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[Guide] on VIT - DEF - HP (SPOILER)

Started by Prosper, January 05, 2010, 11:13:01 PM

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ARTgames

Quote from: NotoriousM4^ on March 23, 2010, 08:14:39 PM
You guys are all assuming Monsters have HP in the first place, perhaps it is purely based on the amount of damage needed to kill it.
Isn't that the same as hp? I don't understand.

Lingus

Quote from: ARTgames on March 23, 2010, 08:34:15 PM
Quote from: NotoriousM4^ on March 23, 2010, 08:14:39 PM
You guys are all assuming Monsters have HP in the first place, perhaps it is purely based on the amount of damage needed to kill it.
Isn't that the same as hp? I don't understand.
Lol, seriously... what do you mean Notor?

What seems most likely is that the values of each stat is hard coded. There would be a specific number for HP, Def, Base Damage, Run Speed, Attack Speed, Knockback (both how much it does and receives). This way it would be easier for the rest of the code to act as normal. When it hits something, it calculates the same damage formula as when a player hits. When it receives damage it calculates the damage reduction, and then reduces its current HP by the amount of damage it receives, just like when a player receives damage. I would think it would be more difficult to have a completely different system for any interactions dealing with a monster versus with a player. Of course, I may be wrong...

ARTgames


Seifer

Quote from: Lingus on March 23, 2010, 08:55:26 PM
Quote from: ARTgames on March 23, 2010, 08:34:15 PM
Quote from: NotoriousM4^ on March 23, 2010, 08:14:39 PM
You guys are all assuming Monsters have HP in the first place, perhaps it is purely based on the amount of damage needed to kill it.
Isn't that the same as hp? I don't understand.
Lol, seriously... what do you mean Notor?

What seems most likely is that the values of each stat is hard coded. There would be a specific number for HP, Def, Base Damage, Run Speed, Attack Speed, Knockback (both how much it does and receives). This way it would be easier for the rest of the code to act as normal. When it hits something, it calculates the same damage formula as when a player hits. When it receives damage it calculates the damage reduction, and then reduces its current HP by the amount of damage it receives, just like when a player receives damage. I would think it would be more difficult to have a completely different system for any interactions dealing with a monster versus with a player. Of course, I may be wrong...

It is the same thing, he makes no sense. Lingus has it right though. It would work the same for players and monsters, it's illogical to have two different systems.

JoEL

Quote from: runeskap master117 on March 23, 2010, 07:51:05 PM
really though at the end of the day what does all this work accomplish

Satisfaction?

What does your comment accomplish? I bet you just scratched your head the whole way through this topic...if you even bothered to read this topic...

lol Notor...

runeskap master117

whats the satisfaction of figuring out the defense formula to a stick game i do not comprehend

DivineLegend

Quote from: runeskap master117 on March 24, 2010, 10:43:52 AM
whats the satisfaction of figuring out the defense formula to a stick game i do not comprehend
whats the satisfaction to even posting here? wats the satisfaction to even playing on the computer? whats the satisfaction to living when we are gonna die anyways?

Lingus

Quote from: DivineLegend on March 24, 2010, 11:44:28 AM
whats the satisfaction to living when we are gonna die anyways?
Damn. Now I'm depressed.

Quote from: runeskap master117 on March 24, 2010, 10:43:52 AM
whats the satisfaction of figuring out the defense formula to a stick game i do not comprehend
Honestly, I just see it as something to do to pass the time. It keeps my brain occupied. And the satisfaction is just in knowing that I have solved a complicated problem. It has nothing to do with the result of solving the problem. You are right in that this really serves no other purpose. At least not one that is very practical for the game.

DivineLegend

Quote from: Lingus on March 24, 2010, 02:03:30 PM
Quote from: DivineLegend on March 24, 2010, 11:44:28 AM
whats the satisfaction to living when we are gonna die anyways?
Damn. Now I'm depressed.

Quote from: runeskap master117 on March 24, 2010, 10:43:52 AM
whats the satisfaction of figuring out the defense formula to a stick game i do not comprehend
Honestly, I just see it as something to do to pass the time. It keeps my brain occupied. And the satisfaction is just in knowing that I have solved a complicated problem. It has nothing to do with the result of solving the problem. You are right in that this really serves no other purpose. At least not one that is very practical for the game.
lol

NotoriousM4^

Quote from: Seifer on March 23, 2010, 11:05:08 PM
Quote from: Lingus on March 23, 2010, 08:55:26 PM
Quote from: ARTgames on March 23, 2010, 08:34:15 PM
Quote from: NotoriousM4^ on March 23, 2010, 08:14:39 PM
You guys are all assuming Monsters have HP in the first place, perhaps it is purely based on the amount of damage needed to kill it.
Isn't that the same as hp? I don't understand.
Lol, seriously... what do you mean Notor?

What seems most likely is that the values of each stat is hard coded. There would be a specific number for HP, Def, Base Damage, Run Speed, Attack Speed, Knockback (both how much it does and receives). This way it would be easier for the rest of the code to act as normal. When it hits something, it calculates the same damage formula as when a player hits. When it receives damage it calculates the damage reduction, and then reduces its current HP by the amount of damage it receives, just like when a player receives damage. I would think it would be more difficult to have a completely different system for any interactions dealing with a monster versus with a player. Of course, I may be wrong...

It is the same thing, he makes no sense. Lingus has it right though. It would work the same for players and monsters, it's illogical to have two different systems.

I didn't think you would take that comment seriously.

igufed

Bored, took me 80 hits with WH to solo a DS.. 45str.
Gettra - In development  ExcessPoker - Released v1.0

Lingus

That sounds odd...

Anyone have the base damage of the WH?

I used Jesusland's calculator and got 101 damage per hit with 45 str. I'm not sure if I trust that site since it says hits needed for a DS at that damage would be about 25 which is waaaay low.

So the damage needed to kill based on this is 8080. So we're definitely getting a range of around 7000-8000. Something is wrong...

Seifer

First, lets stop using jesuslands damage calculator. Just use the formula. I don't know if I can trust jesuslands calculator. Secondly, if someone can dig up my old guide, it's still on the old forums, than we know the WH base damage for sure. If not, I need to test it ingame.

Lingus

#148
Heh, funny you should mention. The only reason I used their calculator was it was the only thing offhand I could think of to use. I realized I had your damage formula (from earlier in this topic) and Jesusland has the base damage of all the weapons (even if they might be inaccurate.) So at least I could test if their damage calculator was accurate. Well, it's not.

Using their base for the WH (31), Seifer's damage formula, and igufed's str (45), I get 86.8 as the damage. Not 101. So now it's a total damage of 6944. Which is more in line with Seifer's number. Actually, if Seifer's hit count was 38 instead of 39, they're within 13 damage or so.

Seifer

Which seems reasonably closer. And if I recall correctly Prosper also used the calculator.

Yeah, I find it much easier to just put the formula into google search, it'll do the math for you.