Damage metin29/20/2023 The yellow dots is computed as for the orange dots, but using the resistance values from your script. The orange dots is the incoming theoretical damage you get assuming that, for example, with 30% of fire resistance the incoming damage is reduced by 30% (with respect to the value with 0% resistance). The blue dots is the incoming damage i got with various value of fire resistance. I did some tests with Fire resistance between 0 and 100%. Now for the sake of your argument, let's assume that your computation is right, how would you compute the incoming damage? This would make sense if Wind Resistance was a bonus with one fix effect with a chance of activation, which in my opinion doesnt make sense in this case. Which you can "read" it as: if the first 10% "fails" you have a second chance of 15%. For example let take the simpler example where you have only two items with wind resistance, say helmet with 10% and bracelet with 15%.Īccording to your formula the overall resistance would be: 10% + 15%*90% = 23.5% This would make sense in the context of the upgrade chance.īut if we are talking about resistances you can't really talk about "success" and "fail". And in this case you add the chance of the two events "Success on the first try" and "Fail on the first try + success on the second try" (In your example 10% + 90%*10% = 19%). I understand that you treat it like how you explained it in the case b): so in case you "fail" the first try, you have still a chance for a second try. To be honest I don't see why your computation would make sense. The max success chance you can have adding 6th and 7th is indeed 70%: 10 powershards (20%) + 5 power additive (+10% x5). (This is independent from the number of additives you use, meaning that if you use 5 additives, every additive adds 10%). For example Power Additive gives 50% more chance of the base %, meaning that if your base % is 20%, then every additive adds 50% of 20%, which is 10%. Every powershard adds 2% chance, so for example 10 powershards gives you a base chance of 20%.Īdditives add a % of the base chance. To be more precise with powershards you define the "base" success chance. (Off topic: if you have more than 100% piercing, every 1% more gives you around +0.5% damage)įor powershards and additive it's very easy: The only exception is on 6th/7th bonuses, where there are bonus like "+10% of total value of wind resistance" and here it's clearly the case c).įor critical and piercing chances the argument is the same as resistances, so case a). I don't even see how the case b) could work when you have +10/15% resistance in 4 or 5 items. If you open your character details you can see every resistance you have and adding +10% in an item simply gives you 10% more overall. While for question 2) the answer should be safer.Įlement resistances should still work like case a) and I don't see why it shouldn't. Keep in mind other functions uses IsImmune too so you'll have 100% immune everywhere.Of course I'm not sure of this, so don't take anything for 100% true.Īnyway the guild blacksmith always had around 10% more chance than the normal one, so like in your case a). If (IS_SET(m_pointsInstant.dwImmuneFlag, dwImmuneFlag))ĬhatPacket(CHAT_TYPE_PARTY, " (%s)", GetName()) ĬhatPacket(CHAT_TYPE_PARTY, " (%s) NO_IMMUNE_FLAG", GetName()) If you wanna have 100% then edit this:īool CHARACTER::IsImmune(DWORD dwImmuneFlag) IsImmune does not do 100% immune, only 90%. (if you don't have this because you removed comments and unused codes then just place it to top of the func of CHARACTER::AttackedByPoison) It is a guess, but I think they only made this for visual, if they set resist_poison (what is working and they use it), they ticked POISON in the immuneflag to have visual, maybe for wiki import or similar reason.īut if you wanna make POISON immune actually works on mob, of course you can do it. If you scan the source, only the TERROR is actually used. Because Ymir did not do anything with that immuneflag.
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