Artisan Archive
Thread: Damage powerups working as intended or bugged?
I am at work atm but will try to test this asap and post my findings. If it is based on minimum damage I would say it is not working as intended.
its true
its different than before
they take min dmg and multiply it by the pups % increase then adds it to min dmg as well as max dmg
example:
min dmg 100 max dmg 200
when pupped with a 10% dmg pup becomes :
min dmg 110 max dmg 210 [100*.10=10, added to min and max]
i tested it after reading another post about it on these boards
is it intended? dont know for sure but i bet it is
I believe that they are not working as intended today, I provided some formulas for the devs to incorporate if they read this.
How it works today:
Weapon without pup:
min: 100
max: 200
avg: 150 ((100+200)/2)
Weapon with pup +10% dmg applied (min*0,1):
min: 110
max: 210
avg: 160 ((110+210)/2)
This is an 6,67% increase of the average dmg. (160-150)/150 = 0,066
Weapon without pup:
min: 100
max: 200
avg: 150 ((100+200)/2)
max: 215
avg: 165 ((115+215)/2)
This is an 10% increase of the average dmg. (165-150)/150 = 0,1
The conclusion is that damage modifiers on powerups is not working as intended.
All other modifiers just use one stat to calculate the modified value (speed, SAC, wound, accuracy, elemental) but damage has 2 stats, something that has been overlooked.
The formula to calculate the damage should be:
Damage modifier = ((min dmg + max dmg)/2)*powerup damage %
well
where does it say that pups increase AVERAGE damage?
they just say damage. or have i been ignoring the text in their description since launch as well as post cu and post pub 17?
whether they intended this or not i dont know, but saying its only 6.67% rather than 10% isnt entirely correct unless YOU think they should be based on AVERAGE damage. now if they added like 12 dmg to the min of 100 and the max of 200 rather than 10 while the pup said 10%, then id be baffled.
have you heard anything from devs about this? im curious to know WHAT they intended but i doubt we'll ever know.
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=84245&query.id=156745#M84245
Mogdath wrote:
The thing about me thinking that the modifier should be done by taking the (average damage * powerup %) is the way I think its coded (but thats another matter) and the info I got from the thread I linked to below.
I did note that the modifier could be added to both min and max damage, this is what it should be. Damage is both min and max.
Until we get an official answer we can only guess if it is intended or not. (Where is the manual?)
Here is a great discussion over at the WS forums about weapons and damage (discussion started with elemental damage but some good general info there):
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=84245&query.id=156745#M84245
true that
ill read that link after work...thanks
incidentally,how do you determine retail cost now that they come with more than 100 uses.
also, i suspect that they increased usage in an attempt to address many questions that have been raised as to why only 10 per crate. our argument was that it would save database space if they made them hold 25 (or more).
iwonder if this change was related. pretty elegant solution the more i think about it....they improved their functionality a little and created the possibility of less items in database.
what do you think?