Equation ready to be implemented: Base HP
I'm tired of spamming the combat topic.
Hitpoints calculated thanks to Maurice of Magelo BASEMAXHP = TRUNC[ 5 x ND ] + TRUNC [ Level x LevelMod x ND ] + TRUNC [ TRUNC [ ( STA - TRUNC [(STA-255)/2] ) x Level x LM / 300 ] x ND ] + itembonusHP Natural durability AA increases HP by 2%, 5%, or 7%. EDIT: I'm seeing that other people can get higher than 7% increases. I guess we can just set ND = 1 until we have AA ND code in there. Once the AA code is in, we can worry about the rest. Omit below chunk :P /*I think possible ND values for the following equation are 1, 1.02, 1.05, 1.07. If the AA of Natural Durability is 0, the ND value is 1, for 100%. If the AA of Natural Durability is 1, the ND value is 1.02, for 102%. If Natural Durability AA is 2, the ND value is 1.05, for 105%. If Natural Durability AA is 3, the ND value is 1.07, for 107%. A quick way to figure it out is: Assume NatDurAAvalue is the shown value of the AA Natural durability in the inventory in the client. Their ND value is equal to the equation below. ND = TRUNC [100+2.5*NatDurAAvalue] / 100 */ Quote:
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