Quote:
Originally Posted by pwerty
I think every one can code this on there own way. And it will be right as long as coder thinks its balanced! TQ have there own ideas for balance!
Anyway, thanks for answers! For 4*** somthing I coded something like this (No cap):
Code:
int Mdmg = (Matt + Mdate.basedmg);
Mdmg += (int)(Mdmg * (gem[0]/(float)100); // pg increase
Mdmg -= (int)(Mdmg * t.Mdef/(float)100)) - t.Mdef_pluss;
if(Mdmg <= 0)
Mdmg = 1;
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It makes a HUGE difference in the calculation though.
Before percentage makes + mdef pointless and makes taos op.
A tao with 5000 mdmg.
Nado does 1166 dmg meaning you start with 6166 mdmg.
Assuming no blessing torts or reborn (cause that's just beside the point and has nothing to do with fires in particular)
80 pct mdef (cap) and +300 mdef
BEFORE pct would be...
(6166 - 300) * (1.0 - .8)
Or....
5866 * .2
1173 Dmg per zap
AFTER pct would be
6166 * .2 - 300
Or...
933 Dmg per zap.
The difference here is that in the first example, the bonus from having + headgear or armor is virtually NOTHING because it only counts for whatever percentage is not mitigated by your pct mdef.