Bio Engineer Archive
Thread: Effective HAM Calculator
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WolfGuy
Thu Jan 22, 2004 11:29 am
#1
I saw a link to one once, and now I cannot find it.
Could someone please repost it?
Thanks!
Could someone please repost it?
Thanks!
HyeStringer
Fri Jan 23, 2004 3:41 pm
#2
Pretty sure you multiply Hardiness, Dex and Intellect by 18 each for Health, Action, Mind
500=9000 or so.
Check for posts by Sumorex or Wire3k in an advanced search.
WolfGuy
Mon Jan 26, 2004 12:45 am
#4
Sorry, I was looking for a calculator that would figure out how much damage a creature with a certain HAM, armour and resists could absorb. I know there is a formula, but I can't seem to put my finger on it.
XyberViri
Mon Jan 26, 2004 3:40 am
#5
#!/usr/bin/perl
sub eff_ham{
my ($stat,$armor,$resistance)=@_;
if(($armor==0)&&($resistance==0)){
return $stat;
}
if($resistance==100){
return "invincible";
}
my ($stat,$armor,$resistance)=@_;
if(($armor==0)&&($resistance==0)){
return $stat;
}
if($resistance==100){
return "invincible";
}
my ($dmg_model,$dmg_prevention,$effective_ham);
if($armor){$dmg_model=50;}
else{$dmg_model=100;}
if($resistance>=1){$resistance=($resistance/100);}
$dmg_prevention=$dmg_model*$resistance;
if($armor){
$effective_ham=$stat*(100/(100-($dmg_prevention+$dmg_model)));
} else {
$effective_ham=$stat*(100/(100-$dmg_prevention));
}
return $effective_ham;
}
if($armor){$dmg_model=50;}
else{$dmg_model=100;}
if($resistance>=1){$resistance=($resistance/100);}
$dmg_prevention=$dmg_model*$resistance;
if($armor){
$effective_ham=$stat*(100/(100-($dmg_prevention+$dmg_model)));
} else {
$effective_ham=$stat*(100/(100-$dmg_prevention));
}
return $effective_ham;
}
does not take into account for vunerabilities in which case eff ham is = to HAM*0.5
XyberViri
Mon Jan 26, 2004 3:42 am
#6
edit: does not account for vunerabilities in which case HAM is = to HAM reguardless of Armor.
sigh, i wish there was a edit button.
Niqmo
Mon Jan 26, 2004 5:50 am
#7
But what does all that mean?
P.S. Hey wolf ive actually seen you ingame which is a shock as I've never seen someone from forums in-game.
XyberViri
Mon Jan 26, 2004 6:04 am
#8
If armor exists use this formula:
HAM*(100/(100-((50*(Resistance/100))+50)))=Effective ham
if armor does not exists use this formula"
HAM*(100/(100-(100*(Resistance/100))))=Effective ham
XyberViri
Mon Jan 26, 2004 6:10 am
#9
For those that need this in a more indept explaination we use the dmg model;
you deal 100 points of dmg to a creature with Armor 1 and Kinetic Eff of 50%
armor one reduces dmg by 50% if you are going against a AP0 IE non armor piercing weapon so
100*0.5 = 50 dmg
now Kinetic effectiveness says that the dmg is further reduced 50% which drops dmg down to 25 points of dmg since
50* 50%(which is 0.5 or 50/100) ='s 25
so for every 100 points of dmg we take 25, so 100/25 ='s 4
now we take our Original Ham and multiple it by 4 since we are effectivly quarting the dmg. 10,000 ham becomes 40,000
if we had the max 60% kinetic protection it would require a addtional 10,000 points of dmg to take this bad boy down.
WolfGuy
Mon Jan 26, 2004 10:23 am
#10
Using this formula I have some quick numbers for ya
AR1 +60% resistance = HAM x 5
AR1 +50% resistance = HAM x 4
AR1 +40% resistance = HAM x 3.33
AR1 +30% resistance = HAM x 2.857
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