Damage Variance

Wacky

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I've been working on a set of Skills that would emulate the rolling of dice based off of an RPG.  I manage to get the formula easy enough by inputting the highest value of the die, then dividing one by that for the Variance.  (So a 1d6 would be 1/6=17ish from 100 for 83%.)


I times the amount by either the level (for characters) or another value for monsters that I can better control (often the defense value).  This gives me the leveling affect of spells in most RPGs (defense of 10 for tenth level so 6 * a.def Variance 83% gives 10d6 results.)


The problem is that I'm getting values that far exceed this amount.  What should be only a maximum of 60 comes out between 99 to 277 when I've tested it.


I've disabled the Critical effect and am not using any plugins.  Does anyone have any idea what might cause this?  Any help would be appreciated.


Thanks!

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Andar

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1) Variance is in +- percent, so a variance of 74% can get a result between 26% and 174% of the base value.


Does that explain your numbers?


If not you have probably a trait added that affects either the def value or the damage formula results. To check that it would help to give us screenshots of the actor and the class casting that skill.
 

Engr. Adiktuzmiko

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I think you should be using the 1/X result as your variance instead of using 100 - 1/X. Or maybe half of it depending on how you want the range to go.
 
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Wacky

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AHHHH, you both bring up good points!  I didn't realize that the Variance equation worked like that.  I can recalculate what ranges I want and go from there.


Mind you the high mark would still be above 174% of what I wanted, but I'll try it again and see what happens.


Thank you both for your expedient replies. :)


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Engr. Adiktuzmiko

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Mind you the high mark would still be above 174% of what I wanted


That's why you need to find the median of your damage range and use that to calculate the right variance and you might need to adjust your own damage formula too. It will probably take a lot of trial and error at the start but once you got it, I think it will be easy to predict the right values for all other skills.


You can also offset the negative variance side by adding the approximate value of that into your damage formula, and reducing the actual variance to get the same maximum value, in case you want the variance to work only on the + side.
 
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Wacky

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You can also offset the negative variance side by adding the approximate value of that into your damage formula, and reducing the actual variance to get the same maximum value, in case you want the variance to work only on the + side.


I assume you mean so that the range would be from 1 to the maximum that I want, and achieved by an addition at the end of the equation?


Say, (x * a.def + y)z with z being the Variance?


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