Gotcha, that’s what I’ve been trying to do (and I still need to mess with it more) but it seems like doing that makes my results significantly lower then what happens in game, sometimes by as much as 10-20 damage. (Also DM me if you'd be willing to help me with creating it, started off as a small project to just calculate my tempest damage lol but figured if I was going to have to put this much work into it, I might as well make it function for anything.) Thanks in advance, ideally when I am done with this I'd like to turn it into a resource for the whole community to use, so it is for your benefit as well :)) Obviously it is not as simple as pure multiplication, but I don't know if/where the system truncates, rounds, or whatever it does. But there is an option to pull values from other cells. If there is someone on these forums knowledgeable with the exact coding behind how the math is calculated in this game, I would really appreciate help with that. Unlike a pie chart, which has a specific option to show percentages, a 100 stacked chart does not have this option. I guess my main question is this.Is the link above the accepted belief for how damage rounding in game functions (in which case I'm just miswriting a formula in my spreadsheet somewhere), or am I missing a different calculation of in game rounding somewhere else? (For my tests I've purposely unequipped my pet because i know pet damage boosts can be decimals, and I'm just trying to get even base stats working before moving on to pet calculations. Anyway, I tried this method as well, but the numbers still are off by usually single digits. Means after 1 year, your net asset will be 100+(100×10) 110. Then you will get 10 interest on your asset every year. Suppose you want to stake 100 A coins to a validator that provides 10 APR. It talks about w101 rounding damage numbers down due to conversions to base 2 or something like that. Staking profits depends on the percentage of return a validator provides per annum a.k.a APR (Annual Percentage Rate). The second buff in the stack takes 25 of the remaining 75 18.75. So the first buff in the stack takes 25 of 100 25. Initially, I just tried to calculate by stacking charms/traps multiplicatively, but those would result in damage numbers about 1-3 points higher than what actually happens in game. One simple way to approach this is to say that subsequent items in the stack apply to the percentage thats left after the earlier items in the stack took their bite. Hey! So I've been working on a spreadsheet to calculate damage in-game, but I've been having some issues with numbers coming up slightly off.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |