~New Math Formulas for Various Objects~

2 replies [Last post]
Offline
Last seen: 11 weeks 3 days ago
Joined: 06/24/2009:06

Armor Degradation:
Chance of breakage per hit as a percentile
Starting percentile: 0% chance each hit.
For every 150 hits the armor receives, increase chance of
breaking percent by 2%. If the player gets past 10%, increase exponentially. Percentage transfers with armor through trades.
----------------------------------
Skill leveling up:
x = chance of leveling up

x = .4%

For every monster killed, increase x by .1%. Possible adding in different values for different monsters.

x = x +(MonstersKilled * .4)
----------------------------------

Remove the retarded percentages for damage. Make them hard number based.

I did the math for these today, and the rates balance out, they are just a little more predictable and like-able.

That is all.
-Luke

Arual's picture
Offline
Last seen: 1 year 14 weeks ago
Joined: 11/21/2008:44
That's way better than random

That's way better than random breakage. I wish there was a way to take the chance of breaking back to 0 before it breaks though Sad

Offline
Last seen: 11 weeks 3 days ago
Joined: 06/24/2009:06
Quote:That's way better than

Quote:
That's way better than random breakage. I wish there was a way to take the chance of breaking back to 0 before it breaks though Sad

Lo and behold, there was blacksmithing. :3