User:IapIac/Sandbox: Difference between revisions

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a draft, vars need more checking...
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I don't know what to say. vrej
I don't know what to say. vrej
__NOTOC__
__NOTOC__
----
===BAD immunity===
{|class="wikitable mw-collapsible mw-collapsed"
!List of Lych soul can not immune
|-
|
*<code>Slow:MoabPressStunParagon</code>
*<code>Stun:ParagonWeak</code>
*<code>Stun:BombParagon</code>
|}


----
----
===some paras in <code>paragonDegreeDataModel</code>===
===some paras in <code>paragonDegreeDataModel</code>===
*<math>\text{attackCooldownReductionX}=50</math>
* attackCooldownReductionX = 50
*<math>\text{piercePercentPerDegree}=1</math>
* piercePercentPerDegree = 1
*<math>\text{pierceIncreasePerDegree}=0.1</math>
* pierceIncreasePerDegree = 0.1
*<math>\text{damagePercentPerDegree}=1</math>
* damagePercentPerDegree = 1
*<math>\text{damageIncreasePerDegree}=1</math>
* damageIncreasePerDegree = 1
*<math>\text{damageIncreaseForDegrees}=10</math>
* damageIncreaseForDegrees = 10
*<math>\text{bonusBossDamagePercent}=0.25</math>
* bonusBossDamagePercent = 0.25
*<math>\text{bonusBossDamagePerDegrees}=20</math>
* bonusBossDamagePerDegrees = 20


===some vars in <code>PowerDegreeMutator</code>===
===some vars in <code>PowerDegreeMutator</code>===
<!--need checking-->
* percentPierceUp = piercePercentPerDegree * ((degree-1) + floor(degree/100))
*<math>\text{percentPierceUp}=\text{piercePercentPerDegree}\times(\text{degree}-1+\lfloor\frac{\text{degree}}{100}\rfloor)</math>
* percentDamageUp = damagePercentPerDegree * ((degree-1) + floor(degree/100))
*<math>\text{additionalPierceUp}=\text{pierceIncreasePerDegree}\times(\text{degree}-1+\lfloor\frac{\text{degree}}{100}\rfloor)</math>
* additionalPierceUp = pierceIncreasePerDegree * ((degree-1) + floor(degree/100))
*<math>\text{percentDamageUp}=\text{damagePercentPerDegree}\times(\text{degree}-1+\lfloor\frac{\text{degree}}{100}\rfloor)</math>
* additionalDamageUp = floor(damageIncreasePerDegree * ((degree-1) / damageIncreaseForDegrees + floor(degree/100)))
*<math>\text{additionalDamageUp}=\text{damageIncreasePerDegree}\times(\frac{\text{degree}-1}{\text{damageIncreaseForDegrees}}+\lfloor\frac{\text{degree}}{100}\rfloor)</math>
* bonusBossDamagePercent = bonusBossDamagePercent * degree / bonusBossDamagePerDegrees
*<math>\text{bonusBossDamagePercent}=\text{bonusBossDamagePercent}\times\lfloor\frac{\text{degree}}{\text{bonusBossDamagePerDegrees}}\rfloor</math>
* attackCooldownReductionPercent = round(sqrt(attackCooldownReductionX * (degree-1), 1)
*<math>\text{attackCooldownReductionPercent}=\text{round}(\sqrt{\text{attackCooldownReductionX}(\text{degree}-1)},1)</math>


===actual stat changes===
===actual stat changes===
*<math>\text{pierce}=\lfloor\text{percentPierceUp}\times\text{basePierce}\rfloor+\text{additionalPierceUp}</math>
* pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
*<math>\text{cooldown}=\frac{\text{baseCooldown}}{1+\text{attackCooldownReductionPercent}*0.01}</math>
* cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
*<math>\text{damage}=\text{percentDamageUp}\times\text{baseDamage}+\text{additionalDamageUp}</math>
* damage = percentDamageUp * baseDamage + additionalDamageUp


====boss damages====
====boss damages====
actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc)
actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc)
*normal: <math>\text{totalBossDamage}=\text{totalBaseBossDamage}\times(1+\text{bonusBossDamagePercent})</math>
* normal: totalBossDamage = totalBaseBossDamage * (1 + bonusBossDamagePercent)
*elite: just doubles it
* elite: JUST DOUBLES IT

Latest revision as of 16:05, 13 January 2026

I don't know what to say. vrej


BAD immunity

[edit | edit source]
List of Lych soul can not immune
  • Slow:MoabPressStunParagon
  • Stun:ParagonWeak
  • Stun:BombParagon



some paras in paragonDegreeDataModel

[edit | edit source]
  • attackCooldownReductionX = 50
  • piercePercentPerDegree = 1
  • pierceIncreasePerDegree = 0.1
  • damagePercentPerDegree = 1
  • damageIncreasePerDegree = 1
  • damageIncreaseForDegrees = 10
  • bonusBossDamagePercent = 0.25
  • bonusBossDamagePerDegrees = 20

some vars in PowerDegreeMutator

[edit | edit source]
  • percentPierceUp = piercePercentPerDegree * ((degree-1) + floor(degree/100))
  • percentDamageUp = damagePercentPerDegree * ((degree-1) + floor(degree/100))
  • additionalPierceUp = pierceIncreasePerDegree * ((degree-1) + floor(degree/100))
  • additionalDamageUp = floor(damageIncreasePerDegree * ((degree-1) / damageIncreaseForDegrees + floor(degree/100)))
  • bonusBossDamagePercent = bonusBossDamagePercent * degree / bonusBossDamagePerDegrees
  • attackCooldownReductionPercent = round(sqrt(attackCooldownReductionX * (degree-1), 1)

actual stat changes

[edit | edit source]
  • pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
  • cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
  • damage = percentDamageUp * baseDamage + additionalDamageUp

boss damages

[edit | edit source]

actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc)

  • normal: totalBossDamage = totalBaseBossDamage * (1 + bonusBossDamagePercent)
  • elite: JUST DOUBLES IT