Difference between revisions of "Talk:Flaming"

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:"it makes quickblade of flaming worse than an executioner's axe of freezing" This makes no '''practical''' sense, regardless of how the game calculates weapon damage. [[User:Ge0ff|Ge0ff]] ([[User talk:Ge0ff|talk]]) 17:36, 27 November 2023 (CET)
 
:"it makes quickblade of flaming worse than an executioner's axe of freezing" This makes no '''practical''' sense, regardless of how the game calculates weapon damage. [[User:Ge0ff|Ge0ff]] ([[User talk:Ge0ff|talk]]) 17:36, 27 November 2023 (CET)
  
::Re: "it makes quickblade of flaming worse than an executioner's axe of freezing", that meant something along the lines of "do quickblades receive a less than 25% boost from the flaming brand?"  
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::Re: "it makes quickblade of flaming worse than an executioner's axe of freezing", that meant something along the lines of "do quickblades receive a less than an avg. 25% boost from the flaming brand?" a.k.a "is ''flaming'' on a quickblade less helpful than ''flaming'' on an exe's axe".
  
:: E.g. say the game rounds down. A quickblade swing might go from 7 -> 8 (14% boost) while the same executioner's axe swing might go from 19 -> 23 (+21% boost). If it rounds down, then flaming/freezing/etc. have a smaller % boost with short blades and co. This ''does'' make a practical difference, like if you wanted to compare venom v flaming for a quickblade.
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::E.g. say the game rolled a number from 1/100 to 50/100, multiplied it, then rounded down. A given quickblade swing might go from 7 -> 8 (14% boost) while a similar executioner's axe swing might go from 19 -> 23 (+21% boost). If it rounds down, then flaming/freezing/etc. have a smaller % boost with short blades and co. This ''does'' make a practical difference, like if you wanted to compare venom v flaming for a quickblade.
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::With the code provided, I don't think the rounding problem I presented matters (before resistances).
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:*A QB that dealt 7 damage would have a range of {0,1,2,3,4,5,6} from the random2 function.
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:*C++ defaults to round down, and resist_adjust_damage() doesn't have any special rounding that I found. So this range would be divided by 2 and rounded down, or {0,0,1,1,2,2,3} + 1
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:*Average damage is (0+0+1+1+2+2+3}/7 + 1 = 1.286 + 1 ->  2.286. So 2.286 (added damage) / 7 (base damage) = +32.65% damage on average.

Revision as of 18:43, 27 November 2023

Rounding for %-based brands

Simple question. How is the damage for flaming/freezing/etc. calculated? Because if it truncates, it makes quickblade of flaming worse than an executioner's axe of freezing. Hordes (talk) 07:19, 27 November 2023 (CET)

Start at apply_damage_brand() in attack.cc, and check for case SPWPN_FLAMING:. It has a call to calc_elemental_brand_damage() there, which does special_damage = resist_adjust_damage(defender, flavour, random2(damage_done) / 2 + 1);, which is flaming's +0-50% damage. Then there's a check for the target's resists in resist_adjust_damage(), and so on and so forth. Ge0ff (talk) 17:32, 27 November 2023 (CET)
"it makes quickblade of flaming worse than an executioner's axe of freezing" This makes no practical sense, regardless of how the game calculates weapon damage. Ge0ff (talk) 17:36, 27 November 2023 (CET)
Re: "it makes quickblade of flaming worse than an executioner's axe of freezing", that meant something along the lines of "do quickblades receive a less than an avg. 25% boost from the flaming brand?" a.k.a "is flaming on a quickblade less helpful than flaming on an exe's axe".
E.g. say the game rolled a number from 1/100 to 50/100, multiplied it, then rounded down. A given quickblade swing might go from 7 -> 8 (14% boost) while a similar executioner's axe swing might go from 19 -> 23 (+21% boost). If it rounds down, then flaming/freezing/etc. have a smaller % boost with short blades and co. This does make a practical difference, like if you wanted to compare venom v flaming for a quickblade.
With the code provided, I don't think the rounding problem I presented matters (before resistances).
  • A QB that dealt 7 damage would have a range of {0,1,2,3,4,5,6} from the random2 function.
  • C++ defaults to round down, and resist_adjust_damage() doesn't have any special rounding that I found. So this range would be divided by 2 and rounded down, or {0,0,1,1,2,2,3} + 1
  • Average damage is (0+0+1+1+2+2+3}/7 + 1 = 1.286 + 1 -> 2.286. So 2.286 (added damage) / 7 (base damage) = +32.65% damage on average.