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  #25  
Old 04-23-2003, 06:48 AM
a_Guest03
Demi-God
 
Join Date: Jun 2002
Posts: 1,693
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Let's take a look at the poor wittle n00bs!

Using the same formulae for low levels and high levels gives us this:

Level 1!! YAYYYY!! We'll go through a 2 damage weapon (intense!!) with wuuuuussssy characters, and work our way up to the big Ogre Manmammoths

DB = 0 (they're noobs!!) Assuming there are circumstances where newbies have badass + damage bonus weapons, we can either cap their damage bonus or their overall damage. It would be smarter to cap their damage bonuses at (level-14)/4 or something like that. We will cap their overall damage at some point anyway.

Try to read the strength first, skill second, level third, and weapondamage as the multiplier
Okay, back to our DI equations:
DI = ((STR+SKILL+LEVEL)*weapondmg) / 2000

Level 1 and 2 WEAK casters
DI = ((65 + 0 + 1)*2 / 2000 = .066
( maxdamage = 1.32 )

DI = ((65 + 0 + 1)*3 / 2000 = .099
( maxdamage = 1.98 )

DI = ((65 + 0 + 1)*4 / 2000 = .132
( maxdamage = 2.64 )

DI = ((65 + 3 + 2)*2 / 2000 = .07
( maxdamage = 1.4 )

DI = ((65 + 3 + 2)*4 / 2000 = .14
( maxdamage = 2.8 )

Early level monks
DI = ((103 + 0 + 1)*2 / 2000 = .104
( maxdamage = 2.08 )

DI = ((103 + 20 + 3)*2 / 2000 = .126
( maxdamage = 2.52 )

(put some sticks in his hands)
DI = ((103 + 20 + 3)*6 / 2000 = .378
( maxdamage = 7.56 )

Early level Ogres
DI = ((153 + 0 + 1)*7 / 2000 = .539
( maxdamage = 10.78 )

Damage caps will exist to limit twinking. We should probably make damage caps a database check. Up to the devs :P
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