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  1. Test 1: 1000 max HP, 80 str, 1 endurance, 1 medical, 100 current health. Resting for 10 hours sent to 670 health (+570). Resting one more hour provided +58.
  2. Test 2: 1000 max HP, 1 str, 1 endurance, 1 medical, 100 current health. Resting for 10 hours sent to 670 health (+570). [b]Strength has no effect on healing rate.[/b]
  3. Test 3: 500 max HP, 1 endurance, 1 medical, 100 current health. Resting for 10 hours sent to 360 health (+260). Max health appears to set a minimum healing percent per hour.
  4. Test 4: 100 max HP, 1 endurance, 1 medical, 10 current health. Resting for 10 hours sent to 30 health (+20). It looked like it was just rounding down like many other formulas in Daggerfall, but this is too sharp. 5.7% to 5.2% to 2% restored per hour of rest, with no other aid. If it were consistent, it'd have given either 4 or 5 per hour here.
  5. Test 5: 1000 max HP, 1 endurance, 1 medical, 10 current health. Resting for 10 hours sent to 580 health (+570). Consistent with Test 2, just checking if current health modified anything.
  6. Test 6: 10000 max HP, 1 endurance, 1 medical, 100 current health. Resting for 10 hours sent to 6160 health (+6060). I continued this testing to show [url=http://imgur.com/8nsSSm7]these results[/url]. A weird rounding down seems to be the rule in Daggerfall's veins, and exploring it further doesn't give me meaningful theories on why.
  7. Test 7: 100 max HP, 1 endurance, 100 medical, 1 current health. Resting for [u]5[/u] hours sent to 61 health (+60), 12 per hour. Compare with test 4. Medical had a significant effect on recovery rate in this test, causing 6x recovery.
  8. Test 8: 1000 max HP, 1 endurance, 100 medical, 1 current health. Resting for [u]5[/u] hours sent to 781 health (+780), 156 per hour.
  9. Test 9: 30000 max HP, 1 endurance, 100 medical, 1 current health. Resting for [u]5[/u] hours sent to 23981 health (+2390), 4796 per hour. Seeing the pattern set up by the previous tests, I just [url=http://imgur.com/8BgwpPh]stopped here[/url]. [b]Medical has a significant impact on healing rate, with a minor dependence on max health.[/b]
  10. Test 10: 100 max HP, 100 endurance, 1 medical, 1 current health. Resting for [u]5[/u] hours sent to 56 (+55). It's here that I realize I really should've done tests 1-9 with 50 endurance, not 1, since a healing rate of -5 has been applied the whole time. Hopefully that data will still be useful for something. This may also explain the aggressive rounding down... maybe.
  11. Test 11: 100 max HP, 50 endurance, 1 medical, 1 current health. Resting for [u]5[/u] hours sent to 31 (+30), 6 per hour (6%).
  12. Test 12: 100 max HP, 50 endurance, 100 medical, 1 current health. Resting for [u]5[/u] hours sent to 81 (+80), 16 per hour. Compare with tests 7 and 11.
  13. Test 13: 30000 max HP, 50 endurance, 100 medical, 1 current health. Resting for [u]5[/u] hours sent to 24001 (+24000), 4800 per hour. Compare with Test 9. Thankfully, my error seems to have been minor, though it's only applying a -4 result instead of a -5.
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