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Dragon Brother

FDM Moderator
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Everything posted by Dragon Brother

  1. spells => magic Haha well yes, but I was thinking more along the lines of chemicals used in a laboratory!
  2. Thats terrible new Podgie! I hope the new year brings new health and good fortune for you and your wife! To everyone else, have a happy new year! I hope the next morning hangovers weren't too painful...
  3. Merry Christmas all! I'm sneaking a small moment of quiet time between family christmas celebrations, going back to work and friends and family coming to stay with us as we live near the beach!
  4. imminent => soon PS. Gogo, you returned us back to the word one before mine!
  5. One thing to point out is that Soul Reavers Source mod doesn't provide RpH, it reduces regen time by a percentage when active, but does nothing on hit. However, as to your query below, this I believe stacks with diminishing returns so won't be an issue (dimitrius can confirm if it is necessary...).
  6. Kudos for the hard work, it makes it much easier to draw a conclusion! I have to say that I do agree with Flix that it must be absolute regen per hit, not percent based. As Flix says, the difference between your tests is due to the differing bonuses and penalties associated with the buffs and associated mods you have active/inactive in each test.
  7. The numbers are presented in spells.txt as 50, not 5, so it's clear enough once you start playing around with that file. However, where the numbers for each CA were added to the wiki that conversion has already been made though (and diminishing returns not necessarily considered) so easy to miss. I will concede that there may be something else going on though if that formula doesn't add up with what you're seeing and if the aspect lore doesn't increase this bonus as Flix suggests. More investigation is required!
  8. 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.
  9. flame retardant => fire protection Can be quite important on a gas processing plant like mine!
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