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post Oct 30 2010, 20:42
Post #21
grumpymal



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QUOTE(Boggyb @ Oct 30 2010, 13:23) *

Double Post because I can:
Does someone want to re-write this:

If the primary target is under the effect of Soul Fire, the base damage of the spell is multipled by a factor of (1 + 2 * (50 - interference)) - that is, 3 if your interference is 0, decreasing to 1 (no multiplier) passing 50. Furthermore, regardless of interference, all affected enemies gain/refresh the Soul Fire effect.

The problem is with the (50 - interference) which I why I kept in the clarification from Tenboro.

If the primary target is under the effect of Soul Fire, the base damage of the spell is multiplied by a factor of (1 + 0.04 * interference_modifier). If Interference is 50 or over, interference_modifier is 0; if Interference is below 50, it is (50 - Interference).

How's that? Also, does Soul Burst proc Soul Fire 100% of the time? Tenboro seriously needs to change the name of the spell proc, its confusing.

QUOTE(Boggyb @ Oct 30 2010, 14:18) *

Triple post because I can:
Option 1: Staffs split off
Option 2: All equipment together
Option 3: Weapons together

I people like the look of option 3, I'll make the chart for armor.

I personally like being able to see everything at once, but it can get cluttered. So Option 3 would probably be best.

This post has been edited by cmal: Oct 30 2010, 20:43
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post Oct 30 2010, 20:46
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QUOTE(cmal @ Oct 30 2010, 11:42) *

If the primary target is under the effect of Soul Fire, the base damage of the spell is multiplied by a factor of (1 + 0.04 * interference_modifier). If Interference is 50 or over, interference_modifier is 0; if Interference is below 50, it is (50 - Interference).

How's that?

That works.

QUOTE(cmal @ Oct 30 2010, 11:42) *

Also, does Soul Burst proc Soul Fire 100% of the time?

Nope.

QUOTE(cmal @ Oct 30 2010, 11:42) *

Tenboro seriously needs to change the name of the spell proc, its confusing.

Yes, he probably does.

QUOTE(cmal @ Oct 30 2010, 11:42) *

I personally like being able to see everything at once, but it can get cluttered. So Option 3 would probably be best.

Ok. I'm in the process of making the armor only chart.
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post Oct 30 2010, 20:50
Post #23
grumpymal



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QUOTE(Boggyb @ Oct 30 2010, 14:46) *
QUOTE(cmal @ Oct 30 2010, 14:42) *

Also, does Soul Burst proc Soul Fire 100% of the time?

Nope.

Yeah, I was wondering about that because of
QUOTE
Furthermore, regardless of interference, all affected enemies gain/refresh the Soul Fire effect.

You need to clarify this more. I don't use Soul Fire/Burst enough to be super familiar with how it works.
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post Oct 30 2010, 20:54
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Oops. I misread what you wrote. Soul Burst always procs Soul Fire after exploding it.
Soul Fire doesn't always Proc Soul Fire even after hitting.
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post Oct 30 2010, 21:28
Post #25
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QUOTE(Boggyb @ Oct 30 2010, 14:54) *

Oops. I misread what you wrote. Soul Burst always procs Soul Fire after exploding it.
Soul Fire doesn't always Proc Soul Fire even after hitting.

So it should be something like:
QUOTE
If the primary target is under the effect of Soul Fire, the base damage of the spell is multiplied by a factor of (1 + 0.04 * interference_modifier). If Interference is 50 or over, interference_modifier is 0; if Interference is below 50, it is (50 - Interference). Soul Burst will also reproc the Soul Fire effect on any enemy already affected by it.
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post Oct 31 2010, 05:12
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QUOTE(Boggyb @ Oct 30 2010, 11:18) *

Triple post because I can:
Option 1: Staffs split off
Option 2: All equipment together
Option 3: Weapons together

If people like the look of option 3, I'll make the chart for armor.

I made the armor chart for option 3.
If no one has any opposition, I'll swap it out tomorrow.
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post Oct 31 2010, 15:29
Post #27
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Official Word from Tenboro:
QUOTE
They have specific resistances, so they work much like players in that regard. Scan basically just tells you if the resistance is <0, >=50 or >=95, respectively.

He didn't refute it when I made the deduction that specific resistances closer to 0 in the >=0 and <50 range is where what we've been calling "minor resistances" fall. So any of the old weaknesses that Scan doesn't return as a Weakness or Resistance could be reclassified as a Minor Weakness.

As for Real Life's Soul Resistance:
QUOTE
It's resistant to pretty much everything, but some things more than others.
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post Oct 31 2010, 17:46
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DP because you can't do anything to stop me.

