new FHR FAQtoid
#9
Quote:Heiho,

1. damage is applicated
2. if damage causes death of the target unit there'll be no further evaluation of GetHit
3. if target unit is frozen there'll be no further evaluation of GetHit
4. if applied damage is poison only there'll be no further evaluation of GetHit
5. if applied damage is smaller than 1 (aka 256 bites) there'll be no further evaluation of GetHit **
6. get MaxLife, maximum life of target unit
7. get divisor (the value which was believed to be 1/12)
8. get GetHitTriggerNumber via GetHitTriggerNumber = MaxLife / divisor
9. then the applied damage counts in in several steps
* if damage is smaller than GetHitTriggerNumber, there'll be no further evaluation of GetHit
* if damage is smaller than GetHitTriggerNumber * 2, GetHit evaluation will continue with 50% chance (rnd {0, 1} = 0 Exit, otherwise continue)
* if damage is smaller than GetHitTriggerNumber * 4, Hit Recovery will occur with 75% Chance (rnd {0, 1, 2, 3} = 0 Exit, otherwise Hit Recovery)
* if damage is bigger than GetHitTriggerNumber * 4, Hit Recovery will occur

10. if target unit is no subject to Hit Recovery at all, Hit Recovery will be skipped (yup, this check is done at the very end :-P )

An example to clarify the bolded part:
Let's just assume a MaxLife of 1600 and an attack with the standard divisor of 16, because I'm tired, no good at math, and have a long weekend full of work in front of me ;-)

GetHitTriggerNumber = MaxLife / divisor -> 1600 / 16 -> 100

damage applied is smaller than 100 -> no GetHit

damage is bigger than 100 but smaller than 200 -> 50% chance of continuing evaluation in next step, otherwise no GetHit
last condition true, or damage is bigger than 200 but smaller than 400 -> 75% chance of GetHit, otherwise no GetHit
=> damage is bigger than 100 but smaller than 200 -> 50% * 75% -> 37,5% chance of GetHit

damage is bigger than 400 -> GetHit granted always

So to be sure GetHit is triggered, life loss must be 1/4 of MaxLife. 1/16 of MaxLife lost will only have a probability of 37,5% to cause GetHit, and values between 1/8 and 1/4 of MaxLife will have a probability of 75% to cause GetHit.
This is far more complicated than the common rule of thumb, which suggested that 1/12 loss of MaxLife will always cause GetHit. This was always disputed especially in PvP communities, since to those guys forcing the opponent into Hit Recovery (resp avoiding it) is far more important than it is in PvM, and they noticed many aberrations of the 1/12 rule. In PvM I myself cared more about my char's HitRecovery than about monsters'.

Thanks for indepth explanation. I understand it now. Yes, you said all that before in almost identical fashion, but I guess I didn't quite get it for some reason until now, so I appreciate you taking the time to explain it again to me. Well, it makes for a much more realistic experience - the more damage you have, the less likely you will be capable of defending yourself.
"The true value of a human being is determined primarily by the measure and the sense in which he has attained liberation from the self." -Albert Einsetin
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Messages In This Thread
new FHR FAQtoid - by librarian - 03-19-2009, 12:08 AM
new FHR FAQtoid - by Taem - 03-19-2009, 07:23 PM
new FHR FAQtoid - by librarian - 03-19-2009, 07:40 PM
new FHR FAQtoid - by Taem - 03-20-2009, 03:03 AM
new FHR FAQtoid - by librarian - 03-20-2009, 04:49 AM
new FHR FAQtoid - by Taem - 03-20-2009, 07:05 PM
new FHR FAQtoid - by Taem - 03-20-2009, 07:05 PM
new FHR FAQtoid - by librarian - 03-20-2009, 11:18 PM
new FHR FAQtoid - by Taem - 03-21-2009, 04:56 AM
new FHR FAQtoid - by librarian - 03-21-2009, 10:17 PM

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