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1.1 readme now on AS - Rataxes - 07-18-2003

Tiny nits. It's Rubin Carter, and the lyrics go like this

Here comes/Here's the story of the Hurricane
The man the authorities came to blame
For something that he never done
Put in a prison cell
But one time, he could've been
The champion of the world


1.1 readme now on AS - Occhidiangela - 07-18-2003

I was doing it from memory, looks like it's slipping. :o


1.1 readme now on AS - Kevin - 07-18-2003

Just trying to clean up the table a bit, but the colors here are odd, I think I got the quote color though to hide the lines. :)

Ruvanal@AB in [url=http://www.theamazonbasin.com/d2/forums/index.php?act=ST&f=56&t=28576' Wrote:http://www.theamazonbasin.com/d2/forums/in...ST&f=56&t=28576[/url]]

name__________________mindam_____maxdam_____StrBonus
Leather Boots_________3__________8__________120
Heavy Boots___________4__________10_________120
Chain Boots___________6__________12_________120
Light Plate Boots_____8__________16_________120
Plate Boots___________10_________20_________120
Demonhide Boots_______26_________46_________120
Sharkskin Boots_______28_________50_________120
Mesh Boots____________23_________52_________120
Battle Boots__________37_________64_________120
War Boots_____________39_________80_________120
Wyrmhide Boots________65_________100________120
Scarabshell Boots_____60_________110________120
Boneweave Boots_______69_________118________120
Mirrored Boots________50_________145________120
Myrmidon Greaves______83_________149________120



1.1 readme now on AS - Dagni - 07-18-2003

Occhidiangela,Jul 18 2003, 12:48 PM Wrote:I am guessing that the damage from a level 1 Dragon Flight will yield the following damage.

(28-50)*(1.0 + 1.2 + 1.0)
The first 1.0 is from the boots, the second from the 1.2*100/100 and the third from Dragon Flight's bonus of +100%.

Am I correct in that the damage calculation does not multiply those into the base but treats each one as a modifier to the base boot damage?
I don't know how exactly Dragon Flight's bonus gets applied, but you left out an important part of the total kick damage.

Ruvanal:
Quote:The boots seem to be adding their adjusted damage to the base damage that you would normally get from a kick.
So, given that, it could be that Dragon Flight does multiply. So if you have 24-32 base kick damage without boots, then as per your numbers, it might be like this:

[(24-32) + (28-50)*(1.0 + 1.2)] * (1.0 + 1.0)

or maybe Dragon Flight gets added into each part seperately, like this:

(24-32)*(1.0 + 1.0) + (28-50)*(1.0 + 1.2 + 1.0)

So level 20 DF would look like one of these equations:

[(24-32) + (28-50)*(1.0 + 1.2)] * (1.0 + 5.75)

(24-32)*(1.0 + 5.75) + (28-50)*(1.0 + 1.2 + 5.75)

I would guess the first, but I don't know.

- Dagni


1.1 readme now on AS - Dagni - 07-18-2003

Arutha,Jul 18 2003, 03:30 AM Wrote:
Quote: Fixed a bug in damage calculation for weapons which computed +min/+max damage prior to +damage%
What does it mean?
I think it probably involved +min/max damage on the weapon that was added before %ed on the weapon. Like in the teaser screenshots of upgraded uniques that had weapon damage listed higher than would otherwise be expected.

- Dagni


1.1 readme now on AS - Ruvanal - 07-18-2003

Occi,

I did not look real close at the entire damage set up for the boots but it appears to be the following:
all calculations should use integer math
min damage=((str/4)+(dex/4)) + (boot_mindamage*str*StrBonus/100)/100
max damage=((str/3)+(dex/3)) + (boot_maxdamage*str*StrBonus/100)/100

Then this min-max damage is what you would be using for appling to the skills effects instead of only the base damage direved solely from strength and dexterity as was done in v1.09. Someone that is messing around with the assassins more may want to try and confirm that this how it is set up now.


1.1 readme now on AS - Dagni - 07-18-2003

Bun-Bun,Jul 18 2003, 09:26 AM Wrote:Has anyone tried Hurricane on a wereform?
No go. From the revised readme:

Quote:Werewolf - Increased duration of Werewolf form. Increased Life bonus. Added skill synergy bonuses. Allowed casting of Armageddon.
Werebear - Increased duration of Werebear form. Increased Life bonus. Added skill synergy bonuses. Allowed casting of Armageddon.

No Hurricane mentioned. :o :angry: <_< :(

- Dagni


1.1 readme now on AS - Dagni - 07-18-2003

Ruvanal,Jul 18 2003, 02:31 PM Wrote:min damage=((str/4)+(dex/4)) + (boot_mindamage*str*StrBonus/100)/100
Huh. First off, that looks like to many '/100's. So probably you meant(?):

min damage=((str/4)+(dex/4)) + (boot_mindamage*str*StrBonus)/100

But is the boot damage only used with the strength modifier? I would've expected the boots to be like a weapon, which gives it's base damage plus it's base damage times the str mod. I.e. like this:

min damage=((str/4)+(dex/4)) + (boot_mindamage*(100+str*StrBonus))/100

So I just want to clarify that that last formula is NOT correct?

