07-14-2014, 08:26 PM
(This post was last modified: 07-14-2014, 08:34 PM by Nolan Kryptonite.)
(07-14-2014, 10:52 AM)Vaike - IX Wrote:Voting to keep them in their current state, why not give a bunch of info on the modes so that people would at least know what they are playing? Because I honestly don't even know how damage is even calculated in those modes, or anything else besides the fact that one has crit rates and the other doesn't (fixed and semi-fixed).The modes have potential to be played (we have had a ton of ppl that hate missing) I just feel like people need to know what they'd be getting into, the descriptions of those modes are also kinda vague....until I had to search in the battle mechanics to get a full description. Fixed full seems interesting, though all of the modes still seem to favor high hit and crit. Maybe they could be spiced up a bit~
RNG Fairness: If you have been lucky, you are more likely to miss and vice versa.
Fixed (semi): Damage is scaled to hit rate. (so 20 damage, 75% hit becomes 15 damage, 100% hit) Criticals are still random but are also scaled to hit rate. (so 20% crit, 75% hit becomes 15% crit)
So 20 damage, 75% hit, 20% crit becomes 15 damage, 100% hit, 15% crit.
Fixed (full): Damage is scaled to hit rate, then scaled by crit rate which is halved. (so 20 damage, 75% hit becomes 15 damage, if it had 20% crit, it becomes 10% and added to the damage. 110% of 15 is 16.5, so the unit does 16 damage.
All of this is on the mechanics page btw... >.> (also damage should round up)
Fixed (semi) is friendly to newbies. Fixed (full) is just pure dancing.
Fixed (full) is the one where there is just random damage (IMO) added.
Formula should be weighted average of all possible outcomes. If we're keeping the awkward 2.25 damage crits, it should be:
Hit%*Crit%*Damage*2.25 + Hit%*(1-Crit%)*Damage
So 20 damage, 75% hit, 20% crit becomes .75*.2*20*2.25+.75*.8*20 = 18.75 = (lolroundown) 18.