crap
Reservist
No, LP will dominate the same as before, the new formula is nonsense...with this and other examples, you can see that life will still be relevant in battles
No, LP will dominate the same as before, the new formula is nonsense...with this and other examples, you can see that life will still be relevant in battles
Duellers only can shoot double effective crits, if you have got low stamina/hiding.what about adjusting the new formula to make double the damage? even for duellers' crits. That will make hp go down faster.
2nd fight: 25 hits, 19 missed and 9k dmg.Class: Adventurer
341 stamina
400 leadership
38 aiming
35 dodging
yes, build for attack. => 24 hits and 5 missed => 8760 dmg, 1st from attackers. i had nice shots, only 300+ and few 400+, with Chinga's gun.
And 29 dodged with 3340 hp
is not a big difference, but "+" for changes.
...you get a bigger malus for the having more HP. Even worse with PA activated; I haven't made exact calculations, but I guess doubling the leadership bonus with an exponent of .5 won't make up for the disadvantage of doubling the HP.How exactly would it [soldier class/premium] be a handicap?
If u have as soldier no skill points in health and no from clothes, then u have same hp as other charakter without skill points in health......why still use maxHP instead of skill points? Shouldn't soldier class have an advantage of its (premium) bonus instead of an disadvantage...?
@Leones - what use is it if the soldier can distribute more points on other skills, when the effect of those gets reduced again by his HP bonus?
There are other ways and this one is realy awful. Nearly anything that punishes large HP leads to balance. Such as critical hits - at avarage dueler without premium ads 1% of target's HP more damage with each hit. Low effectivness is the problem (just 1-2% and only 1/4 of players). If they combine more such features, it may (must!) work.The only thing that's gonna really work is to create a base HP according to your level and apply additional HP at a diminishing algorithm the way the other fort battle skills are now. This max HP variance would only apply during fort battles and your real world health loss would be a percentage equivalent at the end of the fort battle. If you lost 60% of your health in the fort battle, you would lose 60% of your real world health.
Can you show us how attack/defense skills really affect chance to hit? It is hard to try to guess the optimal skill distribution when we dont's know how the skills work: +30 points in HP adds me +300 LP which help me survive one additional hit. But what I get when I get +30 dodging?The technical intricacies aren't 100% perfect, but I believe the analogy is correct.
You can see the exact fomula on the wiki: click here. Remember though, exponents on beta are now 0.5, 0.4 and 0.6 respectively, not as stated there.Can you show us how attack/defense skills really affect chance to hit? It is hard to try to guess the optimal skill distribution when we dont's know how the skills work: +30 points in HP adds me +300 LP which help me survive one additional hit. But what I get when I get +30 dodging?
you'll die on the furst roundIf u have as soldier no skill points in health and no from clothes, then u have same hp as other charakter without skill points in health...
I think Old Cadger wanted to know what actually happens with those added up bonus numbers, right?You can see the exact fomula on the wiki:...
Yes, and if you don't attend fort battles, you'll get no damage from them at all! Interesting, isn't it? Please use serious examplesIf u have as soldier no skill points in health and no from clothes, then u have same hp as other charakter without skill points in health...
Yes, this is the one that I tould like to know. IF it works this way than the chance to hit should be:I think Old Cadger wanted to know what actually happens with those added up bonus numbers, right?
(As far as I know, this would be:
- get a random number RS between 0 and your shooting bonus
- get a random number RD between 0 and your opponent's dodging bonus
- if RS is greater than RD, you'll hit your opponent; otherwise you'll miss
correct me if I'm wrong ^^ )
So, a (huge) part is still based on luck?(As far as I know, this would be:
- get a random number RS between 0 and your shooting bonus
- get a random number RD between 0 and your opponent's dodging bonus
- if RS is greater than RD, you'll hit your opponent; otherwise you'll miss
correct me if I'm wrong ^^ )
Without accounting for a limit of decimal places, I think these would be correct.if a>d then the chance to hit is (a-d/2)/a.
Otherwise the chance to hit is a/2d.
Are those formulas correct or not?
1330 HP with 800 hiding:I believe resistance shall be buffed soon. The new formula would look like this:
(300 / MaxHP) * (Stamina OR Hiding)