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Not

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Everything posted by Not

  1. I don't really feel like changing it, but good eye anyways :wink: So, I'm letting this guide die. At least until I finish something else. :twisted:
  2. Example, we shall see... with v0.01 Rounds: 9 Starting Hits: 145 Remaining Hits: 21 Hits Utility: 124 Ranged Damage: 33 Reflection Damage Taken Away: 0 (Subjective in this fight) Ranged Utility: 33 Magic Damage: 53 Reflection Damage Taken Away: 0 (Subjective in this fight) Magic Utility: 53 Aura Total: 79 Reflection Damage: 15 Attack and Defense Bonus: 20 (:?) Prayer Utility: 114 (30)*(9)-(4)*(26.5) = 164 (Best I can do at this time) Defense Utility: 164 Combat Damage: 112 Hits Remaining: 21 Damage Bonus: 0 Attack Utility: 133 Combat Damage: 112 Hits Remaining: 21 Attack and Defense Bonus: 0 Strength Utility: 133 Experience (%) Attack: 28.88 Defense: 7.22 Strength: 28.88 Hits: 2.96 Magic: 2.68 Prayer: 28.88 Ranged: 0.50 Attack: 4.61 (Based on Experience) Defense: 22.71 Strength: 4.61 Hits: 41.89 Magic: 19.78 Prayer: 3.95 Ranged: 66 Total Utility: 163.55 Level: 161 Class: Paladin Remember that Utility of each stat changes from fight to fight, based on what specs your opponent has. Whatever you spec in will have relativly low Utility/Experience because so much experience is put in that spec.
  3. Attack Total Utility: ~105 Hits Total Utility: 100 why is attack utility 105 here? I just had to take a guess before I actually came up with the first formula, which is now up! Utility/Experience Calculations v0.01 ( :? ) ...blah blah blah... (edited out version 0.01, look at main post) I definatly need feedback on this! I bolded part of your quote which is exactly what this formula does! v0.01 can be found here for future refference and laughs: Utility/Experience Calculations v0.01 ( :? ) This is where you get to put the fun stuff you just learned to use. Total Utility for each stat you have will change from fight to fight so you will want to do multiple tests on different speced opponents for best results. Take the Total Utility from the stat then multiply it by the percent of total experience the stat uses for its Marginal Utility. Hits: Hits used up in combat (do not use hits remaining) Ranged: Ranged damage Reflection taken away from opponent Magic: Magic damage Magic damage taken away from enemey Reflection taken away from opponent Animation discrepencies in successful hits and blocks Prayer: Aura total Reflection damage Attack and Defense bonus (?) Defense: Counter Attack Damage x3/4 (Attack and Strength) Damage that you would have taken without Defense (Average damage taken + calculated constant [x]) * number of rounds - (Number of rounds where defense failed * Average damage taken) Attack: Regular combat damage/2 Hits remaining/2 DA Damage * 3/4 CA Damage * 1/8 CB Damage * 1/4 Damage Bonus (?) Strength: Regular combat damage/2 Hits remaining/2 DA Damage * 1/4 CA Damage * 1/8 CB Damage * 3/4 Attack and Defense bonus (?)
  4. I think it is more like... Strength Specs usually get an Attack bonus and "Defense" bonus unless they fight a higher Strength Spec. Prayer Specs usually get a Defense bonus and "Attack" bonus unless they fight a higher Prayer Spec. I had to think about that for a minute. I think that may be correct, but in a extreme example of why low Prayer is bad: Person A: 100 Prayer Person B: 50 Prayer Person A gets a 100-50 or 50 Defence bonus. Whereas Person B gets a 50-100 or -50 Defense bonus, or a 50 Attack bonus for person A. I suppose this is correct, I will change it.
