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19
MythNoClass nerf math.
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I was curious about this and I have started picking my brain on logical algorithms that make sense for damage maninulation. I stumbled upon a very well thought post that peaked this interest more. Post for reference

I thought about past games and formulas for damage manipulation or exp manipulation. I always came back to a simple two piece formula that holds true in a few games I have messed with.

Base constantSource = damage

Not a real shocker. The constantSource is a weird formula. Usually relise on some key rules but will always be the same regardless of change. Using inputs like range vs. distance to target, impact, etc.

Since I doubt any of those parts were nerfed I could consider it a constant. Which brings me to base. Base can be base power, and it can contain buffs/nerfs depending on games. Regardless, I came to a simple solution.

A = original power

B = A * .66

C = constantSource

(A C) / 45 = (B C) / 23

I came up with A = 64, B = 42, and C = -19 (range impacts damage so the farther the range the smaller it gets).

This means 64 * .66 = 42.24 (floor it). and 23 / 45 = .511

So we have base power lowered by 34% and that caused damage to go down by 50%.

That is all I have. If I messed up, someone please correct me. I'd rather be made fun of and learn than be followed for no reason.

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10 years ago