| 10-21-2003, 08:26 PM | #1 |
Anyone know what the formula is for determining how many Hit Points of damage a given Attack will do to a unit with a given Armor? Not factoring in the Armor Types and Damage Types, that is. |
| 10-21-2003, 08:28 PM | #2 |
It's variable. Look in game play constants, you can choose the % and stuff. |
| 10-21-2003, 08:43 PM | #3 |
Sorry, I'm still unclear... I see "Armor Damage Reduction Multiplier" - does that mean that the formula is like this: H = A - (R * M) where H is the resulting damage, A is the attack strength, R is the target's armor, and M is the Damage Reduction Multiplier? If it is... that's pretty simplistic, ain't it? (Edit) Of course, it also sounds like it could mean: H = A * ((1 - M) ^ R) Which is more interesting... |
| 10-21-2003, 09:08 PM | #4 |
well...if u put it that way, A would be the damage die (e.g. 17 damage if the attack is 13-19)...... the best way to calculate the reduction is to point at the armor in game (it clearly says the damage reduction) :) |
| 10-22-2003, 06:17 AM | #5 |
Well, a quick test, and here's the formula, if anyone's interested: H = Resulting damage in Hit Points A = Attack roll R = Armor of target M = Damage Reduction Multiplier H = A (1 - [RM/(RM + 1)]) Test it out for yerself. It's most obvious when M = 1. |
| 10-22-2003, 06:27 AM | #6 |
Woah, crazy... I've always wondered about that. But the equation you've come up with- That's trippy... That equation has some really interesting implications. I would have thought it was just a percentage reduction of the total damage once it's calculated without it, not something that complex... Cool. I wonder where they came up with that from. *hmmmmmmms* |
| 10-22-2003, 04:46 PM | #7 |
Well, that formula is in fact just applying the damage reduction to the attack roll - but what the game calls the "Damage Reduction" of a given armor type is given by: RM/(RM+1) |
| 10-22-2003, 05:38 PM | #8 |
(EDITED after realizing my utterly foolish mistake) Ah, I see... my initial reaction to that was that it was a serious case of rapidly diminishing returns, but seeing as the multiplier defaults to .06, it actually isn't, or at least not enough of one to matter. And here I thought I had mathematical evidence that a point of attack is better than a point of defense. Natch. On an aside, I apologize for some brief confusion in my last post, my brain did a mental flip-flop and swapped Damage Reduction Multiplier and Damage Bonus Table while I was reading the equation, hence my somewhat confusing expectation of how I used to think they did it. I was expecting something else entirely. |
