Difference between revisions of "Scaling"
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where it is assumed that t represents talent level, and x(t) the scaled outcome of some talent parameter of interest. | where it is assumed that t represents talent level, and x(t) the scaled outcome of some talent parameter of interest. | ||
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Revision as of 22:00, 23 July 2014
This page will list some of the scaling functions that are frequently used in game to calculate talent parameters. The sections below are named after the actual function names used in the game's Lua files. The goal here is to provide a very basic understanding of how various talent parameters are scaled so that talent pages do not need to be filled with a plethora of X's. Instead, the actual range of values can be denoted on each talent page with a superscripted link to this article for further details.
Example: This skill has a range of 5-10 cTS
combatTalentLimit
combatTalentScale
Given a range of values x1 to x2, attempt to fit a function of the form
x(t) = m * (t + shift)power + b + add
using the two points x(t1) = x1 and x(t2) = x2.
Default values are:
power =0.5
shift = 0
add = 0
t1=1
t2=5
Example: Using default values with x(t1) = 5 and x(t2) = 10 leads to
x(t) = 4.04 * t0.5 + 0.955
where it is assumed that t represents talent level, and x(t) the scaled outcome of some talent parameter of interest.