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F5 upgrade (Formulae and extended info)
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PostPosted: Sat Feb 01, 2014 1:43 am 
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We've upgraded the game F5 dialog (Character info). This is yet another way to fill the lack of information and knock out rumors regarding Helbreath's mechanics. See for yourself:

Char stats and Max HP formula:
Image

Item mods and Mag-related formulae:
Image

Level-related formulae:
Image

I suspect there'll be more than a few questions regarding the formulae once this is implemented. I've double-checked all of the formulae to check make sure no errors, but if you find something, do let me know.

As a pre-emptive response to some questions, the following are not errors, but intentional mechanics (some of which have been in Helbreath but few knew about them):
  • Bows lose Hit Ratio on rainy weather, as well as heavy snow
  • Average PA takes into consideration how often each armor is hit to give an accurate result. This gives a much better 'mental' overview of how much PA you have in contrast with looking at each armor's PA
  • There are diminishing returns on MA, starting at 25, and further more at 50
  • Ruby Ring and Emerald Ring's MA is added multiplicatively with other items' MA. The formula for total MA is: 1 - (1 - ring_ma) * (1 - items_ma)
  • There are diminishing returns on MR gotten from items, starting at 270


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Re: F5 upgrade (Formulae and extended info)
PostPosted: Sat Feb 01, 2014 1:49 am 
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when update will be ready?


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Re: F5 upgrade (Formulae and extended info)
PostPosted: Sat Feb 01, 2014 1:50 am 
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looks good

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Re: F5 upgrade (Formulae and extended info)
PostPosted: Sat Feb 01, 2014 1:56 am 
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Kayuon wrote:
when update will be ready?


You can find the date at this very nice place:
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Re: F5 upgrade (Formulae and extended info)
PostPosted: Sat Feb 01, 2014 2:33 am 
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I think its ready thats why he has time now for things like blocking macro ;)

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Re: F5 upgrade (Formulae and extended info)
PostPosted: Sun Feb 02, 2014 2:27 pm 
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great to see some of the work done, looking forward to more! and watching the macro topic to see what gets suggested.

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Re: F5 upgrade (Formulae and extended info)
PostPosted: Sun Feb 02, 2014 2:54 pm 
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Guardian wrote:
great to see some of the work done, looking forward to more! and watching the macro topic to see what gets suggested.

You won't see what protections we come up with, since that would be pretty much giving them the key to bypass the protection.


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Re: F5 upgrade (Formulae and extended info)
PostPosted: Wed Feb 05, 2014 5:52 pm 
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fair point lol

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Re: F5 upgrade (Formulae and extended info)
PostPosted: Wed Feb 19, 2014 11:38 pm 
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Cleroth wrote:
You won't see what protections we come up with, since that would be pretty much giving them the key to bypass the protection.


wiki wrote:
Kerckhoffs's principle was reformulated (or perhaps independently formulated) by Claude Shannon as "the enemy knows the system", i.e., "one ought to design systems under the assumption that the enemy will immediately gain full familiarity with them".[citation needed] In that form, it is called Shannon's maxim.


Fill in the gaps, please.

I'd like to know, what does "ratio" stand for in the context of defense for an instance. I mean, those labels are wonderful and all, but a proper manual is still missing and people are left in the dark, since some of them dunno shit about things like 'norms' and whatsoever.
It is hard for me to imagine a formula like [ attackers tree, defenders tree ] -> 0..1 with epsilon being threshold for success, which might very well be affect by several dice rolls.

So please, explain how the game works. Share us the attack function; some games have it thousands of lines long, but then we gonna want to follow the references...


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Re: F5 upgrade (Formulae and extended info)
PostPosted: Thu Feb 20, 2014 12:10 am 
Misleading label:
Item mods and Mag-related formulae:
MP regen +3d(Mag/3) (+3d66)
Cause: Misplaced brackets

Come on, the semantics here are mean - that second part, I presume, is the actual character data. So why is it placed there along the generic term "Mag". The user is unable to substitute the value of the label called "Mag" and divide it by 3?

Overwhelming label:
Level-related formulae:
1 lvl = +2 max sp, hp, mp..
We get it, there is character simulator... in-game
Cause: Misplaced equations
And then "Higher level increases casting probability and magic hit ratio" - good to know, right, is there "magic casting probability" anywhere on f5?

The total aka "Max" HP aka Health also Hit (HB USA) Points formula is present in the trivia event logs.

I was wondering, would it be possible to order the current (5.8) stat labels as equations or aesthetics go as far as taskbar image mods only?


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