Difference between revisions of "Rescaled combat stats"

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[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]
  
Several combat stats in ToME are rescaled to produce diminishing returns.  The rescaling system uses 5 tiers, with increasing costs.  A raw input value is converted to a final (effective) value according to the following system:
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Several combat stats in ToME are rescaled to produce diminishing returns.  The rescaling system uses tiers with increasing costs.  A raw input value is converted to a final (effective/rescaled) value according to the following system:
 
+
[[Accuracy]], [[Defense]], [[Physical power]], [[Spellpower]], [[Mindpower]], [[saves|Physical Save, Spell Save and Mental Save]] are all rescaled this way.
+
 
+
'''Values in the game you see are the raw values, not the rescaled values.'''
+
  
 +
== Saves and Powers ==
 
{| class = "wikitable"
 
{| class = "wikitable"
! Tier !! Final Values !! Cost per point
+
! Tier !! Raw Values !! Final Values !! Cost per point
 
|-
 
|-
| Tier 1 || 0 to 20 || 1
+
| Tier 1 || 0 to 20 || 0 to 20 || 1
 
|-
 
|-
| Tier 2 || 21 to 40 || 2
+
| Tier 2 || 21 to 60 || 21 to 40 || 2
 
|-
 
|-
| Tier 3 || 41 to 60 || 3
+
| Tier 3 || 61 to 120 || 41 to 60 || 3
 
|-
 
|-
| Tier 4 || 61 to 80 || 4
+
| Tier 4 || 121 to 200 || 61 to 80 || 4
 
|-
 
|-
| Tier 5 || 81+ || 5
+
| Tier 5 || 201 to 300 || 81 to 100 || 5
 +
|-
 +
| Tier 6 || 301 to 420 || 101 to 120 || 6
 +
|-
 +
| Tier X || ... || ... || X
 
|}
 
|}
 +
 +
[[Accuracy]], [[Defense]], [[Physical power]], [[Spellpower]], [[Mindpower]], [[saves|Physical Save, Spell Save and Mental Save]] are all rescaled this way.
 +
 +
The raw values (inputs) are what you see on equipment.  For example, a shield that gives you +4 Defense is really giving you 4 ''raw'' points in Defense.  These points (plus all the other raw points) are added together, and then the rescaling is applied.
 +
 +
You can see your ''rescaled'' Defense on your character sheet (Defense tab), and in your tooltip (when you hover the mouse over your character's icon/avatar).
 
   
 
   
Rescaling Example:
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Rescaling examples:
 
{| class = "wikitable"
 
{| class = "wikitable"
 
! Raw Input !! Final Value !! Tier
 
! Raw Input !! Final Value !! Tier
Line 32: Line 39:
 
|}
 
|}
  
Save Example: All of your bonuses to spell save (from stats, talents, items, etc.) add up to 72. This is then put through the formula, taking 1 point to increase your save while in tier 1, 2 in tier 2 and 3 in tier 3.  
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Save Example: Suppose all of your ''raw'' bonuses to spell save (from stats, talents, items, etc.) add up to 72. This is then put through the formula, taking 1 point to increase your save while in tier 1, 2 in tier 2 and 3 in tier 3.  
  
 
Getting through tier 1 takes 20 points, leaving 52.  
 
Getting through tier 1 takes 20 points, leaving 52.  
 
Getting through tier 2 takes 40 points (each increase needs 2), leaving 12
 
Getting through tier 2 takes 40 points (each increase needs 2), leaving 12
In tier 3, those 12 remaining is enough to give 4 more spell save.
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In tier 3, those 12 remaining are enough to give 4 more spell save.
  
