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Littledawg [100]
2012-09-22 16:27:10
[12 years, 63 days ago]

How much does "freaking" damage your weapons and armors durabilities? And how often does it lower the durability? Like is it every battle? Every time you get hit? Or what?

I have no idea. Does anyone know?


 
Trio [259]
2012-09-22 16:30:23
[12 years, 63 days ago]

10% is the highest chance of equipment damage. I'm not sure how much durability/condition is taken when it is damaged though.


 
neps [369]
<123>
2012-09-22 17:51:12
[12 years, 63 days ago]
  1. It is always 1.

 
Littledawg [100]
2012-09-22 21:55:55
[12 years, 63 days ago]

So even if you don't have the required stats for an item, your saying that it would take a really long time for the durability of the gear to drop to zero?


 
neps [369]
<123>
2012-09-22 21:59:15
[12 years, 63 days ago]

Not a "very long time," but it's still well in the realm of being practical.


 
neps [369]
<123>
2012-09-22 22:00:02
[12 years, 63 days ago]

Also depends on how much dura the item has to begin with. Some items have 6000, some items have 10.


 
Littledawg [100]
2012-09-22 22:09:58
[12 years, 63 days ago]

Lets say that all the gear has about 1000 durability. According to Trio, if the gear is damaged at most 10 percent of the time, that is about 10,000 battles. And that's if the same equipment got damaged every time or if you even got hit in the battle. So you could get a lot more battles in. Right?

Weapons are another story though. But most have much more durability.


 
neps [369]
<123>
2012-09-22 22:26:36
[12 years, 63 days ago]

I think you misunderstood. 10% chance every "hit," not every battle. Theoretically you could lose hundreds of durability points in one battle. Every time you get hit, every piece of armor you have has a chance to take damage. Every time your bot takes a swing, your weapon has a chance to take damage.


 
Littledawg [100]
2012-09-22 23:42:47
[12 years, 63 days ago]

I might have misunderstood then. That's why I want to talk it out. Is it the same percentage for durability loss whether you have the stats for the items or not?


 
neps [369]
<123>
2012-09-23 00:00:58
[12 years, 63 days ago]

No. The more stat points you lack, the greater the chance of item damage. Having extra stat points also decreases the chance of the item taking damage.


 
ForThePeople [120]
2012-09-23 05:24:39
[12 years, 63 days ago]

Interesting


 
SaiyanZ [130]
2012-09-23 06:50:53
[12 years, 63 days ago]

The maximum chance of taking damage is 25%. Think the formula is as follows for armours if you're freaking:

10%+(missing points in strength)*(0.25%)

up to a maximum of 25%


 
Trio [260]
2012-09-23 12:10:27
[12 years, 62 days ago]

Saiyan, when did it change from 10 to 25%? I've always known it to be max of 10 and never heard anything different even in previous discussions about this. So, unless it changed this is the table of damage chance.

Dmg % Chance / Pts Above Req

10 / 0

9.091 / 1

8.333 / 2

7.692 / 3

7.143 / 4

6.667 / 5

6.25 / 6

5.882 / 7

5.556 / 8

5.263 / 9

5 / 10

4.762 / 11

4.545 / 12

4.348 / 13

4.167 / 14

4 / 15

3.846 / 16

3.704 / 17

3.571 / 18

3.448 / 19

3.333 / 20

3.226 / 21

3.125 / 22

3.030 / 23

2.941 / 24

2.857 / 25

2.778 / 26

2.703 / 27

2.632 / 28

2.564 / 29

2.5 / 30


 
SaiyanZ [130]
2012-09-23 12:44:45
[12 years, 62 days ago]

Found the thread: http://bots4.net/forum/4/1047

See ender's post somewhere in the middle.


 
User Name [228]
2012-09-23 13:37:55
[12 years, 62 days ago]

Thanks for the feedback in this thread. This is what I ended up using:

public static function getDamageProbability($item, $str, $dex) { if ($item->getReqDex() === null || $item->getReqStr() >= $item->getReqDex()) { $difference = $str - $item->getReqStr(); } else if ($item->getReqStr() === null || $item->getReqDex() > $item->getReqStr()) { $difference = $dex - $item->getReqDex(); }

if ($difference > 0) {
    return min(0.25, max(0.025, 1 / (10 + $difference)));
} else {
    return min(0.25, max(0.025, 0.1 + $difference * -0.0025));
}

} In short:

Damage probability can range from 2.5% to 25%. Old formula is used if you meet the stats req. New formula is used if you don't meet the stats req. Shields take damage according to dex. Weapons take damage according whichever is higher of the str and dex req.


 
Gpof2 [130]
2012-09-23 23:10:17
[12 years, 62 days ago]

@Trio, that's for points above the requirement. We're talking about negative integers here.


 
Trio [260]
2012-09-24 18:23:03
[12 years, 61 days ago]

Ah I see now. I thought it just cut off and didn't sink any lower in the negatives. How does the formula work going negative? Because simply replacing the positives with negatives is not going to do it.


 
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