Potjeh wrote:You *will* get punched while you're using unarmed manoeuvres if you attempt to use them, and then it's lights out. It's not hard to see which manoeuvres the opponent is using, and anyone with even a cursory knowledge of the combat system will throw a punch when the moment he sees a shield-bearing enemy using anything but Shield.
cloakblade wrote:they don't just get blown out of the water like a lot of people infer they do.
cloakblade wrote:And how is all my math wrong.
TeckXKnight wrote:Potjeh wrote:You *will* get punched while you're using unarmed manoeuvres if you attempt to use them, and then it's lights out. It's not hard to see which manoeuvres the opponent is using, and anyone with even a cursory knowledge of the combat system will throw a punch when the moment he sees a shield-bearing enemy using anything but Shield.
Hmm, this tempts me to start using a shield to get my opponent to throw premature punches.
TeckXKnight wrote:Potjeh wrote:You *will* get punched while you're using unarmed manoeuvres if you attempt to use them, and then it's lights out. It's not hard to see which manoeuvres the opponent is using, and anyone with even a cursory knowledge of the combat system will throw a punch when the moment he sees a shield-bearing enemy using anything but Shield.
Hmm, this tempts me to start using a shield to get my opponent to throw premature punches.
loftar wrote:cloakblade wrote:So is it 1.0 delta multiplier or 2.0?
The cap is 1.0 right now, but it will be 2.0 after the next server restart.
s(x) = 0.5 * x(x + 1) - 1 =
0.5 x^2 + 0.5x - 1 = By distributing the 0.5 * X now we need to create a perfect square so there is one instance of X
0.5(x^2 + x - 2) = So (X+Y)^2 = X^2 + 2YX + Y^2, so we need the constant (currently - 2) to be equal to sqrt(0.5) = .025, 0.5 being half of the
0.5(x^2 + x + 0.25 -2.25) = coefficient of the middle term
0.5(x^2 + x +0.25) - 1.25 = When moving the 2.25 outside of the parenthesis you must multiply it by the 0.5
0.5(x + 0.5)^2 - 1.25x = 0.5(u(x) + 0.5)^2 - 1.125
x + 1.125 =0.5(u(x) + 0.5)^2
2x +2.25 = (u(x) +0.5)^2
sqrt(2x + 2.25) = u(x) + 0.5
u(x) = sqrt(2x+2.25) - 0.5novaalpha wrote:In the first part... you are basically calculating the sum of 1..(skilllevel) but... I don't see where you are factoring in the incremental LP cost itself. :? :? :?:
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