Artisan Archive

Thread: Damage powerups working as intended or bugged?

JohnAdams
Sun May 29, 2005 9:04 am
#1

I saw an earlier post about damage powerups. Since I had a little time, I decided to test it out. Damage powerups give you a percentage boost based on the minimum damage, not the maximum. This is not how it worked previously. So is this working as intended or is it a bug?



CrazyBob - grumpy old weaponsmith
Check your global south of Dearic on Bria
JohnAdams
Tue May 31, 2005 1:20 pm
#2

Anyone have an answer for this or are we just content with the outcome?



CrazyBob - grumpy old weaponsmith
Check your global south of Dearic on Bria
Mogdath
Wed Jun 01, 2005 4:16 am
#3

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.



Cygnusaa
Wed Jun 01, 2005 6:40 am
#4

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







Cygnusaa Ar'Kogni d

Imperial Colonel N Pistoleer - Smuggler N New Suntir Defender

Sunrunner Clone Data 7/3/03
Mogdath
Thu Jun 02, 2005 1:35 am
#5

Here are some numbers and a comparison on 2 different ways to calculate damage added from powerups.
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


If the pup would increase the avg dmg by 10% it would be like this:
Weapon without pup:
min: 100
max: 200
avg: 150 ((100+200)/2)


extra dmg by pup 15 (150x0,1)

min: 115
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 %

and not

Damage modifier = min damage *powerup damage %


Note: If the powerup damage % is added to both min and max dmg you will see the same result as above, I see now that I did it overly complicated


Cygnusaa
Thu Jun 02, 2005 2:59 pm
#6

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.







Cygnusaa Ar'Kogni d

Imperial Colonel N Pistoleer - Smuggler N New Suntir Defender

Sunrunner Clone Data 7/3/03
Cygnusaa
Thu Jun 02, 2005 3:02 pm
#7

btw


naturally id prefer to see the better of the two in-game







Cygnusaa Ar'Kogni d

Imperial Colonel N Pistoleer - Smuggler N New Suntir Defender

Sunrunner Clone Data 7/3/03
Mogdath
Fri Jun 03, 2005 12:20 pm
#8

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
Cygnusaa
Sat Jun 04, 2005 12:21 am
#9






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?







Cygnusaa Ar'Kogni d

Imperial Colonel N Pistoleer - Smuggler N New Suntir Defender

Sunrunner Clone Data 7/3/03
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