ZOMG, I REMEMBER THAT.
Taking SWTOR seriously taught me math so much better than school ever did.
That's awesome! To this day that formula is completely Greek to me.
ZOMG, I REMEMBER THAT.
Taking SWTOR seriously taught me math so much better than school ever did.
That's awesome! To this day that formula is completely Greek to me.
Guest_Lathrim_*
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? ![]()
~
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. ![]()
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.
Guest_Lathrim_*
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.
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.