bionic_radical wrote:thanks bro,
this is the formula im talking about
Weapon Damage
% Damage = RANDOM[minD~maxD] x [1+(Str x 0.1)] x [1.5-(End x 0.1)] x [Armor]
where one of the multipliers has END in the equation, I wasn't sure if that would be the attackers END or the defenders END. Im guessing its the opponents, because putting points into END shouldn't penalize you. And how would you determine a value to ARMOR? too many questions!!!
I've played around with the formula too and I believe it is incomplete or incorrect. For example if we look at the formula as a +/- set of variables (keep in mind these numbers are made up)
Battle Blade: 1min or 10max
Str: 10
Enemy Endurance 2
Enemy Armor 2
Armor rating: Iron (min:0 Max:1)
We would have something like this:
%damage = (Random of 9): so lets say you get a 5
We end up with a solution like this:
%damage = 5 X [1+(10*.1)] X [1.5-(2 X 0.1)] X [2]
To simplify this down:
%damage = 5 X [2] x [1.3] x [2] or 26%
However this does not make sense because armor should reduce damage not enhance it. Since armor is suppose to reduce weapon/melee damage. The formula also doesn't calculate the different types of armor. For example Iron is great but the same level of iron armor does not reduce the damage like Duranium. This is further enhanced if we go to an extreme for some of the numbers
Enemy Endurance 10
Enemy Armor 10 (10 str)
Again plugging it in and simplifying the solution we come out with
%damage = 5 X [2] X [1.3] X [10] or 130%
Now I have played with an alteration of this formula and came out with a similar one that does not quiet work ... yet