User:IapIac/Sandbox: Difference between revisions

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Replaced content with "I don't know what to say. vrej __NOTOC__ ----"
Tag: Replaced
a draft, vars need more checking...
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===some paras in <code>paragonDegreeDataModel</code>===
*<math>\text{attackCooldownReductionX}=50</math>
*<math>\text{piercePercentPerDegree}=1</math>
*<math>\text{pierceIncreasePerDegree}=0.1</math>
*<math>\text{damagePercentPerDegree}=1</math>
*<math>\text{damageIncreasePerDegree}=1</math>
*<math>\text{damageIncreaseForDegrees}=10</math>
*<math>\text{bonusBossDamagePercent}=0.25</math>
*<math>\text{bonusBossDamagePerDegrees}=20</math>
===some vars in <code>PowerDegreeMutator</code>===
<!--need checking-->
*<math>\text{percentPierceUp}=\text{piercePercentPerDegree}\times(\text{degree}-1+\lfloor\frac{\text{degree}}{100}\rfloor)</math>
*<math>\text{additionalPierceUp}=\text{pierceIncreasePerDegree}\times(\text{degree}-1+\lfloor\frac{\text{degree}}{100}\rfloor)</math>
*<math>\text{percentDamageUp}=\text{damagePercentPerDegree}\times(\text{degree}-1+\lfloor\frac{\text{degree}}{100}\rfloor)</math>
*<math>\text{additionalDamageUp}=\text{damageIncreasePerDegree}\times(\frac{\text{degree}-1}{\text{damageIncreaseForDegrees}}+\lfloor\frac{\text{degree}}{100}\rfloor)</math>
*<math>\text{bonusBossDamagePercent}=\text{bonusBossDamagePercent}\times\lfloor\frac{\text{degree}}{\text{bonusBossDamagePerDegrees}}\rfloor</math>
*<math>\text{attackCooldownReductionPercent}=\text{round}(\sqrt{\text{attackCooldownReductionX}(\text{degree}-1)},1)</math>
===actual stat changes===
*<math>\text{pierce}=\lfloor\text{percentPierceUp}\times\text{basePierce}\rfloor+\text{additionalPierceUp}</math>
*<math>\text{cooldown}=\frac{\text{baseCooldown}}{1+\text{attackCooldownReductionPercent}*0.01}</math>
*<math>\text{damage}=\text{percentDamageUp}\times\text{baseDamage}+\text{additionalDamageUp}</math>
====boss damages====
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>
*elite: just doubles it

Revision as of 07:03, 14 December 2024

I don't know what to say. vrej



some paras in paragonDegreeDataModel

  • attackCooldownReductionX=50
  • piercePercentPerDegree=1
  • pierceIncreasePerDegree=0.1
  • damagePercentPerDegree=1
  • damageIncreasePerDegree=1
  • damageIncreaseForDegrees=10
  • bonusBossDamagePercent=0.25
  • bonusBossDamagePerDegrees=20

some vars in PowerDegreeMutator

  • percentPierceUp=piercePercentPerDegree×(degree1+degree100)
  • additionalPierceUp=pierceIncreasePerDegree×(degree1+degree100)
  • percentDamageUp=damagePercentPerDegree×(degree1+degree100)
  • additionalDamageUp=damageIncreasePerDegree×(degree1damageIncreaseForDegrees+degree100)
  • bonusBossDamagePercent=bonusBossDamagePercent×degreebonusBossDamagePerDegrees
  • attackCooldownReductionPercent=round(attackCooldownReductionX(degree1),1)

actual stat changes

  • pierce=percentPierceUp×basePierce+additionalPierceUp
  • cooldown=baseCooldown1+attackCooldownReductionPercent*0.01
  • damage=percentDamageUp×baseDamage+additionalDamageUp

boss damages

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