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Sunstorm wrote:Meddlesome fools, if war is what you desire, so let it be upon your own heads.
Elcor wrote:Thanks, Glyph
It's always good to know when you're right...Caelus wrote:In which case you will have established the minimum (base) damage for a light weapon to be 1%. You won't have established anything about the maximum damage - you'll need to change the situation. See the rest of my previous post for details.
So? You were asking what the damage range for the weapon was. In that case the minimum is 1%. We don't need to know if the minimum is actually .000000017% or .99%. That knowledge has no practical application.
I think I see the conflict here. You only want to know what the damage range is in a constrained situation and subject only to the RNG variable. I want to know the overall damage range of the weapon.
Yes.
I want to know a numerical value(s) that can be attached to each weapon, and I want them against non-armored, zero-end targets. That'd give me a part of the game mechanics.
After all, it's not very different from the game I work on in my company- there's weapon with lowest and highest possible damage, then there's character's Strength that modifies the damage and, last, there's enemy Armour and enemy Constitution that decrease the result.
First, we've got to know the margin of weapon damage.
Next, we can ask how Strength modify it.
After that, we can talk about End and armours...
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