Difference between revisions of "Scaling"
(→(cS) combatScale: Copy edit) |
(→(cTMD) combatTalentMindDamage: Not completely linear with rescaling etc.) |
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− | :The talent's damage will scale | + | :The talent's damage will scale with respect to both mind power and talent level, dealing '''''d<sub>2</sub>''''' damage at 100 mind power and talent level 5. |
;What the game actually does | ;What the game actually does |
Revision as of 14:20, 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 unknown 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.
Contents
(cL) combatLimit
This function is the archetype for both combatStatLimit and combatTalentLimit.
(cS) combatScale
This function is the archetype for both combatStatScale and combatTalentScale.
- Example of talent description
- The value is ylow– yhigh as the parameter varies from xlow– xhigh cS
- What the talent description means
- The value will be ylow when the parameter is xlow, and yhigh when the parameter is xhigh, with some diminishing returns.
- What the game actually does
- Using the function y(x) = m * (t + shift) power + b + add,
- find the values of m and b that produce the best fit to the two points y( xlow ) = ylow and y( xhigh ) = yhigh,
- then return the value y(x) with the fitted function given the actual parameter x of the character
- Default values for the fit parameters are
- power = 0.5
- shift = 0
- add = 0
- Example calculation
- The trap detection power of Heightened Senses is 0–125 as (Talent Level * Cunning) varies from 0–500 cS.
- The resulting fit function is y = 5.59 * (Talent Level * Cunning) 0.5 and will, for example, produce the following results:
Talent Level Cunning Detection Power 1 10 18 1 20 25 1 40 35 5 40 79 5 100 125 5 150 153
(cSL) combatStatLimit
(cSS) combatStatScale
This function is almost identical to combatScale except that it sets xlow = 10 and xhigh = 100 to represent the stat that the scaling is based on. Prodigies will typically use xlow = 50 instead.
(cTL) combatTalentLimit
(cTMD) combatTalentMindDamage
- Example of talent description
- Talent deals d1– d2cTMD damage.
- What the talent description means
- The talent's damage will scale with respect to both mind power and talent level, dealing d2 damage at 100 mind power and talent level 5.
- What the game actually does
- The actual talent damage will be ( d2 * Mind Power Factor * Talent Factor )1.04, where
- Mind Power Factor = (d1 + Mind Power) / (d1 + 100),
- Talent Factor = (0.2 + 0.8 * √ Talent Level) / (0.2 + 0.8 * √ 5)
(cTS) combatTalentScale
This function is almost identical to combatScale except that is sets xlow = 1 and xhigh = 5 to represent the talent level that the scaling is based on.
- Example of talent description
- Value is ylow– yhighcTS
- What the talent description means
- The talent parameter will have value ylow at talent level 1, and value yhigh 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 y(x) = m * (x + shift) power + b + add,
- find the values of m and b that produce the best fit to the two points y(1) = ylow and y(5) = yhigh,
- then return the value of y(x) with the fitted function given the actual talent level x of the character
- Default values for the fit parameters are
- power = 0.5
- shift = 0
- add = 0
- 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.
- Logarithmic fits
- If the talent description is: This skill has a range of 5–10cTS:log
- then the game will use a logarithmic fit with the function y(x) = m * Log10(x + shift) + b + add 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
- y(x) = 4.045 * x 0.5 + 0.955
- which would return the following values for the talent's range
Talent Level x Range y(x) 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.