What does Incredible means compared to Light?

Had anybody figured the numbers behind words of weapon stats? How much is incredible compared to light? 6 times? 32 times?
Who knows?
Who knows?
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Black Guardian wrote:Tammuz will undoubtedly know all the details...
Goribus wrote:Black Guardian wrote:Tammuz will undoubtedly know all the details...
And tell Tifereth he's completely wrong. I could do it here and now but I won't take Tammuz' joy from him.
Tifereth wrote:Goribus wrote:Black Guardian wrote:Tammuz will undoubtedly know all the details...
And tell Tifereth he's completely wrong. I could do it here and now but I won't take Tammuz' joy from him.
hahahaha![]()
he says it with all his heart
Burn wrote:Tifereth wrote:Goribus wrote:Black Guardian wrote:Tammuz will undoubtedly know all the details...
And tell Tifereth he's completely wrong. I could do it here and now but I won't take Tammuz' joy from him.
hahahaha![]()
he says it with all his heart
WRONG!
Tammuz has no heart.
Burn wrote:...WRONG!
Tammuz has no heart.
Tifereth wrote:Burn wrote:...WRONG!
Tammuz has no heart.
how u know?![]()
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back on topic, sometime ago the collector made a thread about it, looooooong ago
steve2275 wrote:aunt may is light
the hulk is incredible
Tifereth wrote:steve2275 wrote:aunt may is light
the hulk is incredible
lol
Tammuz wrote:I don't know all the details, but to shed what little i remember; for "Damage Quantification" the words just a give range in which the min/max damage brackets fall, so just becuase two weapons bot say "light to moderate damage" does not mean both pump out the same damage, one could have it's minimum damamge point at the bottom of the light damage range, and it's max at the bottom of the moderate damage range, while another weapon could have it's min at the top of the light range and its mac at the top of the moderate range. the second weapon is clearly the better weapon damage wise, but both will have exactly the same damage qualification; light to moderate damage
also the raw damage is affected by the endurance, and armour type & qauntity of the target, and the strength of the attacker, so what you consider to be the null point(how much) strength, endurance, and armour you factor in) will affect what you call raw damage; without qualifying the conditions you can't quantify the raw damage
what glyph considers the null point is not what you think.
Elcor wrote:Tammuz wrote:I don't know all the details, but to shed what little i remember; for "Damage Quantification" the words just a give range in which the min/max damage brackets fall, so just becuase two weapons bot say "light to moderate damage" does not mean both pump out the same damage, one could have it's minimum damamge point at the bottom of the light damage range, and it's max at the bottom of the moderate damage range, while another weapon could have it's min at the top of the light range and its mac at the top of the moderate range. the second weapon is clearly the better weapon damage wise, but both will have exactly the same damage qualification; light to moderate damage
also the raw damage is affected by the endurance, and armour type & qauntity of the target, and the strength of the attacker, so what you consider to be the null point(how much) strength, endurance, and armour you factor in) will affect what you call raw damage; without qualifying the conditions you can't quantify the raw damage
what glyph considers the null point is not what you think.
OK. Let us call "raw damage" of the weapon the damage which a bot with 0 Str and this weapon deals to unarmored TF with 0 End. It can be measured in % of health of the TF being hit.
So, can it be said that "light" damage means, for example, between 1 and 5%, "medium" between 6 and 10% and so forth?
Caelus wrote:There is a flaw in that logic however...
Mainly, the 'raw' or base damage range needs to be a 0Str attacker, versus a 10Str, 10End target, with the best armor possible.
Caelus wrote:Why? Because, AFAIK, no weapon has ever hit an enemy and done 0% damage.
[/thinking out loud]
$dmg = max($dmg, 1);
Elcor wrote:Caelus wrote:There is a flaw in that logic however...
Mainly, the 'raw' or base damage range needs to be a 0Str attacker, versus a 10Str, 10End target, with the best armor possible.
Wrong.
Against such a target we'd never know the margin between "lowest possible value of light" and "highest possible value of light" - they'd both be negligible small.
Elcor wrote:Caelus wrote:Why? Because, AFAIK, no weapon has ever hit an enemy and done 0% damage.
Oh, but that is explainable! The script either adds 1% to the total damage dealt, or - rather more probably - rounds the number up to the whole.
So, even if the actual calculation of raw damage is 0.000017 per cent, it will be rounded up to 1%.
That's sensible and easy to script; and, afaik, easy scripts are the easiest to rewrite and|or balance if need arise.
Elcor wrote: a bot with 0 Str and this weapon deals to unarmored TF with 0 End.
I wrote:a) 0Str Attacker
b) 10End Target w/ 10 tons of the best armor
c) Crappiest possible RNG
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.