would that become stacked as +3% or is it (+1% * +2%)?
I already have most skills added into the calculator and I'll just have to run the math and fit it into a gui (Which will probably take the longest time since I wrote this in Python...) _________________ |
Thu Jul 03, 2014 2:04 pm |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
Golfman560 wrote: Ok. And I'm assuming that multiple items with mods do not stack but instead becomes mod1 * mod2 * mod3, etc.? And there are a few skills where they have extra modifiers based on conditions. Like Shadow Ambush for the Seer has +1% crit chance but gets another +2% if unseen by target. Would that become stacked as +3% or is it (+1% * +2%)? I already have most skills added into the calculator and I'll just have to run the math and fit it into a gui (Which will probably take the longest time since I wrote this in Python...) In brief pseudo-code: Code: damage = weapon->baseDamage; isEthereal = weapon->isEthereal; // our weapon is ethereal skillSeerLevel = 20; // this guy is a seer, woo skillSpeedDemonFiringLevel = 20; // and also a Speed Demon? if (isEthereal) damage *= 1 + 0.01 * skillSeerLevel; damage *= 1 + 0.02 * skillSpeedDemonFiringLevel; // our weapon is also Dynamic modded damage *= 1.04; Edit: Just realised this doesn't really answer your question, the inbuilt item mods (AUG_MODS) get added to your augmenter bonuses one by one before any of the above occurs. So it'd be like: Code: // for every item which has a damage AUG_MOD augBonus += item->aug_damage Or in my early example, if they had an Overloader and their hull gave +5% damage: Code: baseDamage = 200, AT, IT and any other aug tweakage skill = no bonus, aug1 = 10% damage, AUG_MODS = +15% damage (Overloader), +5% damage (Hull) skill = no bonus, itemMods = no bonus, auraMods = +20%, augBonus = 1.10 + 0.15 + 0.05 -- Aug, OL, Hull augmentedStat = baseDamage * augBonus * skill * itemMods augmentedStat = 200 * 1.3 * 1.0 * 1.0 augmentedStat = 200 * 1.3 overallDamage = augmentedStat + (augmentedStat * auraMods) overallDamage = 260 + 52 _________________ "What you mean you killed him cha cha cha?!" Support |
Thu Jul 03, 2014 2:22 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Golfman560 wrote: Ok. And I'm assuming that multiple items with mods do not stack but instead becomes mod1 * mod2 * mod3, etc.? And there are a few skills where they have extra modifiers based on conditions. Like Shadow Ambush for the Seer has +1% crit chance but gets another +2% if unseen by target. Would that become stacked as +3% or is it (+1% * +2%)? I already have most skills added into the calculator and I'll just have to run the math and fit it into a gui (Which will probably take the longest time since I wrote this in Python...) I'm just going to continue re-answering your questions since I find BD's pseudocode difficult to read. 1) Look at your inventory. If two modded items are displayed in a single stack (i.e. completely identical mods) then those bonuses are added together. Otherwise, all differently stacked mod bonuses are multiplied. 2) Crit chance is additive no matter what so that particular example is flawed. Among stats that are treated multiplicatively, I can't think of any example of a skill that gives +% bonus with an additional contingent bonus to the same stat. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Jul 03, 2014 3:29 pm |
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Team:
Rank: Main: Peter_The_Puller Level: 804 Joined: Sat Oct 22, 2005 2:00 pm Posts: 272 Location: The Internet |
Ok both parts of that answer my two separate questions perfectly actually. Here's what I have so far for a gui at least:
I'm hoping I'll be done by next week (Busy for the 4th). So it still needs a day or two of work Also this is on hold until Sunday since I want to play tonight. The math is mostly coded in, it'll probably need a bit of tweaking since I haven't actually tried running that part of the code. _________________ |
Thu Jul 03, 2014 3:37 pm |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
Sweet. I'll pay few bils if your calculator ends up being both good and public.
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Thu Jul 03, 2014 11:04 pm |
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Team:
Rank: Main: Peter_The_Puller Level: 804 Joined: Sat Oct 22, 2005 2:00 pm Posts: 272 Location: The Internet |
The plan was to just dump the source when I finished. Maybe I'll even be arsed to put it on my git.
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Fri Jul 04, 2014 12:52 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Just want to clarify the question about modifications in case I was misunderstood.
Suppose you have two *Radio Titan Lasers equipped, one *Radio+Dynamic, and one *Radio Titan Shield. Each item nominally grants +4.5% elec. The proper computation is (1 + .045 + .045) x 1.045 x 1.045 = 1.19 so all together you get 19% more elec. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Fri Jul 04, 2014 2:29 am |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
Golfman560 wrote: The plan was to just dump the source when I finished. Maybe I'll even be arsed to put it on my git. If you manage to make this work, and be within 5% of actual results, I'll throw a few bil at you as well. _________________ Lemon/Meo |
Fri Jul 04, 2014 2:30 am |
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Team:
Rank: Main: Peter_The_Puller Level: 804 Joined: Sat Oct 22, 2005 2:00 pm Posts: 272 Location: The Internet |
Yay for free bils! I'll pick it back up after work tomorrow. First time doing gui stuff so it's taking a tad bit longer then my usual coding.
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Sun Jul 06, 2014 11:11 am |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3240 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
Once you've released the source code, I'd be glad to convert it to a javascript-based web app.
_________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Sun Jul 06, 2014 11:31 am |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
thecrazygamemaster wrote: Once you've released the source code, I'd be glad to convert it to a javascript-based web app. Get out of my head. _________________ "What you mean you killed him cha cha cha?!" Support |
Sun Jul 06, 2014 11:34 am |
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Team:
Rank: Main: Peter_The_Puller Level: 804 Joined: Sat Oct 22, 2005 2:00 pm Posts: 272 Location: The Internet |
Can it be hooked into the wiki in some way? Because I've done JS work before, I was just making it python so I could code at work in my spare time and still look like I was working
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Sun Jul 06, 2014 11:47 am |
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