- Dagni


1.1 readme now on AS - Ruvanal - 07-18-2003

Dagni,Jul 18 2003, 05:52 PM Wrote:
Ruvanal,Jul 18 2003, 02:31 PM Wrote:min damage=((str/4)+(dex/4)) + (boot_mindamage*str*StrBonus/100)/100
Huh. First off, that looks like to many '/100's. So probably you meant(?):

min damage=((str/4)+(dex/4)) + (boot_mindamage*str*StrBonus)/100

But is the boot damage only used with the strength modifier? I would've expected the boots to be like a weapon, which gives it's base damage plus it's base damage times the str mod. I.e. like this:

min damage=((str/4)+(dex/4)) + (boot_mindamage*(100+str*StrBonus))/100

So I just want to clarify that that last formula is NOT correct?

- Dagni
Ok, I went and took a closer look. Dagni your formula will yield much too high a value if you bother to try out some sample numbers. But your formula was closer.

After looking in more detail at what is displayed on the Lying Character Screen, the damage would appear to be

min damage=((str/4)+(dex/4))skill_effect_modifiers + (boot_mindamage*(100+str)*StrBonus/100)/100

Similar for the max damage.

Yes Dagni, a double division by 100 or the numbers will be off.

I would still suggest that someone take some time to actually test what the damage output really is in a modded game. I have already seen a couple of spots where the wrong formulas were being used to generate the data displayed to the player. The worst so far is the life of the necroskeletons and necromages; The displayed life is far too low for what the game is actually using.


1.1 readme now on AS - Archon_Wing - 07-18-2003

Quote:The Heaven’s Brethren set bonus of "+5 to Light Radius" now works.
:D
Wow, someone bothered to notice that? I wonder if people will use the set now.



Quote:Block lock’ has been eliminated. When a player character has just blocked an attack, the player cannot block again for a short period of time, the length of which increases as Blocking speed increases.

That's great! There's no need for me to cuss incessantly while playing a melee character.

Quote:Keys other than ‘Shift’ now work when assigned to the Stand Still function.
Considering my shift key is a bit sticky, this will most likely save my life. ;)

The readme tells me they have fixed many of the numerous bugs people have been begging to be fixed. If they are truly fixed, I'll already be happy.


1.1 readme now on AS - Archon_Wing - 07-18-2003

Well, that's true to some degree. But I think a big portion if not all of the legit D2 community desired the patch. People were becoming very aware of these bugs as they saw them being discovered on d2 forums across the internet. Truth is most people who weren't in denial came to realize the joke realm play D2x had become.

While your average bnetter is fairly ignorant, I've been seeing a lot of people who have been commenting that "maybe cow runs are boring" and others that have felt that their accomplishments have been lessened by the numerous exploits and cheese around now days. One sentiment I've seen across D2 boards and the realms is that they won't play again until 1.10 comes out. And the promise of 1.10 does give what many players desire. It's true many people like the cheese in endless cow runs, but many of them, out of those who I have talked to, would be willing to start over if given the chance. I definitely can't speak for everyone, but I'd be bold enough to say that 1.10 will be welcomed with open arms by most d2 players. Except those with the pile of duped/hacked items. But hey!

No doubt the things learned at the AS and LL have helped speed up the promise, of course. Kudos to you all! You have been directly responsible for the making of 1.10, whether it be for bug reports, analysis studies, or incessant complaining. :)


1.1 readme now on AS - Ravage - 07-18-2003

Quote:A new chat command ‘/nopickup’ toggles on/off the ability to automatically pick up items lying on the ground. When off, one must hold down the Alt key to pick up items

This will save many lives. I hate trying to run away and accidently clicking on somehting instead of clicking on a blank area. all of a sudden I am stopped, I hear my poor little Sorc say "I cant carry any more" and the flayers surround me. End of line.

woo hoo I say.


1.1 readme now on AS - Archon_Wing - 07-18-2003

That's very nice. I think one of the reasons for doing this besides convience is the "corpse popping" issue where you accidently pick up items while you're trying to revive your corpse. It has led to many nasty incidents which often involves malicous bastards swooping around like vultures looking for a fresh victim.


1.1 readme now on AS - Dagni - 07-19-2003

Quote:Dagni your formula will yield much too high a value if you bother to try out some sample numbers
Duh! Sorry, I was thinking of "str*StrBonus" as a percentage, and thus needing to be divided by 100, but I wasn't thinking of EACH of them being used as a percentage, and thus each seperately needing a divide by 100. When doing it in my head I just used 1.2 as StrBonus. ;) Oops.

Quote:min damage=((str/4)+(dex/4))skill_effect_modifiers + (boot_mindamage*(100+str)*StrBonus/100)/100
So skill bonuses only apply to the same base damage as it would in 1.09? (Although, in 1.09 it was (str+dex-20)/4)

Hmm. Looking just at the second part:

(boot_mindamage*(100+str)*StrBonus/100)/100

I'd say that ought to be:

(boot_mindamage*(100+str*StrBonus/100))/100

Because, given that StrBonus = 120, if you multiply out that "(100+str)" in the earlier equation, you get:

(boot_mindamage*(120+str*StrBonus/100))/100

So that means that the character gets +20% to the boot's damage for free.

- Dagni


1.1 readme now on AS - Ruvanal - 07-19-2003

Dagni, I think we are both messing up a lot with this. Sigh....I know my problem, 5 hours sleep out of the last 48.

Quote:So skill bonuses only apply to the same base damage as it would in 1.09? (Although, in 1.09 it was (str+dex-20)/4)

You are correct on the base naked foot damage. I was going on faulty memory on something that I do not mess with very often. I carefully stepped through looking at all parts of the calculation again with corrected base damage and here should be the correct damage calculation. Note how the skill factor is put in.

MinDamage=(str+dex-20)/4)*(100+skill_bonus)/100 + BootMinDam*(100+str*StrBonus/100+skill_bonus)/100

MaxDamage=(str+dex-20)/3)*(100+skill_bonus)/100 + BootMaxDam*(100+str*StrBonus/100+skill_bonus)/100


1.1 readme now on AS - Wrathraven - 07-19-2003

As much as it's good to finally have a list of what's changed, I really, REALLY hope this is not a sign that they think 1.10 is ready to go. Unless they've done some MAJOR fixing/tweaking in the time the beta has been on, this patch is nowhere near ready to be released. Kinda makes me wonder what they've been doing all this time :/


1.1 readme now on AS - whyBish - 07-19-2003

Right I've got a spreadsheet together and a (legit) char ready to compare the calcs with the Char screen


1.1 readme now on AS - whyBish - 07-19-2003

Yup, formula works (off by two min & max in my calcs, due to not truncating). This is very useful info, thanks!


1.1 readme now on AS - Brista - 07-19-2003

Ruvanal,Jul 19 2003, 02:56 AM Wrote:MinDamage=(str+dex-20)/4)*(100+skill_bonus)/100 + BootMinDam*(100+str*StrBonus/100+skill_bonus)/100

MaxDamage=(str+dex-20)/3)*(100+skill_bonus)/100 + BootMaxDam*(100+str*StrBonus/100+skill_bonus)/100
OK, I'll try plugging some numbers in. Hopefully you both will have got some rest :)

Assassin: 250 Strength, 80 Dex, skill level 20 Dragon Flight (575%), myrmidon greaves

MinDamage=(str+dex-20)/4)*(100+skill_bonus)/100 + BootMinDam*(100+str*StrBonus/100+skill_bonus)/100

=(250+80-20)/4)*(100+575)/100 + 83*(100+250*120/100+575/100

=77*6 + 83*9

=462 + 747

=1209


MaxDamage=(str+dex-20)/3)*(100+skill_bonus)/100 + BootMaxDam*(100+str*StrBonus/100+skill_bonus)/100

=(250+80-20)/3)*(100+575)/100 + 149* 100+250*120/100+575)/100

=103*6 + 149*9

=618 + 1341

=1959

That's quite a lot

Now let's add in dual Bartuc's, +2 skills elsewhere and give her 3 charges of skill level 20 natural Tiger Strike. The claws add 40 Strength and 40 Dex, +4 assassin skills and +2 martial arts


MinDamage=(str+dex-20)/4)*(100+skill_bonus)/100 + BootMinDam*(100+str*StrBonus/100+skill_bonus)/100

=(290+120-20)/4)*(100+775+2400)/100 + 83*(100+250*120/100+775+2400)/100

=97*32 + 83*35

=3104 + 2905

=6009

MaxDamage=(str+dex-20)/3)*(100+skill_bonus)/100 + BootMaxDam*(100+str*StrBonus/100+skill_bonus)/100

=(290+120-20)/3)*(100+775+2400)/100 + 149* (100+290*120/100+775+2400)/100

=130*32 + 149*35

=4160 + 5215

=9375

So, 6009-9375 kick damage

Now that's kicking!

Edit: fixed one mistake already :unsure:
Edit2: Fractions now truncated, thanks Ruvunal! I didn't truncate the StrBonus/100 - I'm guessing that should not be truncated. Otherwise 120 Strength is the same as 100 Strength


1.1 readme now on AS - Ruvanal - 07-19-2003

Brista, you need to truncate the fraction off at every division step. That is why I noted earlier that this needs to be done using integer calculations.

edit:
whyBish: Thanks for doing some confirmation checks.