Talk:Spells: Difference between revisions
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m Slight formatting change, and a slight oversight in my little pseudo-code |
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* i meant details, if a enemy attack is not over my hp, then how is it been calculated, (mob hit - 1/4*my-hp)/x = final sp damage taken, what the would the x be? --[[User:Ewq23|Ewq23]] ([[User talk:Ewq23|talk]]) 01:49, 28 January 2013 (UTC) | * i meant details, if a enemy attack is not over my hp, then how is it been calculated, (mob hit - 1/4*my-hp)/x = final sp damage taken, what the would the x be? --[[User:Ewq23|Ewq23]] ([[User talk:Ewq23|talk]]) 01:49, 28 January 2013 (UTC) | ||
Since we're dealing with a percent, the bottom is the largest value possible, which in this case is 100% health, minus the 25% health minimum. | Since we're dealing with a percent, the bottom is the largest value possible, which in this case is 100% health, minus the 25% health minimum. | ||
Long story short, x= 3/4 * base_HP. | Long story short, x= 3/4 * base_HP. | ||
--[[User:Destructorspace|Destructorspace]] ([[User talk:Destructorspace|talk]]) 04:00, 28 January 2013 (UTC) | --[[User:Destructorspace|Destructorspace]] ([[User talk:Destructorspace|talk]]) 04:00, 28 January 2013 (UTC) | ||
if (hit >= .25*base_HP) //Only take SP damage if it would do more than 25% of base health | |||
:if (hit >= base_HP) //Only do damage calculation if it doesn't get capped at 100% health anyway | |||
::SP_damage = Absorption_Percentage * base_SP | |||
:else | |||
::SP_damage = (Absorption_Percentage * base_SP) * (hit - .25*base_HP) / (.75*base_HP ) | |||
Revision as of 04:04, 28 January 2013
“with the remainder absorbed as damage to your spirit. ” how is the spirit damage amount be calculated? percentage of my base sp? do we have some formulas? --Ewq23 (talk) 15:23, 27 January 2013 (UTC)
"The amount of Spirit damage depends on the power of the blow that was absorbed, and is 40% of base spirit (reducible to 20% at max AP) for blows that would otherwise take off 100% or more health, linearly reducing to 0% of base spirit at exactly 25% damage." Works exactly as it's stated. Varst (talk) 15:39, 27 January 2013 (UTC)
- i meant details, if a enemy attack is not over my hp, then how is it been calculated, (mob hit - 1/4*my-hp)/x = final sp damage taken, what the would the x be? --Ewq23 (talk) 01:49, 28 January 2013 (UTC)
Since we're dealing with a percent, the bottom is the largest value possible, which in this case is 100% health, minus the 25% health minimum. Long story short, x= 3/4 * base_HP. --Destructorspace (talk) 04:00, 28 January 2013 (UTC)
if (hit >= .25*base_HP) //Only take SP damage if it would do more than 25% of base health
- if (hit >= base_HP) //Only do damage calculation if it doesn't get capped at 100% health anyway
- SP_damage = Absorption_Percentage * base_SP
- else
- SP_damage = (Absorption_Percentage * base_SP) * (hit - .25*base_HP) / (.75*base_HP )
This will need additions from someone with a higher rank than mine. --3d0xp0xy 05:45, 23 April 2009 (UTC)
I added descriptions of the ones I have Nick321
May as well add status effects here. --Sayo
It's much better now. --3d0xp0xy 20:26, 20 July 2009 (UTC)
Added Tier 11 Spells. Don't think there is anymore for a while. On another note, for Spark of Life, if the first mob kills you and triggers it, the mobs still in the process of taking their turns can still kill you. --Sonic 12:35, 21 July 2009 (UTC)
This needs to be updated for 0.3.2. --3d0xp0xy 08:24, 24 August 2009 (UTC)
Page is up to date as of 0.4.4. --Coredumperror 19:06, 1 January 2010 (UTC)
- I plan to add the base costs of all the spells up to tier 11 once I hit lvl 100.
I've added info on spell durations, but I don't have all of them, so someone else will have to fill in the gaps.--Sayo 00:11, 15 May 2010 (UTC)