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Mana/Stamina and Health regeneration mechanism analysis


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#51
Waltzingbear

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edit: It is advised by science to ignore most of this post.
A few bears and a gorilla were diagnosed with severe cognitive injuries after reading the following text; its effects on humans and other species yet remains undetermined.
(Seriously don't read it).



I finally overcame laziness and tested out the item type numbers.

Peter, I've tried very hard to find reason behind the numbers I received and the info you provided (so hard that I had to perform a lobotomy to reduce neural pressure; not to worry expenses are on you, documents are filed and underway), but I just can't make any sense out of this.

Amulet with +2 mana/stamina regen - 0.02% (mana/stamina increase per second)
Belt with +2 mana/stamina regen - 0.015%
Ring with +2 mana/stamina regen - 0.015%
Chest Armor with +5 mana/stamina regen - 0.05%
Staff with +5 mana/stamina regen - 0.05%
2H Sword with +5 health regen - 0.05%
Companion Armor with +20 health regen - 0.2%

Now if I understand correctly, 1 point of mana/stamina/health regeneration should be equal to 0.05% (total pool per second).

Let's take the Amulet which is my first example above. If you try to find correlation you'd see that:
0.4 * 0.05% = 0.02% ; 2 points actually provide the same amount that they should from 1 according to the math based on Peter's numbers.

Now, you can see that +2 points on a Belt and a Ring provide the same amount, 0.015%, but an Amulet provides 0.02% which is the same ratio they have on Peter's numbers, 0.3 to 0.4. This might lead you to believe that 1 regen point should simply be 0.025%.

This might have been the case if all other items retained the same modifier they have on Peter's spread sheet; they do not. Companion Armor, Chest Armor and a Staff all provide the same amount per one regen point, when Companion Armor should be double the others..


If you try to think that the problem might be that the system is rounding numbers (2 points is not actually 2 * 0.05) you'd see that that doesn't make sense either, unless it can't round to something lower than +2 or +5 (for weapon and armor).

I'll try to test more items on the off chance that I can figure this one out before (or if) somone else does.
I'm seriously out of my wits on this one.

Modifié par Waltzingbear, 24 avril 2011 - 01:22 .


#52
Waltzingbear

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Just for reference here's what Peter posted about the per item modifiers:

Health/Stamina/Mana Regeneration Item Property - 0.05%

     Chest Armor - 1.0
     Helm - 0.4
     Gloves - 0.24
     Boots - 0.36
     Shield - 0.75
     Follower Armor - 2.0
     One Handed Weapon - 0.8
     Two Handed Weapon - 1.0
     Dagger - 0.6
     Bow - 1.0
     Staff - 1.0
     Amulet - 0.4
     Ring - 0.3
     Belt - 0.3


I finally understand what Peter meant and I'll try to explain it in clear manner.

► As a rule, every point of +mana/stamina or +health regeneration (described in items and abilities the same way) adds an additional 0.01% of the mana/stamina or health pool regeneration per second.

So the amount of regeneration you gain from 1 point be it on a Chest Armor or a Glove is 0.01%.

What Peter wrote about 0.05% is relating to the way an item's statistics are determined. The default amount of a stat on an item (for this example regeneration) will be calculated as Item Modifier * Stat Modifier.

Let's take the case of a ring and how much the default amount of regen on it should be. The calculaton will be 0.3 * 0.05% = 0.015% which means that the ring will regenerate 0.015% per second.
On the ring this should be displayed as +1.5 regeneration because 1 point = 0.01%, but instead of displaying decimals it rounds up the number, in this case to +2 regeneration (the actual effect remains unchanged as +1.5).

There is another factor to be aware of and is referred to as Power Level. That is simply the amount of times the default number is multiplied by.
For example Merrill has an armor upgrade that grants +health regen. The default amount on it should be +10 health regen (2 * 0.05%) but it is actually +20 which means that the item's Power Level is 2. This doesn't affect the amount of regeneration per +regen point as you can see.

The following items contain fractions that are not displayed in the description:
♦ Gloves +1.2 (rounded to +1 in the description)
♦ Boots +1.8 (rounded to +2)
♦ Shield +3.75 (rounded to +4)
♦ Ring +1.5 (rounded to +2)
♦ Belt +1.5 (rounded to +2)

**Updating OP to contain this data.

Modifié par Waltzingbear, 23 avril 2011 - 11:18 .


#53
Zeevico

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Peter Thomas wrote...

ishmaeltheforsaken wrote...

When properties get rounded to the nearest integer, is the effect actually rounded? Or just the tooltip display?


For most it's the effect rounded, meaning the rounding occurs before the effect is applied to the character. Certain things are rounded in the display, though (like the bonus from Heroic Aura is actually 7.5%, but says 8%).

And in either case, why?


I was told that the decision of no decimals was made for readability reasons.



Decimals aren't the issue here. People who have played this game have finished primary and/or the first year of high school. They know what decimal points are.

The issue is how gamers are meant to judge what the better item is and why. That's the information DA2 is meant to provide,and it hasn't.

Modifié par Zeevico, 24 avril 2011 - 05:39 .