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Queen Of Thieves beta 0.8.7

A fantasy otome RPG about three young thieves with special skills
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jack1974
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Re: Queen Of Thieves beta 0.8.6

Postby jack1974 » Thu Sep 01, 2016 7:47 pm

It's too late now (has been a long day) and my brain is not working, so for now the best I can do is post the formula:

Code: Select all

if round(75-pTarget.getValue("Speed")+self.user.getValue("Critical Hit")*100.0) <= RndInt(0,100)

self.user=attacker
pTarget=target! :lol:
as usual the critical is multiplied by 100 but only because internally is a float, so if attacker's critical is 30, the result will be 30.

myoksy
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Re: Queen Of Thieves beta 0.8.6

Postby myoksy » Thu Sep 01, 2016 8:34 pm

thanks!

as the left part is exactly the displayed hit chance shouldn't it be the other way around?
currently (if I don't produce a brainfart, I'm unconcentrated and tired) a higher crit hit value lowers the chance to hit.

say a target with 25 speed, so 50 can be used as base value

50 + 20% crit hit = 70 -> this misses when the RNG gives values between 0 and 70 and hits for 71 to 100
50 + 40% crit hit = 90 -> this misses for 0 to 90 and hits for 91 to 100

surely I am not right here and miss something obvious?

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jack1974
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Re: Queen Of Thieves beta 0.8.6

Postby jack1974 » Fri Sep 02, 2016 6:52 am

If I remember correctly, I used a high value as base value (75) so that if Speed and Critical were the same, there was 75% chances to hit by default.
However what you say seems absolutely right :lol:!!!! I should invert the <= with >= !!! :mrgreen:
I need to go out now, but in the afternoon will try the change!

myoksy
Woods ranger
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Re: Queen Of Thieves beta 0.8.6

Postby myoksy » Fri Sep 02, 2016 2:47 pm

jack1974 wrote:I need to go out now, but in the afternoon will try the change!

take your time - I generally ignored Critical Hit and I'm in the middle of a play-through. Who knows what I will find to criticize with the last set of love pairings : P

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jack1974
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Re: Queen Of Thieves beta 0.8.6

Postby jack1974 » Fri Sep 02, 2016 2:55 pm

I am back but too tired haha. Plus just released a game on Steam. Need to take it easier, but will look at this in the weekend :)

myoksy
Woods ranger
Posts: 169
Joined: Mon Aug 15, 2016 10:54 am

Re: Queen Of Thieves beta 0.8.6

Postby myoksy » Fri Sep 02, 2016 6:36 pm

is there some relationship between critical hit and/or speed and damage? thief and warrior have identical attack values but the predicted damage for the thief is continuously higher

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jack1974
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Re: Queen Of Thieves beta 0.8.6

Postby jack1974 » Fri Sep 02, 2016 6:43 pm

Yes damage is calculated by comparing critical+attack vs target's defense, I have written it even in the attributes screen (if you click on the attribute names, the help text should be up to date now).

myoksy
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Re: Queen Of Thieves beta 0.8.6

Postby myoksy » Fri Sep 02, 2016 6:46 pm

oops : )

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jack1974
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Re: Queen Of Thieves beta 0.8.6

Postby jack1974 » Fri Sep 02, 2016 6:49 pm

Np, btw while my brain is still confused, I think you're really right with the miss rate thing above. Tomorrow in the morning I should be able to work (lots of real-life things going on at the moment so I can't work as I want).

myoksy
Woods ranger
Posts: 169
Joined: Mon Aug 15, 2016 10:54 am

Re: Queen Of Thieves beta 0.8.6

Postby myoksy » Fri Sep 02, 2016 7:04 pm

every day you're not coding gives me more time to bug you - so it's a win for me ^^

I am curious about the bombs, I don't use them often but I never saw damage above the minimum. bad luck or something fishy with the calculation/RNG?


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