Difference between revisions of "Scaling"
From Tales of Maj'Eyal
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For consistency with the Lua code, this page will use '''''x''''' to denote the value of a talent parameter and '''''t''''' the talent level. | 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== | + | ==(cS) combatScale== |
<span id="cS"></span> | <span id="cS"></span> | ||
− | ==combatStatLimit== | + | ==(cSL) combatStatLimit== |
<span id="cSL"></span> | <span id="cSL"></span> | ||
− | ==combatStatScale== | + | ==(cSS) combatStatScale== |
<span id="cSS"></span> | <span id="cSS"></span> | ||
− | ==combatTalentLimit== | + | ==(cTL) combatTalentLimit== |
<span id="cTL"></span> | <span id="cTL"></span> | ||
− | ==combatTalentMindDamage== | + | ==(cTMD) combatTalentMindDamage== |
<span id="cTMD"></span> | <span id="cTMD"></span> | ||
− | ==combatTalentScale== | + | ==(cTS) combatTalentScale== |
<span id="cTS"></span> | <span id="cTS"></span> | ||
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:In cases such as this where non-integer values are not meaningful, they are generally rounded down to the nearest integer instead. | :In cases such as this where non-integer values are not meaningful, they are generally rounded down to the nearest integer instead. | ||
− | ==combatTalentStatDamage== | + | ==(cTSD) combatTalentStatDamage== |
<span id="cTSD"></span> | <span id="cTSD"></span> | ||
− | ==combatTalentWeaponDamage== | + | ==(cTWD) combatTalentWeaponDamage== |
<span id="cTWD"></span> | <span id="cTWD"></span> | ||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] |
Revision as of 04:23, 27 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.
Contents
[hide](cS) combatScale
(cSL) combatStatLimit
(cSS) combatStatScale
(cTL) combatTalentLimit
(cTMD) combatTalentMindDamage
(cTS) combatTalentScale
- Example of talent description
- Talent parameter is x1–x2cTS
- What the talent description is trying to convey
- 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 values of m and b that produce 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 given 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.
(cTSD) combatTalentStatDamage
(cTWD) combatTalentWeaponDamage