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Guard useless on nightmare?


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#26
Khevar

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ZOMG, I REMEMBER THAT.

 

Taking SWTOR seriously taught me math so much better than school ever did.  :D

 

That's awesome!  To this day that formula is completely Greek to me.



#27
Guest_Lathrim_*

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That's awesome!  To this day that formula is completely Greek to me.

 

It's mind-boggling, really. This, for example, is crit chance in TOR:

50 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( SurgeRating / max(Level,20) ) / 0.11 ) )

A lot simpler, no?  :P

 

~

 

Granted, the one you mentioned factors all sources of damage mitigation, so it's understandably more complex. Not to that extent, though. BioWare is just weird.  :mellow:



#28
Sevitan7

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BioWare has always been good at using weird math, logic and systems as a whole to calculate damage mitigation. I gave up on learning DAI's by myself the moment I noticed that the supposed 25% armour increase from the guard passive does not, in fact, increase your armour by that amount.

 

In Dragon Age Origins and 2 we had access to their math.

 

Also that passive works for me, just checked. 148 armor becomes 178 when guard is up. That's the advertised 20% increase.



#29
Guest_Lathrim_*

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In Dragon Age Origins and 2 we had access to their math.

 

Also that passive works for me, just checked. 148 armor becomes 178 when guard is up. That's the advertised 20% increase.

 

Through mods, if you mean in-game. Pretty sure about that. Besides, it was weird back then already, even if not as much.

 

That's... weird. I'll test this again tomorrow, but I swear to God my previous results were inferior to the supposed increase. 



#30
Sevitan7

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Through mods and through the fact game mechanics were not so mmo-style obfuscated. When Origins came out we also had Bioware employees explaining to us how the system worked and who it was designed.