ziggy46802
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- Aug 19, 2012
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Many people are confused by the values that are set by
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC)
and
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1, -1, -1, -1, 2, 1.4, 1.7, 1.9)
So I would like to try and explain them, to my fullest testing and knowledge that I possess.
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC)
Here is an example of an old school burst arrow (that is more based on magic level than level or skill):
Here are what the numbers mean
The first four:
These are the low minimums and high minimums, as in
first = (lowmina1)
second = (lowmina2)
third = (lowminb1)
fourth = (lowminb2)
I'm not entirely sure how these work, but I do know that the first one is the lowest you can possibly hit, and the rest is just, the "lowest" you can hit per se, like I said, I'm not entirely sure how this works and I'd be glad if somebody cleared this up.
The first backhalf:
the fifth number, 2 in this case, means that it is the lowest you can hit (which will be added to the backhalf as the lowest). This number is your level, divided by 2, so 2 would actually mean it does your level's worth of damage.
the sixth number, 1.4 in this case, means that it is the highest you can hit, added to the backhalf as well. This number is also your level, divided by 2, so 1.4 would mean you can only do .7 times your level's worth of damage. And yes I realized my mistake in this damage and will show the right one after this explanation.
The second backhalf:
the seventh number, 1.7 in this case, means that it is the lowest you can hit (added from the first backhalf). This number is your magic level, multiplied by whatever you put, so this means I am doing, say I have mL 100, I would do a minimum of 170 damage from this.
the eigth number, 1.9 in this case, means that it is the highest you can hit (added from the first backhalf). This number is also your magic level, multiplied. So this would be 1.9 times your magic level's damage
So the real formula to the burst arrow (old school) is
Now on to
setCombatFormula(combat, COMBAT_FORMULA_SKILL)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 1, 1, 2, 5)
The first two numbers, through my testing seemed to do nothing at all, no minimums or maximums or anything, so I'd like some clarity on that as well.
The third number, is the minimum you will hit. It is your skill multiplied, like if it's distance, then it would be distance times 2 in this case
The fourth number, is the maximum you will hit. It is your skill multiplied, like if it it's distance, then it would be distance times 5 in this case
Will add more to this later, but that's the basics.
I hope this helped anyone looking at it, reply with any clarity on those weird numbers or general thoughts.
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC)
and
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1, -1, -1, -1, 2, 1.4, 1.7, 1.9)
So I would like to try and explain them, to my fullest testing and knowledge that I possess.
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC)
Here is an example of an old school burst arrow (that is more based on magic level than level or skill):
Lua:
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1, -1, -1, -1, 2, 1.4, 1.7, 1.9)
Here are what the numbers mean
The first four:
These are the low minimums and high minimums, as in
first = (lowmina1)
second = (lowmina2)
third = (lowminb1)
fourth = (lowminb2)
I'm not entirely sure how these work, but I do know that the first one is the lowest you can possibly hit, and the rest is just, the "lowest" you can hit per se, like I said, I'm not entirely sure how this works and I'd be glad if somebody cleared this up.
The first backhalf:
the fifth number, 2 in this case, means that it is the lowest you can hit (which will be added to the backhalf as the lowest). This number is your level, divided by 2, so 2 would actually mean it does your level's worth of damage.
the sixth number, 1.4 in this case, means that it is the highest you can hit, added to the backhalf as well. This number is also your level, divided by 2, so 1.4 would mean you can only do .7 times your level's worth of damage. And yes I realized my mistake in this damage and will show the right one after this explanation.
The second backhalf:
the seventh number, 1.7 in this case, means that it is the lowest you can hit (added from the first backhalf). This number is your magic level, multiplied by whatever you put, so this means I am doing, say I have mL 100, I would do a minimum of 170 damage from this.
the eigth number, 1.9 in this case, means that it is the highest you can hit (added from the first backhalf). This number is also your magic level, multiplied. So this would be 1.9 times your magic level's damage
So the real formula to the burst arrow (old school) is
Lua:
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1, -1, -1, -1, 1.4, 2.0, 1.7, 1.9)
Now on to
setCombatFormula(combat, COMBAT_FORMULA_SKILL)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 1, 1, 2, 5)
The first two numbers, through my testing seemed to do nothing at all, no minimums or maximums or anything, so I'd like some clarity on that as well.
The third number, is the minimum you will hit. It is your skill multiplied, like if it's distance, then it would be distance times 2 in this case
The fourth number, is the maximum you will hit. It is your skill multiplied, like if it it's distance, then it would be distance times 5 in this case
Will add more to this later, but that's the basics.
I hope this helped anyone looking at it, reply with any clarity on those weird numbers or general thoughts.