Re: Stats and their effects
Posted: Thu Oct 20, 2011 10:14 am
Absolute Zero wrote:If five is the baseline stat for the game, it could be that it's either being treated as zero or there is an error in the coding that's not treating the negatives right.
Or it could just be that the RNG hates five courage.
Quiet the opposite. Zero is not even zero. Zero is actually 1% to 10%. However, and I can't prove this or not, but I believe it works like this.
The list is compiled and each player is assigned a number based off of calculations on stats (speed/courage/level). One of several RNG are fired off and your player is chosen. Another RNG is fired off and your opponent is chosen. If you know anything about Random Numbers and Seeds of Random numbers in the generation then there are dead spots in the generated random numbers and there are hot spots or numbers that appear more frequently. If the seed is not refreshed or you can sometimes get the same RNG multiple times depending upon the language you code in or code you have written to use the RNG for that system.
I know, I know, too much detail. But the reason I explained this is because if we looked at each point into a stat was 10% (10 being 100% and 11 being 110%) we would see that the see values between 50 and 59 were the dead spot. This is not to say that they wouldn't occur, but they would occur less frequently than say the 40-49 range or the more favorable 60-69 range.