Bio Engineer Archive
Thread: the to hit value
Page 1 of 1
Blueblooded
Sun May 15, 2005 5:05 am
#1
theres been some really good statistical analysis of the damage done by pets on the CH forum
this is the post - by OfficerDibble - and great work it is to!
"I've been looking at the damage that the pets do in combat (before any armour/resists) and trying to work out how it relates to the the stats they show in the datapad, so I took some of my pets for a walk and noted how much in total they hit for, along with their stats.
One of the things I noticed that the damage was always within the min/max range but it wasnt the average, and that it seemed to scale up with level and/or the to hit value. So I calculated the percentage of the min/max range i.e (damage-min)/(max-min) that they hit for and compared it to their stats....
(this probably won't format very well)
Creature level damage Min Max To hit %max-min
-------------------------------------------------------------------------------
wasteland cu-pa 20 176 50 250 67 0.63
thune grassland guardian 48 254 70 330 104 0.71
rancor 50 272 80 350 107 0.71
gurreck 50 265 80 340 107 0.71
mantigrue screecher 55 285 80 350 131 0.76
prowling gurreck 56 296 90 360 133 0.76
arachne webmaster 62 313 90 370 151 0.80
bull rancor 65 326 90 380 157 0.81
Plotting a graph of this % max-min vs level, there was no correlation, the line was jumping up and down all over the place, but plotting % max-min vs 'to hit' there was a near perfect linear correlation, the formula for which was:
%max-min = (to hit + 250)/500
working backwards to find the damage formula:
Damage = (to hit/500)*(max-min) + (max+min)/2
(this seems to be accurate to within +/- 2 points of damage)
What does it mean? it translates to: pet damage = average damage + bonus damage from 'to hit' . The minimum damage your pet will do with 0 'to hit' is the average of its min and max damage. With a 'to hit' value of 125 it would add a further 25% of its damage range. Theoretically a 'to hit' of 250 would add 50% of its damage range, in other words it would hit for max damage every time.
You dont get a lot of choice of 'to hit' and min/max with wild pets, but for BE pets it could make all the difference. Can anyone check this over or verify that it works with other pets? Remember that this damage is the total damage the pet does *before* armour i.e. the last number shown in the full verbose combat spam.
Can anyone check this over or verify that it works with other pets? Remember that this damage is the total damage the pet does *before* armour i.e. the last number shown in the full verbose combat spam."
very very interesting. Basically all Biopets with 0.0 to hit will do their average damage. This ties in pretty neatly with my observations.
-let me restate this isnt my work - credit should go to this guy
this is the post - by OfficerDibble - and great work it is to!
"I've been looking at the damage that the pets do in combat (before any armour/resists) and trying to work out how it relates to the the stats they show in the datapad, so I took some of my pets for a walk and noted how much in total they hit for, along with their stats.
One of the things I noticed that the damage was always within the min/max range but it wasnt the average, and that it seemed to scale up with level and/or the to hit value. So I calculated the percentage of the min/max range i.e (damage-min)/(max-min) that they hit for and compared it to their stats....
(this probably won't format very well)
Creature level damage Min Max To hit %max-min
-------------------------------------------------------------------------------
wasteland cu-pa 20 176 50 250 67 0.63
thune grassland guardian 48 254 70 330 104 0.71
rancor 50 272 80 350 107 0.71
gurreck 50 265 80 340 107 0.71
mantigrue screecher 55 285 80 350 131 0.76
prowling gurreck 56 296 90 360 133 0.76
arachne webmaster 62 313 90 370 151 0.80
bull rancor 65 326 90 380 157 0.81
Plotting a graph of this % max-min vs level, there was no correlation, the line was jumping up and down all over the place, but plotting % max-min vs 'to hit' there was a near perfect linear correlation, the formula for which was:
%max-min = (to hit + 250)/500
working backwards to find the damage formula:
Damage = (to hit/500)*(max-min) + (max+min)/2
(this seems to be accurate to within +/- 2 points of damage)
What does it mean? it translates to: pet damage = average damage + bonus damage from 'to hit' . The minimum damage your pet will do with 0 'to hit' is the average of its min and max damage. With a 'to hit' value of 125 it would add a further 25% of its damage range. Theoretically a 'to hit' of 250 would add 50% of its damage range, in other words it would hit for max damage every time.
You dont get a lot of choice of 'to hit' and min/max with wild pets, but for BE pets it could make all the difference. Can anyone check this over or verify that it works with other pets? Remember that this damage is the total damage the pet does *before* armour i.e. the last number shown in the full verbose combat spam.
Can anyone check this over or verify that it works with other pets? Remember that this damage is the total damage the pet does *before* armour i.e. the last number shown in the full verbose combat spam."
very very interesting. Basically all Biopets with 0.0 to hit will do their average damage. This ties in pretty neatly with my observations.
-let me restate this isnt my work - credit should go to this guy
I8TheWorm
Mon May 16, 2005 3:38 am
#2
Kudos to OfficerDibble for the work, and you for posting it here
Magincia
Mon May 16, 2005 6:02 am
#3
Very interesting and does answer many questions.. to bad at the moment most of the BE critters have to hit of 0. But this could be the high selling point for the creatures in the new system... once the new system is fixed.
Page 1 of 1