Difference between revisions of "Scaling"

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==combatStatLimit==
  
 
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Revision as of 06:20, 26 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 displayed on each talent page with a footnote linking to this article for further details.

For consistency with the Lua code, this page will use x to denote the value of a talent parameter and t the talent level.

combatScale

combatStatLimit

combatStatScale

combatTalentLimit

combatTalentScale

Example of talent description
Talent parameter is x1x2cTS
Simple translation of talent description above
The talent parameter will have value x1 at talent level 1, and value x2 at talent level 5, with some diminishing returns.
(this is all you need to know in the majority of cases)
What the game actually does
Using the function x(t) = m * (t + shift) power + b + add,
find the best fit to the two points x( t1 ) = x1 and x( t2 ) = x2,
then return the value of the talent parameter x(t) with the fitted function using the actual talent level t of the character
Default values for the fit parameters are
power = 0.5
shift = 0
add = 0
t1 = 1
t2 = 5
Custom fit parameters should be noted on the talent page if possible
If the talent description is: This skill has a range of 5–10cTS:0.75P
then the fit parameter power = 0.75 will be used instead.
Example of calculation
If the description of a talent is: This skill has a range of 5–10cTS
then the game will use default values to produce the fit function
x(t) = 4.045 * t 0.5 + 0.955
which would return the following values for the talent's range
Talent Level t Range x(t)
1 5
2 6.68
3 7.96
4 9.05
5 10
6 10.86
7 11.66
In cases such as this where non-integer values are not meaningful, they are generally rounded down to the nearest integer instead.

combatTalentWeaponDamage