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Showing content with the highest reputation on 12/14/2019 in all areas

  1. So sorry for the delay of this post, but here it is, the 3rd and 4th stages of my dungeon level design. Azra-Za-Ha. Stage 3 I had decided to go for a ropeless rope bridge, made not out of wooden planks, but granite stone planks instead. I hope you like the concept? Asra-Za-Ha. Stage 4
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  2. cegep -> Abitur für Nichtschüler (secondary education for non scholars/pupils) My niece did one. You can demand a test if you qualify for the Abitur (certification after end of secondary education after 12-13 years of schooling) even you didn't visit a school. You have to proof that your education is equivalent. She was taught 3 years for being a controller in food industry. While using bus and train for the job she learned languages, nature science were taught at here job training. Then she studied medicine specialized in allergies and food poisons after passing the test which allowed to join university. Her job training was quite useful for this part of medicine.
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  3. This is what I managed to scrape together: It doesn't matter if it's a modification or not, what matters is the type of property. I do not believe regeneration per hit is increased by aspect lore, but it may well be. Each Aspect Lore page on the WIki lists any additional effects that get increased in lieu of damage. Did you rule out the possibility that Regeneration per Hit on spells is just a flat number, like the version on weapon hits? There are only two types of bonuses that get used for RpH: type = "BONUS_ENERGYLEECH_WHIT", -- this used for the the RpH item modifier, Alchemy trophies, and also on Magic Coup. type = "BONUS_ENERGYLEECH_ONCE", -- this is used on Callous Execution, Dislodged Spirit, & Jolting Touch. Often when a bonus is percentage-based on the scripts it will have the _REL suffix, for example "BONUS_LIFELEECH" vs "BONUS_LIFELEECH_REL". Just something to consider.
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  4. Sure it does: Bonus value = 1-1/(1+(x+y*calvl)/1000) x = 50, y = 50 (you said 5%+5% correct?) Bonus = 1-1/(1+(50+50*calvl)/1000) At level 1: Bonus = 1-1/(1+(50+50*1)/1000)=1-1/(1+100/1000)=1-1/1.1=1-0.91=0.09 (or 9%) At level 10: Bonus = 1-1/(1+(50+50*10)/1000)=1-1/(1+550/1000)=1-1/1.55=1-0.65=0.35 (or 35%) Difference to your numbers may be if the aspect lore increases the per level bonus. Your formula may be easier to understand, but as I said, this formula is what the dev's liked using for diminishing returns in CA's.
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  5. lol, i was quick reading these topics... didnt catch the context and thought someone was swearing profusely gogo
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  6. For what it's worth I believe the dev's liked using 1-1/(1+(x+y*calvl)/1000) (where x and y are the base and per level increase defined in spells.txt) for CA modifiers that stacked with diminishing returns.
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