Dragonburner
Posts: 35
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Weapons in database/profiles: —- With the correct ‘damage’ shown on weapons(properly showing base damage), the following is discernable from a weapons ID, and could be added to the bottom of weapon output: Weapon will deal (base + gain * skill% + (str - 19) * 2 ) damage against 0 ar. +4% if weapon is over 1 stone. —- Bringing me to part 2: Allow people to input their chars skills prof/spells, and score, which would let things like that be specifically calculated for people who are logged in, allowing you to add the With your knowledge of ‘<weapon>’ <name> will do <damage> damage against 0 ar. Furthermore, by allowing people to input their stats, you could add a line to the bottom of the item profiles: You are (un)able to wear this item at this time. Possibility to even add a check mark after requirements/recolor them to red/green to state whether or not someone meets each individual requirement |
Katran
Posts: 291
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However we will have to update all the older weapons to show the correct damage. :S |
I like it.
Dragonburner
Posts: 35
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Solution? Solve for weapon damage/level multiplier for list of weapons skills instead of checking every weapon, and then deal with the few outlying weapons who engage in the douchebaggery of having nonstandard damage. |
I can say with 95% certainty that a given weapons damage will correlate directly to the level of the weapon, and the weight of the weapon.
Lewd
Posts: 9
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Dragonburner’s mathematical sorcery makes me feel all fuzzy inside. |