| 06-08-2003, 05:15 PM | #1 |
You know how rolling dice and stuff determines the damage? Well, I'm wonder WHAT THE HECK'S THE FORMULA!!! :ggani: There was also a site where you type in the numbers, and you get the formula needed. It was a GREAT site and I want to see if anyone else have it. |
| 06-08-2003, 05:22 PM | #2 |
Dangit, I'm not up to explaining.... It's REALLY simple and all logical, and if you can't figure it out yourself, maybe you should consider laying off triggering..? |
| 06-08-2003, 05:29 PM | #3 |
Take X to be the number of dice, Y to be the amount of sides per dice, Z as the base, A as the final result. Use this as a scenerio, X=2, Y=4, Z=0 Now think of X as the number of rolls, Y as the different numbers that can be rolled and Z as a constant. The formula basically goes A=Z+(X1Y)+(X2Y) Therefore, A=0+[1(Random number from 1-4)] + [2(random number from 1-4)] Now I think that's how it goes, it makes sence but my equation may be wrong. |
| 06-08-2003, 05:47 PM | #4 |
A = Number of dice B = Sides per dice Z = Base damnage D = Damnage done A = 3 B = 4 Z = 10 D = D D = foraetch intiger from 1 to [A] do add [random intiger between 1 and [b]] to [P] P + Z = D D = 13 to 23 |
| 06-08-2003, 08:03 PM | #5 |
that all makes it sound so complicated though, I'd think of it as real dice. So if you have 2 dice with 6 sides each, and a base of 11, war3 simply rolls 2 six sided dice adds the numbers together and adds the 11 to that. much simpler :ggani: |
| 06-08-2003, 08:26 PM | #6 |
EDIT: I'm stupid, ignore this post |
| 06-08-2003, 08:49 PM | #7 | |
Quote:
the way you think of it, it seems simple but its not... if you have 1 die qith 6 sides theres an even chance of getting any number from 1 to 6... if you have 2 dies of 3 sides each it is greater chance of getting closer to the middle, thus making it harder to reach the extremes. |
| 06-08-2003, 10:03 PM | #8 |
I'm stupid too, I still don't understand this. |
| 06-08-2003, 10:56 PM | #9 |
ok... for those still clueless this is how it works: damage base is the smallest amount of damage it could possibly do, number of dice is the number of times a number is generated and the number of sides per die is the maximum amount that can be generated. so if you would like you unit to do 80 - 100 damage you would have 80 as the damage base 1 die and 20 sides to keep it simple. If you do it like this the unit will have the same chance to deal 100 damage as it has to deal 80 and everything else inbetween. But if you do 5 dice and 4 sides per die there will be a much higher frequency of 90 damage attacks then 100 or 80. note - number of sides per die and die number are interchangable and switching them will have no effect on the outcome to make it even simpler here is an example of how you would use this: Unit 1: Damage Base - 10 Number of Dice - 1 Sides per die - 10 This unit will deal a random amount of damage from 10 to 20 each time it attacks. Unit 2: Damage Base - 10 Number of Dice - 2 Sides per die - 5 This unit is able to deal anywhere from 10 to 20 damage but the difference is that the unit will deal ~15 damage more often that it deals the extremes ( 10 and 20 ). The reason for this is the only way you can do 20 damage is if both randomly generated unmbers are 5, yet 15 damage can be achieved with any of 3 combinations (0 & 5, 1 & 4, 2 & 3). This can be used to create more realistic damage arcs. hope this helps |
| 06-08-2003, 11:03 PM | #10 |
here is an acurate, and simple equasion: [D] = Base Damage [P] = Number of Dice [s] = Sides Per Dice [D] + [P] = [Z] [P] X [s] = [Q] the damnage that an attack would do is minimum [Z] maximum [Q], so: [Z] to [Q] Damage |
| 06-08-2003, 11:23 PM | #11 | |
Quote:
_____________________________ ehmmm u count wrong! Damage Base - 10 Number of Dice - 1 Sides per die - 10 this meen its dmge would be 11-20 and not 10-20 Damage Base - 10 Number of Dice - 2 Sides per die - 5 and this dmge do 12-20 and not 10-20 hope u learned how to count the dices now :D |
| 06-08-2003, 11:27 PM | #12 |
i always thought the dices had a "0" side in warcraft.. because without one the calculations would get more complicated...does neone know? ans in response to EF [q] would equal [d]+[p]x[s] not [p] + [s] |
| 06-09-2003, 12:47 AM | #13 |
lol, wrong. the base damage is a set, nowhere in the actual lequasion. what i posted is correct. do the mapth =P and test the thery |
| 06-09-2003, 02:50 AM | #14 |
no earth fury, piro is right using ur stuff D=5 P=2 S=2 5+2=7 this is the lowest amount (not applying armor) 2x2= 4 this is not the maximum damage, what piro said, 5+2x2=9. is the correct amount of maximum damage there are other factors, such as armor, and if shooting uphill has a percent chance to miss but this is the basic formula for it (maybe im just misunderstanding your post, its a bit hard to understand) |
| 06-09-2003, 02:55 AM | #15 |
DoPe, ur rigthj, forgot, you havbe to add [z] to [q] and itel lbe right. [D] = Base Damage [P] = Number of Dice [s] = Sides Per Dice [D] + [P] = [Z] [P] X [s] = [Q] [G] = [Q] + [Z] the damnage that an attack would do is minimum [Z] maximum [G], so: [Z] to [G] Damage |
