Search found 8 matches

by midberry
January 27th, 2016, 6:27 pm
Forum: Users’ Forum
Topic: Damage Rounding
Replies: 10
Views: 1070

Re: Damage Rounding

Since we are here, for the record the formula is:
base_damage * modifiers
where 'base_damage' is weapon->damage()

'modifiers' is
( 100% +TOD modifier +Nearby Leader bonus )
*opponents resistance factor (%)
hth
by midberry
January 27th, 2016, 3:34 pm
Forum: Users’ Forum
Topic: Damage Rounding
Replies: 10
Views: 1070

Re: Damage Rounding

Trying again: When the divisor is equivalent 100% when modifiers <= 100% it rounds to nearest with 'halfs up' when modifiers > 100% it rounds to nearest with 'halfs down' When divisor is is equivalent 200% (slow damage calculation) when modifiers <= 200% it rounds to nearest with 'halfs up' when mod...
by midberry
January 26th, 2016, 11:11 pm
Forum: Users’ Forum
Topic: Damage Rounding
Replies: 10
Views: 1070

Re: Damage Rounding

You are right it is also multiplied by another factor, presumably of scale *100 damage_multiplier *= opp.damage_from(*weapon, !attacking, opp_loc) But even if this value trips the bonus<divisor clause as intended (it is unclear) subtracting 1 from the 'rounding' value doesn't make the result rounded...
by midberry
January 26th, 2016, 9:54 pm
Forum: Users’ Forum
Topic: Damage Rounding
Replies: 10
Views: 1070

Re: Damage Rounding

I honestly dont have time to produce that gfgtdf but I will try to explain some of the flaws evident in the code: This is how the function is called in combat calc damage = round_damage(base_damage, damage_multiplier, 10000); damage_multipler is 100 + alignment-timeofday (it is never more than 10000...
by midberry
January 26th, 2016, 8:03 pm
Forum: Users’ Forum
Topic: Damage Rounding
Replies: 10
Views: 1070

Re: Damage Rounding

Looking at branch 1.2, combat rounding is a bit iffy. There is a function called round_damage, it is used in damage calculation like this: damage = round_damage(base_damage, damage_multiplier, 10000); slow_damage = round_damage(base_damage, damage_multiplier, 20000); Here it is in util.hpp ( branch ...
by midberry
January 24th, 2016, 12:54 am
Forum: Coder’s Corner
Topic: Very interesting talk on Random Number Generators
Replies: 15
Views: 5293

Re: Very interesting talk on Random Number Generators

it would allow people to choose how likely it is to get particularly good or bad results? Basically yes - it could be described as a setting to make combat more or less 'chaotic' :hmm: it would definitely have to be an off-by-default option somewhere in the preferences dialog, separate from difficu...
by midberry
January 23rd, 2016, 1:37 pm
Forum: Coder’s Corner
Topic: Very interesting talk on Random Number Generators
Replies: 15
Views: 5293

Re: Very interesting talk on Random Number Generators

Thanks for reply Cackfiend - I am sure the rngs quality is fine. The playing qualities of the randomness used in Wesnoth are almost certainly not perceptably affected by any statistical imperfections present in the standard libs PRNG employed in the code. This feature will actually use the present r...
by midberry
January 23rd, 2016, 1:18 am
Forum: Coder’s Corner
Topic: Very interesting talk on Random Number Generators
Replies: 15
Views: 5293

Re: Very interesting talk on Random Number Generators

Greatings Travellers - I have some experience in programming random numbers and I have played and loved Wesnoth and was a bit frustrated by the level of unpredictability in the game. The reason why I am telling this, is I have just penned and tested a 'loaded distribution' generator designed specifi...