DeletedUser
Hi there,
Thanks for the precise answer.
It does clear things up a bit.
So I guess I should be using low values for calculation and be aware of these "tricks"....
Thanks again,
RG
Thanks for the precise answer.
the Duel-Section uses the same Algorithm than the Custom Section, but on background there are set some "hidden" values, internal called "other" skills, like speed and damage.
First the values set here are in the meaning that this is a custom job with x (multiply) Skills. The Fort Section is the only One where it is working in percent Meaning.
Second on Duel Jobs internaly for Speed is always set a value of 0.0001, so if two animals give the same skill boni, the faster one is selected, unproblematic.
If for the Punch Skill a value is set, than for the "other" Skill damage_melee a fixed value of 0.5 is used. So it should be a melee weapon choosed in wear result.
If the shot Skill is used, the "other" Skill damage_fire is set to the fixed value of 0.5. So here a fire weapon should be choosed.
But the fixed values are the problem, i know about but never could pick me up to add a possibility at the User-Interface to directly set the damage_fire and damage_melee values.
If you use higher values for the skills, the "hidden" values for the damage will be more and more insignificant -> on your screenshot on the first example with the 1 and 2 skill values, the melee damage is better than the skill value of the collector weapon. on the second example the skill values of the collector weapons are better (multiply by 50 and 100) than the melee damage (multiply by the fixed 0.5)
hope i could clear it up how it internaly worked.
A mistake on my algorithm itself could be obviate, its only a thing of the different input values.
It does clear things up a bit.
So I guess I should be using low values for calculation and be aware of these "tricks"....
Thanks again,
RG
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