Re: StyleProcessor changes
PostPosted: Wed Jul 22, 2015 11:53 pm
I do not need to get the base damage right because I used absorbRatio as I found out is similar to the approach with DAMAGE_RATIO (simply divided by 3). The overall damage is wrong then ofc, but the the style damage won't change with higher base damage (cap for that matter). It shouldn't be necessary to change anything in that regard when changing the base damage (at least damage wise). That's what I aimed for, so I can change them independently from each other.
What's also nice, is, that the formula regarding (cap) damage is actually correct and I can simply take it over to DOL (it partly is I think)
The Style_Base - Style_Level * GrowthRate thing in the style formula still doesn't make sense to me tho.
This however does make more sense. My problem with this is, that the quantum is not a nice round number currently and I'm not entirely sure how I get around this (rounding maybe?). Also my test values are all gone except for 16 styles (that I have in my DB) ... LibreOffice is a pain to work with sometimes :/.
BTW: My method of testing is pretty straight forward at least for style damage. I just use either one setup and just change spec or I use items for this purpose. I avoid quickness, ToA-MeleeSpeed and ToA-Styledam altho I'm confident in the formula (not so much when it comes to rounding tho). Also it's definitely Qui-60 for swing speed calculations. If I change it to -50 it doesn't match the actual swing speed significantly (20+ swings per weapon and logged time). Here is the short version of this test:

What's also nice, is, that the formula regarding (cap) damage is actually correct and I can simply take it over to DOL (it partly is I think)

The Style_Base - Style_Level * GrowthRate thing in the style formula still doesn't make sense to me tho.
- Code: Select all
STYLE DAMAGE = (BASE + SPEC * GROTH) / 10 * CURRENTSPEED * UNSTYLEDDAMAGE / DAMAGECAP + UNSTYLEDDAMAGE * TOASTYLE
This however does make more sense. My problem with this is, that the quantum is not a nice round number currently and I'm not entirely sure how I get around this (rounding maybe?). Also my test values are all gone except for 16 styles (that I have in my DB) ... LibreOffice is a pain to work with sometimes :/.
BTW: My method of testing is pretty straight forward at least for style damage. I just use either one setup and just change spec or I use items for this purpose. I avoid quickness, ToA-MeleeSpeed and ToA-Styledam altho I'm confident in the formula (not so much when it comes to rounding tho). Also it's definitely Qui-60 for swing speed calculations. If I change it to -50 it doesn't match the actual swing speed significantly (20+ swings per weapon and logged time). Here is the short version of this test:
