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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]] 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.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: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.Quote: Fixed a bug in damage calculation for weapons which computed +min/+max damage prior to +damage%What does it mean? - 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. 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)/100Huh. 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: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.Ruvanal,Jul 18 2003, 02:31 PM Wrote:min damage=((str/4)+(dex/4)) + (boot_mindamage*str*StrBonus/100)/100Huh. First off, that looks like to many '/100's. So probably you meant(?): 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 Heavenâs 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 lockâ 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 âShiftâ 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 â/nopickupâ 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 numbersDuh! 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)/100So 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)/100OK, 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. |