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.
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