.∙'∙. - by TF
Rainalkar on 28/6/2008 at 10:19
Looks very nice. Does the thing about adrenaline works for you?
AtaruMoroboshi18 on 28/6/2008 at 15:11
Quote Posted by Martin Karne
The funniest thing is that I knew Ataru Moroboshi from a Japanese cartoon I used to watch about 20 years ago or a bit more.
Nonetheless is quite intriguing, photoshop mastery or real programming?
Very perceptive, you're absolutely right.
Nameless Voice on 28/6/2008 at 15:52
Quote Posted by Rainalkar
Looks very nice. Does the thing about adrenaline works for you?
That formula definitely isn't quite right, but other than that I don't know. Maybe some confusion with where the other modifiers are added to it (such as the skill bonus)?
TF can look into it, I guess - I don't really do SS2 modding myself, I just write the scripts.
Rainalkar on 28/6/2008 at 17:33
I don't understand, other modifiers added where? Formula for melee is known and well tested, I think by someone on ttlg, here it is, from AlyaMod:
Melee weapon damage is calculated = [(Base Damage * Skill * Lethal Weapon * Multiplier * Adrenaline) + Strength Bonus] * Research (round up)
Where:
Base Damage = weapon base damage
Lethal Weapon = 1,15
Skill = 1 + 0,15*skill levels above the required one to equip
Multiplier = Depends on weapon and enemy, see weapon table on page 10
Adrenaline = 1 + 0,11*PSI^2
Strength Bonus = Depends on Strength stat, see table on page 3
Research = 1,15
You can totally balance adrenaline by lowering 0,13 multiplier and you don't need anything else imo, save, perhaps, somewhat balance weapons' base damages.
Nameless Voice on 28/6/2008 at 18:14
Maybe the strength modifer was causing problems with my calculations, since it's added after the Adrenaline multiplier.
Rainalkar on 28/6/2008 at 23:08
Yeah, and it's still hell of a bonus, that's why I nerfed that too ;)