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- // R5.4.13
- Experimental version for debugging Excalibur (0E) and Martial Arts (1D) formulae.
- Modifications:
- - Change HAMMER's formula to 0E, primary value to 200, and secondary value to 0.
- - Change RAPIER's formula to 0E, primary value to 0, and secondary value to 100.
- - Change LONG's formula to 0E, primary value to 8, and secondary value to 8.
- - Change SABER's formula to 0E, primary value to 1, and secondary value to 100.
- - Change PUNCH's secondary data to 255.
- Expected results:
- - HAMMER will either always do ~200 or do ~200-300.
- - RAPIER will either always do ~100 or do ~100-150.
- - SABER will either always do ~100 or do ~100-150, even if primary value is required to be non-zero.
- Which deals variable damage will establish which byte carries the fixed damage, assuming it is a fixed-random split and not a piercing-reducable split.
- - LONG will do ~5-10.
- By reducing the range drastically, target DEF becomes a major player; this result would show a lack of offensive stat influence or of piercing.
- - PUNCH will vary wildly between ~5 and ~250.
- This would establish that secondary byte for martial arts is treated as a random range.
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