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  #1  
Old 04-20-2003, 06:08 PM
a_Guest03
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Default 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.
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  #2  
Old 04-21-2003, 12:27 AM
a_Guest03
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I've run this equation against a good deal of data. I think it's very satisfactory.
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  #3  
Old 04-21-2003, 01:41 AM
Trumpcard
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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?
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  #4  
Old 04-21-2003, 02:45 AM
DeletedUser
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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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  #5  
Old 04-21-2003, 02:49 AM
Trumpcard
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lol....
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  #6  
Old 04-21-2003, 03:06 AM
a_Guest03
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Boot damage is the damage value for the foot armor.
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  #7  
Old 04-21-2003, 05:29 AM
Graypaint
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Would that be equal to AC?
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  #8  
Old 04-21-2003, 05:49 AM
a_Guest03
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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.
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  #9  
Old 04-21-2003, 05:54 AM
a_Guest03
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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.
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  #10  
Old 04-21-2003, 06:07 AM
killspree
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Boots don't have a damage rating, so all kicks would do the same damage.
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  #11  
Old 04-21-2003, 06:15 AM
a_Guest03
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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.
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  #12  
Old 04-21-2003, 06:37 AM
a_Guest03
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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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  #13  
Old 04-21-2003, 06:42 AM
a_Guest03
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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.
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  #14  
Old 04-25-2003, 09:41 PM
killspree
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Tested the kick equation some this morning, works really well...excellent job GN.
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  #15  
Old 04-26-2003, 02:24 AM
a_Guest03
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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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