cderfv wrote:Greetings.
Thanks for the good instructions.
I write through an automatic translator.
How is the weapon damage calculated when there are gaps in the enemy? Do you know the formula?
The tooltip of the weapon takes its quality ***AND*** your strength on account.
Strength and quality uses the hafen-patented geometric average we all know and love, which goes like √(STR*quality)/10.
In this case, if your strength is equal to the weapon quality, the tooltip shows the correct damage number.
Example:
Your strength is 40;
Your Bronze sword is q40;
Tooltip shows the damage for a q40 sword = 180 dmg, not taking in account of STR.
Since STR is the same as the weapon ql, weapon dmg is actually 180.
example 2:
Your strength is 202.
Your bronze sword is q40.
Tooltip still shows 180 dmg.
But your "effective" weapon quality would be √202*40 = 90
While holding a q40 sword with 202 strength, you would do a max 90 * √(90/10) = 90 * 3 = 270 dmg
Now with openings, there are attacks with 1 color and attacks with 2 colors.
attacks with 1 color is "simple"
the damage of your attack will use the opening value BEFORE raising it (so attacking a 0 opening target will always do 0 dmg)
and that damage will always be multiplied by the square of the opening. (50% opening = 0.5 * 0.5 = 25% dmg)
now when its 2 colors (or more) it goes like this:
damage will use the "effective" opening value from a weird math between 2 colors.
which would be the % value of the first, added by the % value of the second color on whats left of the value of the first.
Yes, i also didnt understand what i wrote.
But heres an example anyways:
Your target has 60% red and 50% yellow
Your attack "Full Circle" uses both red and yellow
so the effective opening value would be:
0.6 + (1-0.6) * 0.5 = 0.8 = 80%
or if you have autism like me its:
60% + whats left of 60% (which is 40%) multiplied by 50%, which is also 80%, go figure.