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Post by drunkenfuryz on Apr 18, 2017 11:14:27 GMT -6
Hey guys, I'm new to this forum and just had a couple of questions about the unmodded version of the game.
1. Does anyone know if there is a list somewhere that shows unit dps and attack rate? 2. Also, how is melee/ranged damage calculated in combat?
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Post by Boaster on Apr 18, 2017 11:58:49 GMT -6
Hey guys, I'm new to this forum and just had a couple of questions about the unmodded version of the game. 1. Does anyone know if there is a list somewhere that shows unit dps and attack rate? 2. Also, how is melee/ranged damage calculated in combat? There is not a list that shows DPS or attack rate. DPS is a concept before LOMSE. Melee and Ranged combat are calculated in a pretty straight forward manner. Attacker attack versus defender armor. Also included is attacker and defender level. There is a hit table of 40 values which can modify attack between -7 and +7. The hit table is also influenced by unit facing. Then the resulting calculation is modified by melee/missile resistance. If you want to see attack rates, go to the Mantera website and observe the GSZ Unit pages.
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Post by drunkenfuryz on Apr 18, 2017 12:17:29 GMT -6
Ok ty, can I view this hit table anywhere? Do you have the complete formula for the calculation?
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Post by Boaster on Apr 18, 2017 12:23:44 GMT -6
Ok ty, can I view this hit table anywhere? Do you have the complete formula for the calculation? Hit table is around here somewhere. Check out the FAQ off the website. It should list it there somehwere. As far as complete formula? I don't know if that's out there is well. (ya might as well ask me if I remember what I had for lunch on any given Wednesday three years ago )
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Post by drunkenfuryz on Apr 18, 2017 12:28:04 GMT -6
ok thanks for your help
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Post by aguestos on Apr 18, 2017 15:19:09 GMT -6
[600] COMBAT INFO
Q: What does the hit table look like? [601]
[-6 -5 -5 -4 -4 -3 -3 -3 -2 -2 -2 -1 -1 -1 -1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 2 2 2 3 3 3 4 4 5 5 6] A random 0 to 39 is rolled. From the table above, wherever the hit adjustment rolls, it will pull that number. A roll of zero yields a -6 (Ranged) Attack modifier. A roll of 39 yields a +6 (Ranged) Attack modifier. Depending on which direction the unit is facing, the hit adjustment can be improved. [Click Here] to see the unit facing and bonus associated. If the unit is facing away, you can gain a bonus to your hit adjustment roll. If the unit is facing you, you won't get a bonus to your hit adjustment roll.
-this is copied from the gs5 faq, i would think it also applies to the vanilla game.
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Post by Boaster on Apr 18, 2017 18:48:20 GMT -6
[600] COMBAT INFO Q: What does the hit table look like? [601] [-6 -5 -5 -4 -4 -3 -3 -3 -2 -2 -2 -1 -1 -1 -1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 2 2 2 3 3 3 4 4 5 5 6] A random 0 to 39 is rolled. From the table above, wherever the hit adjustment rolls, it will pull that number. A roll of zero yields a -6 (Ranged) Attack modifier. A roll of 39 yields a +6 (Ranged) Attack modifier. Depending on which direction the unit is facing, the hit adjustment can be improved. [Click Here] to see the unit facing and bonus associated. If the unit is facing away, you can gain a bonus to your hit adjustment roll. If the unit is facing you, you won't get a bonus to your hit adjustment roll. -this is copied from the gs5 faq, i would think it also applies to the vanilla game. It does. Also, for thieves that score a 39 (or better) on the hit table roll get their (ranged) attack doubled. In the GS5, scoring a 39 (or better) merely increases the chance to perform a Critical Strike by 2X the (Ranged) Attack value.
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Post by drunkenfuryz on Apr 19, 2017 9:14:47 GMT -6
So the facing only adds to the 0-39 roll and not to the damage modifier?
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Post by Boaster on Apr 19, 2017 9:34:51 GMT -6
So the facing only adds to the 0-39 roll and not to the damage modifier? Correct. Hit Table modifies (Ranged) Attack before damage equations. Damage equation is the following: The Ranged Attack damage calculations are slightly different. Neither equation will allow for negative damage.
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Post by drunkenfuryz on Apr 19, 2017 12:10:17 GMT -6
So the facing only adds to the 0-39 roll and not to the damage modifier? Correct. Hit Table modifies (Ranged) Attack before damage equations. Damage equation is the following: The Ranged Attack damage calculations are slightly different. Neither equation will allow for negative damage.
Sorry for all the questions, I just want to understand how it works. Is each subsequent line added together? What is meant by div mul, how does it choose whether to divide or multiply? What is cvi?
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Post by Boaster on Apr 19, 2017 14:04:35 GMT -6
'cvi' is convert to integer. This drops all decimals and provides whole numbers only.
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heau
Member LVL 0
Posts: 2
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Post by heau on Sept 19, 2017 20:57:42 GMT -6
attacker_attack defender_armor sub
100 defender_melee_resistance sub
100 div mul
attacker_level defender_level sub
2.5 mul
50 add
100 div mul
0.5 add
cvi
Drunkenfury, I'm merely getting started as well with the game scripting but the only rational I could come up with for this scripting language (which I find god awful for basic math formulas as a mathematician) is that operators (sub, div, mult, add, cvi) in the above are applied in the sequence they are encountered using the most recent operands available, as many as required.
The sequential application of the operators would result in the following mathematical equivalent formula with some extraneous parenthesis just to help with building the sequence.
FLOOR(((attacker_attack - defender_armor) * ((100 - defender_melee_resistance) / 100) * ((((attacker_level - defender_level) * 2.5) + 50) / 100)) + 0.5)
The following version uses [#] to indicate the number of the operator in the sequence to illustrate how counter intuitive it can be.
[11]FLOOR(((attacker_attack -[1] defender_armor) *[4] ((100 -[2] defender_melee_resistance) /[3] 100) *[9] ((((attacker_level -[5] defender_level) *[6] 2.5) +[7] 50) /[8] 100)) +[10] 0.5)
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