Quote:
Originally Posted by Spirited
I think I might have said this before, TQ's attack calculations are garbage. I developed my own calculations for my server that balances things more. The way I came up with them is I looked at how other (better) games calculate their attacks, put some sample equipment and attributes at different levels in an excel document, and started calculating damages across the levels. Then, I started tweaking my algorithm until the hits to kill ratio was level across the document.
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I did something similar, basically a backtracking/dynamic programming based algorithm (this doesn`t even make sense from a theoretical point of view I know) which generated attack calculations based on the previous calculations, by adding more terms, and simulating each over a certain amount of theoretical fights. Then, with a greedy approach, chose the one that had the best win/lose ratio (that meaning 1:1, or close to it), although skill shots were not calculated (FB was treated like thunder, for example, but this wasn`t in a CO context to be fair). Whenever something new was introduced to the game that affected damage in the slightest way, this was redone and the calculations corrected accordingly.