Does anyone else think the way the arena page is setup is kinda clunky? Especially once you start getting to the long arenas. Wouldn't it be better to list the composition by round numbers rather than a CSV list?
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post Oct 31 2010, 19:01
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I am not sure, but what would be useful is a total number of regular monsters, mini-bosses and higher level creatures. In particular, total number of mini-bosses is a good difficulty level measure, I think.
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post Oct 31 2010, 19:05
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QUOTE(cmal @ Oct 31 2010, 08:46) *

Wouldn't it be better to list the composition by round numbers rather than a CSV list?

By this, do you mean doing what has been done with the Trio and on? If so, yes.
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post Oct 31 2010, 19:30
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I've never liked the format of the round makeup. It's not that I object to abbreviating the description of what monsters you're facing, but I can't help feeling there's a better way of doing it than just a string of arbitrary symbols that you have to squint at and count up one by one. Maybe something like "2N/5M/2B"?
QUOTE(Red_Piotrus @ Oct 31 2010, 17:01) *

I am not sure, but what would be useful is a total number of regular monsters, mini-bosses and higher level creatures. In particular, total number of mini-bosses is a good difficulty level measure, I think.

I think the number of mini-bosses (or higher) per round is the best indicator of difficulty. I'm not sure the totals would be useful for much other than to satisfy people's curiosity as to how many monsters they've killed.
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post Nov 1 2010, 05:18
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QUOTE(Sayo Aisaka @ Oct 31 2010, 13:30) *
I've never liked the format of the round makeup. It's not that I object to abbreviating the description of what monsters you're facing, but I can't help feeling there's a better way of doing it than just a string of arbitrary symbols that you have to squint at and count up one by one. Maybe something like "2N/5M/2B"?

I think the number of mini-bosses (or higher) per round is the best indicator of difficulty. I'm not sure the totals would be useful for much other than to satisfy people's curiosity as to how many monsters they've killed.


Per round is not as useful as totals, I think, as (for me, at least) it is not damage per round that is a problem, rather, the resource drain. Dreamfall is significantly more difficult that Twisted Plots not because it has few more rounds with more minibosses, but because the total number of mini bosses doubles from about 40 to 80...

The number of creatures per round is already visible, but it does not indicate - without counting - the difficulty jump before and after Dreamfall (for example; for lower level, consider before and after Fresh Meat). And so on.
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post Nov 1 2010, 21:03
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I recreated a sample table for an arena challenge that I already have the data for. (To Kill a God)
See here:
http://ehwiki.org/wiki/User:EvolutionKing
The round info is much more compact than round-by-round and it is useful to know what round has what without counting between commas. Easy colour coding makes it easier to identify (except for colourblind people unfortunately).

This post has been edited by EvolutionKing: Nov 1 2010, 21:07
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post Nov 1 2010, 21:12
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QUOTE(EvolutionKing @ Nov 1 2010, 12:03) *

I recreated a sample table for an arena challenge that I already have the data for. (To Kill a God)
See here:
http://ehwiki.org/wiki/User:EvolutionKing
The round info is much more compact than round-by-round and it is useful to know what round has what without counting between commas.

I like that.

QUOTE(EvolutionKing @ Nov 1 2010, 12:03) *

Easy colour coding makes it easier to identify (except for colourblind people unfortunately).

Eh, it is somewhat intuitive, so I'm not sure it is that much of a problem.
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post Nov 1 2010, 23:01
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I have something else in mind. I'll do a mock-up of it a little later.
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post Nov 2 2010, 01:27
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[quote name='EvolutionKing' date='Nov 1 2010, 15:03' post='855447'] I recreated a sample table for an arena challenge that I already have the data for. (To Kill a God)
See here:
http://ehwiki.org/wiki/User:EvolutionKing
The round info is much more compact than round-by-round and it is useful to know what round has what without counting between commas. Easy colour coding makes it easier to identify (except for colourblind people unfortunately). [/quote

I like it, makes mini bosses number calculation easier.
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post Nov 2 2010, 03:46
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Here's more what I had in mind: http://ehwiki.org/wiki/User:Cmal
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post Nov 2 2010, 04:16
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QUOTE(cmal @ Nov 1 2010, 21:46) *

Here's more what I had in mind: http://ehwiki.org/wiki/User:Cmal
I like it. It's much more compact.
The numbers remind me of the difficulties of music games. A colour code could help make things easier.
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post Nov 2 2010, 04:36
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Yeah, the compactness of Cmal's is better.
And I agree about the adding of color.
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post Nov 2 2010, 04:46
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Ideally, I'd have liked for the rounds to be on new lines, but it makes the table look like crap.

What colors should I use?
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