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		| Cryoma Member of the Year
 
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				|  Posted: Sun Sep 06, 2009 12:33 pm    Post subject: Damage calculator. |   |  
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				| It's a pretty fun equation, you can edit the hero's level then roll the dice. It's a 6 sided irrational die, meaning it can land anywhere between 1 and 6, with infinite possibilities.
 (2.66862, 4.523633, etc.)
 
 
 
 
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		| hcavolsdsadgadsg I'm a spammer
 
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				|  Posted: Sun Sep 06, 2009 8:45 pm    Post subject: |   |  
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				| apparently 1000x4.70 x butt is not a number... news to me. |  | 
	
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		| Cryoma Member of the Year
 
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				|  Posted: Mon Sep 07, 2009 2:40 pm    Post subject: |   |  
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				| NaN can be considered a backfire. |  | 
	
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		| False Prophet Expert Cheater
 
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				|  Posted: Thu Oct 15, 2009 2:39 am    Post subject: |   |  
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				| Easier approach would be something like: 
 
  	  | Code: |  	  | cLvl = 10; // Character level cStr = 5; // Characters Strength
 Dice = 5+(Random(5*5)); // Some random dice calculation I made
 cDmg = cLvl*(Dice/cStr); // Even more random damage calculation I made
 
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 But that's kind of simple
  . And will probably make no sense after I have had some rest. |  | 
	
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		| Cryoma Member of the Year
 
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				|  Posted: Thu Oct 15, 2009 10:47 am    Post subject: |   |  
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				|  	  | Oggy wrote: |  	  | Easier approach would be something like: 
 
  	  | Code: |  	  | cLvl = 10; // Character level cStr = 5; // Characters Strength
 Dice = 5+(Random(5*5)); // Some random dice calculation I made
 cDmg = cLvl*(Dice/cStr); // Even more random damage calculation I made
 
 | 
 But that's kind of simple
  . And will probably make no sense after I have had some rest. | 
 But that will give you the same damage every time, it's not random at all.
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		| Cheat Engine User Something epic
 
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				|  Posted: Thu Oct 15, 2009 12:41 pm    Post subject: |   |  
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				| Thees a bit more to it. Strength, armor, resistance, power of impact, defence, weapon, limbs..
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		| Cryoma Member of the Year
 
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				|  Posted: Thu Oct 15, 2009 2:43 pm    Post subject: |   |  
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				|  	  | Nintendo 64 wrote: |  	  | Thees a bit more to it. Strength, armor, resistance, power of impact, defence, weapon, limbs..
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 Those are all just -'s.
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		| False Prophet Expert Cheater
 
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				|  Posted: Thu Oct 15, 2009 6:07 pm    Post subject: |   |  
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				|  	  | Cryoma wrote: |  	  |  	  | Oggy wrote: |  	  | Easier approach would be something like: 
 
  	  | Code: |  	  | cLvl = 10; // Character level cStr = 5; // Characters Strength
 Dice = 5+(Random(5*5)); // Some random dice calculation I made
 cDmg = cLvl*(Dice/cStr); // Even more random damage calculation I made
 
 | 
 But that's kind of simple
  . And will probably make no sense after I have had some rest. | 
 But that will give you the same damage every time, it's not random at all.
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 Whoops, I see the mistake. I had my sleep now though.
   
 
  	  | Code: |  	  | // Better code, with critical amounts or min/max, whichever you want to call it. // cStr and cLvl can be changed to whichever you like.
 cLvl = 5; // Character level, critical strike value. Also slightly increases damage
 cStr = 12; // Characters Strength, main source of damage
 eAC = 5; // Enemy Armour Class
 Dice = (Random(5)*eAC); // Dice calculation which takes enemy AC into the calculation(eAC)
 cDmg = (cLvl*cStr)/(Dice+(cLvl+1)); // Damage calculation I made, turns the characters level into a critical strike chance or min/max value, whichever you prefer.
 
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 This should be much more consistent. Let me know what you think =)
 
 If it's still not what you like, just change cStr and eAC to a float.
 
 Last edited by False Prophet on Thu Oct 15, 2009 7:09 pm; edited 1 time in total
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		| Cryoma Member of the Year
 
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 Posts: 1819
 
 
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				|  Posted: Thu Oct 15, 2009 7:07 pm    Post subject: |   |  
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				| Slight problem in your calculation, eAC should reduce the amount of damage, not multiply it. 
  	  | Code: |  	  | cLvl = 5; damage cStr = 12;
 eAC = 5;
 Dice = (Random(5)); //Typo was there
 cDmg = (cLvl*cStr)/(Dice+(cLvl+1))-eAC;
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 That seems right.
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		| False Prophet Expert Cheater
 
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 Joined: 28 May 2006
 Posts: 121
 
 
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				|  Posted: Thu Oct 15, 2009 7:10 pm    Post subject: |   |  
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				|  	  | Cryoma wrote: |  	  | Slight problem in your calculation, eAC should reduce the amount of damage, not multiply it. 
  	  | Code: |  	  | cLvl = 5; damage cStr = 12;
 eAC = 5;
 Dice = (Random(5)); //Typo was there
 cDmg = (cLvl*cStr)/(Dice+(cLvl+1))-eAC;
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 That seems right.
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 It actually doesn't multiply the damage. Check by changing eAC to 20, or more and leave cStr and cLvl the same. You should constantly get 0, and rarely 1 with the exception of a critical.
 It basically does this: AC time 1-5. Then I need to Divide that by the Characters level times his strength. This will also prevent the damage from being a negative number.
 
 I know this isn't a normal dungeons and dragons dice, since the more sides the lower the damage can be.
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