The delta is my combat skill vs your combat skill. This is expressed as a ratio that can then be calculated into a floating point value. Next, if the range of difference of the two players is less than 2x (or a range of [.5, 2.0]), the two values are treated as a 1:1 ratio. After this, a cube root is applied to the value to get the final delta. This is my understanding from the
patch notes.
In the case of bloodlust, your defensive value will only be 75% of your actual UA skill, or 75 for a UA of 100. If your opponent is using a basic melee combat attack at 100 MC, quick barrage being one, you then have a ratio of 75:100. In the case of Death or Glory, you get .75 IP per attack your opponent makes.
Nektaris wrote:what's the Delta?
This is where I've not messed with the numbers enough to test a formula, and may be wrong. As I understand, since if it falls into that 2x range, it's effectively a 1:1 ratio for the delta calculation meaning that bloodlust and a few other maneuvers have no real penalty (or bonus) vs equal opponents. Also, as I understand it, it's still a smooth curve, just with a segment of it being a straight line spreading out what would otherwise be a natural cube root curve (if you've done the Cartesian graphs for cubes/cube roots before, you should be able to visualize it). Without sitting down and working out an algorithm for it, I can't give you exact values for the 100 vs 500 example you gave.
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