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Old 06/04/08, 3:35 PM   #51
Tornhoof
Piston Honda
 
Tauren Shaman
 
Die Silberne Hand (EU)
I've updated WEO2 to RC7 and splitted the application into two zips, the actual weo2rc*.zip and supportdlls.zip.
The support Dlls do not change often and it's a waste of storage to upload them every time (I ran into the googlecode cap recently).

Anyway changes are:
- Better Spellhaste support in Healer models
- slightly changed enhshaman model
- bugfixes, new items etc.


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Old 06/20/08, 2:20 PM   #52
Feld
Glass Joe
 
Orc Warlock
 
Uldaman
I'm working on a small combat simulator in my spare time, and running through some of your code has given me some good direction. I've still got one problem I'm having trouble solving, and I thought you might have already considered it.

Since I primarily play a Warlock, I've been building up pieces of my simulator as if a Warlock was fighting. Obviously, a lot of the underlying math is identical between classes (calculating base percentages by level, for example). So far, I've got things like calculating spell hit, average resistance, and crit chance working. I went to add in partial resists on non-binary spells, however, and I hit a wall.

I've done a pretty ridiculous amount of searching on the issue, and I can't seem to come up with anything. The most anybody seems to know is that a partial resist can resist no damage, 25% damage, 50% damage, 75% damage, or all damage, and that over a long series of casts, the amount of damage resisted roughly equals the target's average resistance. No one seems to know how to calculate the partial resistance of an individual cast.

One solution, obviously, is to assume that any partial resist reduces the damage taken by the target's average resistance value, but that seems like the wrong approach to me.

Any ideas?

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Old 06/22/08, 8:01 AM   #53
Phlis
Don Flamenco
 
Phlis's Avatar
 
Draenei Shaman
 
Magtheridon
Originally Posted by Feld View Post
One solution, obviously, is to assume that any partial resist reduces the damage taken by the target's average resistance value, but that seems like the wrong approach to me.

Any ideas?
It's most likely purely random. Just pull a random 100, if it's between 76-100, 75% resist, 51-75, 50% resist, 26-50, 25% resist, 1-25, 0% resist, or something similar. Thats most likely how it's calculated anyway.

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Old 07/05/08, 10:33 AM   #54
Kalle
Von Kaiser
 
Undead Warlock
 
Wrathbringer (EU)
It is not as simple as suggested in the above post. I think I read a post mentioning a specific algorithm a while ago - but I can't remember its name. Perhaps you should have a look at Resisting Magical Damage and its Relation to Resistance Levels.

However, if you are only interested in average damage the algorithm doesn't matter and you can use average resistance.

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