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SUM(ProfessionLvLUpMul * Lvl)
does not make sense to me. SUM implies multiple terms being added. The ProfessionLvLUpMul is just a constant, right? So is the summation over a range of levels? As written the SUM is a sum of only one entry. Are the parentheses right?
Btw. An interestin thing which Peddroelm mentioned to me in a coversation, but didn't post here - apparently Encumberance doesn't affect modern weapons, because you simply pull the trigger of your gun.
Not all professions gain BAR per level the same... Fighter gets 4 per level , Mage gets 2 ..
So considering multiclass (really multi profession in wizardry 8) one must sum this amount of AR gained per level up by every profession the character has leveled up in. This AR per level is also
an important factor in # of attacks and number of swings formulas.. (and why Fighters get 2 or 3 attacks much earlier level wise than say Mages)
for expedience I'll dump Silicoid's table
"
LevelByProfession - How many Character levels were in this profession
MultiplierByProfession - Multiplier for a particular profession (see table)
SUM - sum for all professions
Multiplier table for professions:
----- ----------------------
Profession - Multiplier
------------------------- -
Warrior - 4
Lord - 4
Valkyrie - 4
Ranger - 4
Samurai - 4
Ninja - 4
Monk - 4
Thief - 3
Gadgeteer - 3
Bard - 3
Priest - 2
Alchemist - 2
Bishop - 2
Psionic - 2
Mage - 2
"
So lvl 7 : 4 levels Bard 2 levels Bishop 1 lvl Valkyrie (is this the worst way one could multi-profession a char ? :P) would get this term as 4 * 3 + 2 * 2 + 1 * 4 = 20 .
A lvl 7 Ninja on the other hand would just gain 7 * 4 = 28 ..
This was covered in my game mechanics guide ...
About the encumbrance thing I religiosly avoid it ( max STR on all 8 chars, even if on some as a third priority ),.. Again Silicoid's table probably relevant : (this should be 'easy' ) for me to test now that I can see the true AR and the rest of the terms in the formula without having to dig through more assembly code..
"
Overload factor
IF White TO OVL = 0
IF Blue TO OVL = -15
IF Green TO OVL = -30
IF Yellow TO OVL = -60
IF Red TO OVL = -120
"
OVL would go in before the final /3 division in both cases...(notice how nicely those overload BAR / # attacks / # swings penalty numbers are all divisible by 3 ; 15 really if one considers the displayed BAC value -1 -2 -4 - 8)
On the Modern Weapon : I didn't mentioned because I haven't tested it yet.. Again not a fan of modern weapons in Wiz8 (no STR applied) -> just noticed a weapon type Modern Weapon check in assembly right after the encumbrance check .. Might mean they ignore encumbrance, might mean they suffer less from it .. It would take more tests/effort to get a definitive statement on it. (and atm I'm focusing on things that are higher priority to me) .. (again 'should' not a hard thing to test when the rest of the formula is known and true BAR 'visible' .. load a char up with weight check effect on BAR.. See then if the effect is the same if using modern weapons) ..
EDIT: ANOTHER IDEA , check if item used is bellow 7 (modern weapon) . Might've been simply a check to see if we USED A WEAPON !!
It is a constant in the mathematical sense, in the formula. What I was referring to is that sum implies there are multiple entries to add, if for example the SUM was actually a summation in this context over a range of levels each multiplied by whichever constant applies for that type of character to which the formula is applied. I was asking Peddroelm to clarify the formula in that place, whether there is some sort of summation, for example, or whether it applies differently to the terms in the formula.
Maybe it is obvious and I am just not seeing it
EDIT: Crosspost, I see Peddroelm (thank you) has just answered.
Ah, I stand corrected. Kaymarciy you were right and me wrong. It is a summation over the value per profession multipled by the number of levels in that profession. Thank you both for your patience with me.
Peddroelm I share your love of Strength in characters to, among other reasons, prevent encumbrance. Thank you for your further explanation.
Concentration_Penalty = 50 - (Speed + Base_AR - (50 + 25 * Retarget_Counter) ) ^ 0.75
The game actually calls the floating-point arithmetic here, this is an amazing attention to details.
Halves the penalty from low fatigue, or halves the stamina cost to fire?