by Jebe » 24 Nov 2014, 18:01
Ryxa you can go check it again if you can ;p... There still a lot more yet not covered by my initial post, that's why I put a subtitle 'Partial Damage Calculation'. There are still things that I still need to check. I haven't put any correlation for attributes such as elemental damage.
For SupremeTentacle, in my post I said 'Damage cut off rate', it's just my saying for attenuation attack power. And for the INT thing, as my table at the lowest part explain exactly the same thing as you said, it's not really affecting your magic output and furthermore I said that atk power which is magical type get cut off by 30% early in damage calculation. The main story about this magic part which I'm trying to disclose for you all is 'no matter which road (stats) you follow' you can wield wand or staff for pretty much the same damage output whether you only have as tiny as 10 WIS or as much as 200 WIS doesn't matter at all.
I played games as early an era of MUD. I played and even contributing codes for couple of code base. It's a text based, yes, not a graphical one. I don't have talent in art and really not into touching the 3D modelling stuff. Anyway the basic stays the same, only the business rules changed from one game to another... and a big no no if you say I don't understand the stuff I got into.. Chunks of unused code? You are just kidding me...
If you think Onigiri's developer is lazy commenting.. let me say this, this game is not a single person effort, which means there are others who take care different parts of the module. And one can sick or just quitting one's job, which means need another developer to continue his/her left over work. It's a common and good practice for developers to decorate their code with comments, pretty much the intention of variables, functions, enums, class etc. So if sh*t happens, someone could clearly see the intention of the creator and can continue doing the job instead of write over from beginning...
I disclose only the game behaviour which I believe no direct nor indirect damage to Onigiri's developer or publisher. There is no gain in my side by delivering this info, only to help you guys understand some of the mechanic of the game, some "what's behind the scene". If you don't believe the body size part, then fine.. skip it, you can still read the rest and agree to whatever still make sense to you.
What probably misleading is my thread title.. but that title is something that get you all to read this. Here again, since you all just accusing body size don't work as it supposed it would, I'll try to explain it to you.
Attack power = 20,000
Assume player A with the 20% bonus body size and player B with no bonus from body size attacking low level mob
Since the mob is low level, we can ignore the defense
A is attacking for 24,000 damage
B is attacking for 20,000 damage
Difference = 4,000
Assuming mob with 20,000 def
Def to attack ratio is 100% which means there will be atk power cut off rate around 55% (look from my table)
A is attacking for 13,200 damage
B is attacking for 11,000 damage
Difference = 1,200
Assuming mob with 100,000 def
Def to attack ratio is 500%, which means atk power cut off rate around 25%
A is attacking for 6,000 damage
B is attacking for 5,000 damage
Difference = 1,000
Damage ratio between A and B player is still maintained at 20% but the disparity of damage output is becoming closer. And that's maybe, why you say it is not working. I may suggest you try low level mob hitting instead.
By using my table, you can also guessing your current mob defense by comparing your damage output to low level mob. But remember my damage calculation is still incomplete, there are still things not yet included