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Armor: Difference between revisions

163 bytes added ,  14 November 2023
→‎Protection: Fix/add to damage formula to more accurately reflect the current game code
imported>LukeisStuff
m (Reverted edits by Lilsips (talk) to last revision by TofuBytes)
imported>FG6
(→‎Protection: Fix/add to damage formula to more accurately reflect the current game code)
Line 32: Line 32:


Damage is calculated using this formula:
Damage is calculated using this formula:
: <math>\mathsf{damageTaken} = \mathsf{damageBase}\times \left(\mathsf{Max}\left(\frac{\mathsf{protectionType}}{100}\right)0.01\right)</math>
: <math>
 
\mathsf{damageTotal} = \mathsf{damageBase}\times\mathsf{max}\left(1-\frac{\mathsf{protectionType}}{100}, 0.99\right)\\
Note that at maximum protection value, you will always have a 50% chance to take {{Hp|1}} damage.
\mathsf{rand} = \mathsf{random}\left(\right)\\
\mathsf{damageTaken} = \begin{cases}
  \mathsf{floor}\left(\mathsf{damageTotal}\right)\text{ if } \mathsf{rand} \gt 0.5\\
  \mathsf{ceil}\left(\mathsf{damageTotal}\right)\text{ if } \mathsf{rand} \leq 0.5\\
\end{cases}
</math>


==Durability==
==Durability==
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