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November 24th, 2004, 01:34 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
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Re: Ward cumulativity
Quote:
Chazar said:
1. We turn all percentages x% into a float via ((100-x)/100) and multiply them up to gain the resulting factor to apply to the resistable damage value.
This works as it does now: 25% resistance reduces the resistable damage by a quarter, while 25% susceptibility (= -25% resistance) adds another quarter to the damage. Yet unlike now, both do not cancel each other out: 0.75 * 1.25 = 0.9375, so resistance always outweighs susceptibility somewhat. This is natural percentage-math, and one might want it that way, but maybe some players might find it counterintuitive. On the other hand, having two resistances of 20% and 30% do not yield a total of 50% resistance anyway now (which is intended here after all!), so one would not expect 50% susceptibility to be cancelled out by them anyway (0,7*0,8*1,5=0,56*1,5=0,84)...
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This sounds like a great idea to me.
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November 24th, 2004, 06:48 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Ward cumulativity
No opinions at all? Am I too far off already? Is this totally useless? [img]/threads/images/Graemlins/Cold.gif[/img]
I am still unsure which way I would model susceptibility if resistances where to be multiplied instead of adding up...
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