Proposed new kick equation
I've heard that the kick code allows a level 7 to kick for 35, but that EQLive has kicks that strong only on the strongest warriors.
Here is a proposed change to the equation... I tried to get the original coder's objective, but I can't mentally do the equation repeatedly without getting a headache. EDIT: changed equation to adjust to .15 from .19 and .16. Also added shoe damage. EDIT: adjusted this formula to the correct updated version, removed shoe damage because it doesn't exist :P MaxKickdamage = 3 + .15*SQUAREROOT(Kickskill*Strength) This may or may not be good. At first, skill increases faster than str, but at later levels, they probably increase at about the same rate. Anyway, tell me what you think. |
I've run this equation against a good deal of data. I think it's very satisfactory.
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Good deal ! I'll try to throw it in tonight, I trust your numbers...
I still need to curb skill increases down, they are still occuring WAY to much.. What the hell is boot damage?? LOL.. Are they boot items with damage #'s? |
I hate to say, but the kick actually evened out pvp because they could only slash in the 20's and 30's but kick in the 90s :)
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lol....
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Boot damage is the damage value for the foot armor.
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Would that be equal to AC?
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Okay, so there's no such thing as boot damage :P Sue me! I'm a big newb
Okay, more votes necessary: Boots and damage. Here are the following equations I think might be the answer Equation option 1: Bootdamage + 3 + SQROOT(KICKSKILL*STR) * .15 Equation option 2: 3 + SQROOT(KICKSKILL*STR*CUBEROOT(1+Bootdamage)) * .15 Here are some sample outputs, because twinking could be a pain in the butt. Assume STR is 109, Kickskill is 25; bootdamage starts at 2, increments by 2. Equation is option 1: 2: 12.83 4: 14.83 6: 16.83 8: 18.83 10: 20.83 You get the idea. Assume same variables and increments. Equation is option 2: 2: 12.404 4: 13.239 6: 13.83 8: 14.293 10: 14.677 Without adjustment for boot damage, with the same equation, it would be this: 10.83 Here are some extreme examples of the equation: Kick skill 1, strength 85, bootdamage starting at 2, incrementing by 2, equation option 1: 2: 6.3829 4: 8.3829 6: 10.3829 8: 12.3829 10: 14.3829 Same variables, option 2: 2: 4.6608 4: 4.8084 6: 4.9127 8: 4.9945 10: 5.1206 Without boot damage, original damage would be 4.3829. Another example: Strength 290, kickskill 210, boot damage starting at 2, option 1: 2: 42.017 4: 44.017 6: 46.017 8: 48017 10: 50.017 Same stats, boot damage starting at 2, option 2: 2: 47.455 4: 51.406 6: 54.198 8: 56.388 10: 59.762 Damage without boot damage applied would be 40.017. Consider that the stats are HUGE without the boot damage. With this last set of stats, the direction of balance even changes again, with boots of 28 damage. Option 1: 68.017 Option 2: 67.883 The concern is that good boots there make you a serious badass a little too early, and doesn't balance out in the end either. Please consider the 2 equations. With this data set, I'd be willing to accept option 2. |
Another concern: does kickskill start at 0? If so, max kick damage would be just 3 at level 0 skill, no matter how powerful the boot under equation 2.
I like the second one anyway. Gray, bootdamage = damage rating of shoe, not equal to AC. |
Boots don't have a damage rating, so all kicks would do the same damage.
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I could've sworn some had damage ratings :P If that's correct, then just eliminate boot damage... Leave it with 3+SQROOT(SKILL*STR)*.15
Maybe I just got confused about glove damage and kick damage. I guess Magic boots are what I'm thinking of, but they don't have damage bonuses. I guess you guys can all tell I'm a big newb. |
Think we could use this same code for melee damage max, if we removed the 3+ from the beginning, and changed the constants, and added weapondamage to the equation?
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The equation for melee damage looks promising as the following:
weapondamage * SQROOT(SKILL*STR) * .06 I'll test out data with that type of equation. |
Tested the kick equation some this morning, works really well...excellent job GN. :)
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That piece of crap actually works?? I was about to rewrite the whole thing using the other melee equation :mrgreen: I already stalled Trump from putting it in. Alright, I can use that equation for maxdamage if people like it. I think mindamage with kick is 1, right? At all levels?
That would make DB = 1 And DI = (maxdamage - DI) / 20 That way we can plug kicks into the melee formula. |
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