This means that you would have 44 spell save, when you have a total bonus of 72.
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This means that you would have 44 ''rescaled'' spell save.
 +
 
 +
Full tabulation with the step of 20:
 +
{| class = "wikitable"
 +
! Raw Input !! Final Value !! Tier
 +
|-
 +
| 0 || 0 || 1
 +
|-
 +
| 20 || 20 || 1
 +
|-
 +
| 40 || 30 || 2
 +
|-
 +
| 60 || 40 || 2
 +
|-
 +
| 80 || 46.6 || 3
 +
|-
 +
| 100 || 53.3 || 3
 +
|-
 +
| 120 || 60 || 3
 +
|-
 +
| 140 || 65 || 4
 +
|-
 +
| 160 || 70 || 4
 +
|-
 +
| 180 || 75 || 4
 +
|-
 +
| 200 || 80 || 4
 +
|-
 +
| 220 || 84 || 5
 +
|-
 +
| 240 || 88 || 5
 +
|-
 +
| 260 || 92 || 5
 +
|-
 +
| 280 || 96 || 5
 +
|-
 +
| 300 || 100 || 5
 +
|}
 +
 
 +
== Weapon Damage ==
 +
The contribution of each [[Stat]] to [[Combat Damage]] is also rescaled, although less steeply.
 +
{| class = "wikitable"
 +
! Tier !! Raw Values !! Final Values !! Stat per point
 +
|-
 +
| Tier 1 || 0-45 || 0 to 45 || 1.0
 +
|-
 +
| Tier 2 || 46-105 || 45 to 90 || 1.333
 +
|-
 +
| Tier 3 || 106-180|| 91 to 135 || 1.666
 +
|-
 +
| Tier 4 || 181-270 || 136 to 180 || 2.0
 +
|-
 +
| Tier 5 || 271-375|| 180 to 225 || 2.333
 +
|-
 +
| Tier x || ... || ... || 0.667+0.333x
 +
|}

Latest revision as of 04:22, 13 October 2020


Several combat stats in ToME are rescaled to produce diminishing returns. The rescaling system uses tiers with increasing costs. A raw input value is converted to a final (effective/rescaled) value according to the following system:

Saves and Powers

Tier Raw Values Final Values Cost per point
Tier 1 0 to 20 0 to 20 1
Tier 2 21 to 60 21 to 40 2
Tier 3 61 to 120 41 to 60 3
Tier 4 121 to 200 61 to 80 4
Tier 5 201 to 300 81 to 100 5
Tier 6 301 to 420 101 to 120 6
Tier X ... ... X

Accuracy, Defense, Physical power, Spellpower, Mindpower, Physical Save, Spell Save and Mental Save are all rescaled this way.

The raw values (inputs) are what you see on equipment. For example, a shield that gives you +4 Defense is really giving you 4 raw points in Defense. These points (plus all the other raw points) are added together, and then the rescaling is applied.

You can see your rescaled Defense on your character sheet (Defense tab), and in your tooltip (when you hover the mouse over your character's icon/avatar).

Rescaling examples:

Raw Input Final Value Tier
17 17 1
50 35 2
71 43.66 3

Save Example: Suppose all of your raw bonuses to spell save (from stats, talents, items, etc.) add up to 72. This is then put through the formula, taking 1 point to increase your save while in tier 1, 2 in tier 2 and 3 in tier 3.

Getting through tier 1 takes 20 points, leaving 52. Getting through tier 2 takes 40 points (each increase needs 2), leaving 12 In tier 3, those 12 remaining are enough to give 4 more spell save.

This means that you would have 44 rescaled spell save.

Full tabulation with the step of 20:

Raw Input Final Value Tier
0 0 1
20 20 1
40 30 2
60 40 2
80 46.6 3
100 53.3 3
120 60 3
140 65 4
160 70 4
180 75 4
200 80 4
220 84 5
240 88 5
260 92 5
280 96 5
300 100 5

Weapon Damage

The contribution of each Stat to Combat Damage is also rescaled, although less steeply.

Tier Raw Values Final Values Stat per point
Tier 1 0-45 0 to 45 1.0
Tier 2 46-105 45 to 90 1.333
Tier 3 106-180 91 to 135 1.666
Tier 4 181-270 136 to 180 2.0
Tier 5 271-375 180 to 225 2.333
Tier x ... ... 0.667+0.333x