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Old 07-21-2015, 07:42 PM
Raiyaz Raiyaz is offline
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Originally Posted by Shuranosuke View Post
Nice thread.

Aren't those already in the game guide? Same remark for the OA/DA formula.
Yes, however, not everyone reads the game guide, and there are many newer players that don't know about the camera or loot options. (See it all the time when I watch first time streamers.)

I, myself, took forever to learn the proper name for heroes, or why items were disappearing.

Additionally, by how thresholds and the formula work, there's a lot more that can be derived from them. I simply work it all out. Like I said in the conclusion, I wouldn't have bothered if a few other people understand what Crate wrote in the Game Guide.
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  #12  
Old 07-21-2015, 07:46 PM
Raiyaz Raiyaz is offline
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Originally Posted by Grohuf View Post
Chance to crit equations are wrong.
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Originally Posted by Grohuf View Post
Readed a bit more. You messed everything about crits.
What did I do wrong? I verified everything possible in game about them, and went with the game guide on them. It's not helpful to just say I did something wrong without saying or exaplaining what.

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Originally Posted by Shalie View Post
What do mean, nearly ?
Well, tell me the names and give me the artwork of all the other Legendaries, and other not yet implemented items

I happen to know that there is exactly one legendary in the Grim Dawn database with stats
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  #13  
Old 07-21-2015, 07:49 PM
Raiyaz Raiyaz is offline
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Originally Posted by Rivera24 View Post
Maybe you could add what happens with resistance if it's put on negative before % reduction happens. Afaik its multiplied further into negative (like in TQ), but you'd have to test it probably.

Could be that nothing happens, but thought I'd mention it in case my info is right as it could be interesting to put a monster on like -60 flat and then have something like the abyss suffix drop it to -80.
Hm. I think that's what happens, but I could be wrong. I'll add it to my list for testing.
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Old 07-21-2015, 07:50 PM
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Originally Posted by Raiyaz View Post
Hm. I think that's what happens, but I could be wrong. I'll add it to my list for testing.
Yes, % reductions will further reduce a negative value.
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Old 07-21-2015, 07:55 PM
Raiyaz Raiyaz is offline
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Originally Posted by Nine View Post
Yes, % reductions will further reduce a negative value.
Yes, but is it a flat reduction at that point, or is it reduced by some form of the negative resists of the enemy? That's the real question.
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Old 07-21-2015, 08:05 PM
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Originally Posted by Grohuf View Post
Readed a bit more. You messed everything about crits.
The PTH equation is correct. Unsure about the OA/DA formulas, will have to extract the latest gamefiles for them.

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Originally Posted by Shalie View Post
What do mean, nearly ?
I can think of a couple that you don't list...good thing you don't, either, but I'm pretty sure they're in the gamefiles.

Edit: On a totally unrelated note, anyone know what the gamefile is for the 10k-health ring Zantai was using in one of the Misadventures? Edit: this thing...

On a somewhat related note, is this thread appropriate for asking questions on advanced mechanics (that you haven't touched on), or would you prefer that in a different thread, Raiyaz?
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  #17  
Old 07-21-2015, 08:08 PM
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Originally Posted by Raiyaz View Post
Yes, but is it a flat reduction at that point, or is it reduced by some form of the negative resists of the enemy? That's the real question.
It's reduced by the target's resistance after flat reductions. If an enemy has -50 resistance and then you applied 30% reduced resistance, the target would have -65 resistance.
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Old 07-21-2015, 08:11 PM
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First you need to simplify formulas. You are writing guide.
PTH = 85 + (OA - DA) / 15
Each 15 OA/DA difference give you 1% PTH

Second, REAL crit chance formula is:
mod = 100 if PTH <= 100
mod = PTH if PTH >= 100
(well, or "int mod = (PTH <= 100) ? 100 : PTH" if you like c++)

crit chance = (PTH - 90) / mod * 100%

Enjoy
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Old 07-21-2015, 08:12 PM
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Originally Posted by Ceno View Post
The PTH equation is correct. Unsure about the OA/DA formulas, will have to extract the latest gamefiles for them.
They're just simplified using basic Algebra from the Game Guide...
ProbabilityToHit(PTH)=((((Attacker’sOA*5)+7500)–( Defender’sDA*5))/75)–15

Then verified by having known PTH's (CH < 100) and getting hit or attacking enemies. Enemies (and players) are given a base OA/DA, and then you have to find their Cunning and Physique amounts. Then you also need to account for Veteran difficulty adding to them. Anddd.... you'll still end up short as there is something else I'm still missing. Doing this will give you the DA for Alkamos of about 1100, while he really has ~1500.

As far as I'm aware, there's no "OA/DA" formulas, per se.
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Old 07-21-2015, 08:14 PM
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Originally Posted by Raiyaz View Post
As far as I'm aware, there's no "OA/DA" formulas, per se.
Technically speaking, I think there are, based on Character Level & Cunning. But I suppose those aren't the formulas that are relevant to your original post.

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Originally Posted by Grohuf View Post
First you need to simplify formulas. You are writing guide.
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Originally Posted by Zantai View Post
Or maybe it's written this way so all we need to do is change a constant instead of rewriting the entire thing if we want to make subtle changes.

Readability was not the goal, the game guide is the first time it's been shown in an easy to access place anyway. Plus, don't you feel all smart for doing that arithmetic?
Heh.
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