| 09-23-2007, 11:23 AM | #1 |
Blizzard's *retarded* armor system works by... Code:
Ar = Armor Reduction Scale (e.g 0.06 in the default) Aq = Armor qunatity (e.g 7 armor) (Aq x Ar)/((1 + Ar)/Aq) Or something like that. Is there a number that would give you a 1-for-1 reduction?... short of using lots of abilities and/or triggers. e.g 1 armor = 1 damage reduction I tried using the number 1. Didn't work. Using 2 isn't much better. |
| 09-23-2007, 11:46 AM | #2 |
That formula is not correct. (Aq x Ar)/((1 + Ar)/Aq) == Ar/(1 + Ar) witch is simply wrong |
| 09-23-2007, 11:46 AM | #3 | |
You would need to trigger armour effects in order to get flat damage reduction. Well, either that, or just use hardened skin based abilities. Either way, you can't get the armour tooltip to actualy display this info correctly. Quote:
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| 09-23-2007, 11:52 AM | #4 |
Oh my bad. Formula is written in idiotic way (Armor x Scale)/((1 + Scale)/Armor) I propose this: (Scale * Armor^2) / (1 + Scale) EDIT: humm, this formula is also not correct, for 43 armor you get 110% dmg reduction with this witch is impossible. |
| 09-23-2007, 12:01 PM | #5 |
@ Cohadar I really couldn't give a crap, as long as the formula is effective. No matter how it is written, it will work. Heck, it could be something so user unfriendly that as long as it worked, it's fine. @ Anitarf Ah, kay... thanks for that. Time to make 1 ability with like 50 gazillion levels. +Rep |
| 09-23-2007, 12:02 PM | #6 |
1 armour == 0.06 extra effective HP (or whatever the number is). |
| 09-23-2007, 12:14 PM | #7 |
Some people just don't know the math.... Damage Reduction or Increases for Armor: For positive Armor, damage reduction = ((armor)*0.06)/(1+0.06*(armor)) For negative Armor, it is damage increase = 2-0.94^(-armor) since you take more damage for negative armor scores. |
| 09-23-2007, 12:18 PM | #8 |
Are you by any chance Bonar712 from the Island Defense forum? Because he posted that exact thing somewhere... and I was confirming what he said here because there are people more experienced about it here. |
| 09-23-2007, 12:37 PM | #9 |
No but I am Cohadar who knows how to use google: http://www.battle.net/war3/basics/ar...pontypes.shtml |
| 09-23-2007, 12:38 PM | #10 |
Btw Griffon, spells go through armour. And yes, armour is an asymptote with the equation ((AP)*0.06)/(1+0.06*(AP)) while negative armour is a different equation of 2-0.94^(-AP). |
| 09-23-2007, 01:11 PM | #11 | |
@Tide-Arc Ephemera If you use 0.02 as scale damage reduction is almost linear for armor values between 1 and 50 (at 50 armor you will have 50% dmg reduction)
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| 09-23-2007, 01:22 PM | #12 | ||
Quote:
Quote:
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| 09-23-2007, 01:24 PM | #13 |
Well of course the greatest divergence would be at 50/2. Almost is still better than nothing is it? |
| 09-23-2007, 09:52 PM | #14 |
Aaaaaaaaaaaa, blizzard is so full of idiots. Lets look at those formulas again shall we: For positive Armor, damage reduction = ((armor)*0.06)/(1+0.06*(armor)) For negative Armor, it is damage increase = 2-0.94^(-armor) ok so a smart man would assume here oh 0.94 + 0.06 = 1 so if I put factor to be 0.02 instead of 0.06 negative reduction will be calculated as 1 - 0.02 = 0.98 but noooooo, some idiot decided to hardcode that 0.94 so it does not matter how you change your scale factor it will only affect positive damage reduction, negative damage reduction will on the other hand always use the same formula. If I had physical access to the man who did this I would break all his fingers so he would not write idiotic code ever again. |
| 09-23-2007, 09:56 PM | #15 |
It's not idiotic. It's just not made with modding in mind. |
