Archiplex wrote:Im very familiar how the game works; my point is that damage, health, and opening values (which you can see if you just head over to the wiki page) do not function off of 4th roots.
A 4rth root behaves much like that of a sqrt, it just experiences a drop off much sooner. I don't see the point you are making.
Damage is: weapon damage * sqrt(sqrt(str * quality)/10)
Health is : 100 * sqrt(con/10)
Openings is a bit more complicated as you get to factor in the fact that you receive less openings the higher it already is so for simplicity ill just remove the constants.
Openings: sqrt(sqrt(attack/defense)) which can be simplified to the fourth root if you know how math works as its the equivalent of x^(1/2) * x^(1/2) which simplifies to x^(1/4)
As I've said earlier everything has the diminishing returns of a sqrt function -- we just need to talk about when the severe drop off should happen. I could be wrong in my math here as my background is not in math.