  5. Thanks for the comment. The only way to seperate out Attack and Strength's Marginal Values is to determine how big a role Strength plays in accuracy and how big a role Attack plays in damage (like you experience on Thrash) and that is done with help of all different types of players. It didn't take that long to type as I have been thinking a lot about the topics covered here pretty lately, at most 3 hours. As said before this is anything but finished, I just posted this much as it was a big start of it and I would like comments on it :D
  6. Someone raised the question via PM: How is it that Strength and Prayer Bonuses can go negative and give you a "bonus" in the opposite stat? I answered in a section under the Strength and Prayer sections. I am currently calculating Marginal Utility of Stats (Currently have done Hits, Ranged, Magic, and Prayer) I ave the feeling that it will be impossible to seperate Attack and Strength from each other due to how much they are intertwined.
  7. I think the sheer thoughtfullness of the post has intimidated people. :wink: I hope not :oops: I'd like people to respond and help me improve it. I couldn't even begin to give you advice on that guide. It's already way more in-depth than I've ever thought about AS. Very nice guide, and helpful too. Wow, that was so complex it scared me. :wink: I've always been one to look in-depth at AS, I figured others would too and those that didn't deserved to be "enlightened" :wink: Right now I'm looking at expanding and explaining Total Utility but I think it would be easier to explain Marginal Utility. Equipment plays a role into effectiveness too and I'll probably have to explain that too. Heres something I'm looking at atm: Combat level: 100 Attack: 100 Hits: 100 Attack Total Utility: ~105 Hits Total Utility: 100 Combat level: 100 Attack: 50 Hits: 50 Attack Total Utility: ~0 Hits Total Utility: 50 Also I'm trying to distinguish between Attack and Strength's Utility based on Melee Damage and Accuracy. For example: Combat level: 100 Attack: 100 Strength: 100 Hits: 100 Attack Total Utility: ~105 Strength Total Utility: ~105 Hits Total Utility: 100 Combat level: 100 Attack: 1 Strength: 100 Hits: 100 Attack Total Utility: 0 Strength Total Utility: 0 (Perhaps not 0 due to Defense Bonus) Hits Total Utility: 100 Combat level: 100 Attack: 100 Strength: 100 Hits: 1 Attack Total Utility: 0 Strength Total Utility: 0 (Perhaps not 0 due to Defense Bonus) Hits Total Utility: 1 So in these examples you can see that stats effect how well other stats can do there job. I'm thinking of putting a minimum of 30 under combat for stats, that way it just makes things easier. ^^^The above won't be put into the guide, its just a thinktank or brainstorm of sorts. Edit: Reduced size of the talk as it does not play much use anymore with 0.01 out. Still nice for future refference.
  8. Thanks for posting :) I was getting kind of worried after 20 views and 1 hour with no replies :lol: Anything in particular help you the most? That way I know what to continually work on and expand.
  9. As per community request, this thread has been moved out of the forum archives to serve as a historical reference for interested users. ~@Randox Firstly if you have not read Weezcake's Topic ARENAscape New Player's Guide/FAQ you should do that http://forum.tip.it/viewtopic.php?t=200. This guide takes a more in-depth look at the game based on specs and supports, and how to make them work for you. Specializations Specs are a major part of this game. Certain Specs beat others and visa versa; it is comparable to that of a complicated game of Rock-Papers-Scissors. There are active and passive stats. Active stats play a major role in melee and passive stats do not. Certain specs are able to combine easier with other specs to form spec combos. Experience Table Spec 1* (At Combat Level) | Experience Used (%) 14.29% | Expected Value (%) 14.29% | Change 0% | Rank 4 Spec 2* (Combat Level +7) | Experience Used (%) 28.89% | Expected Value (%) 28.57% | Change .32% | Rank 6 Spec 3* (Combat Level +11) | Experience Used (%) 44.83% | Expected Value (%) 42.86% | Change .1.97% | Rank 7 Spec 4* (Combat Level +14) | Experience Used (%) 57.14% | Expected Value (%) 57.14% | Change 0% | Rank 4 Spec 5* (Combat Level +16) | Experience Used (%) 70.72% | Expected Value (%) 71.43% | Change -.71% | Rank 2 Spec 6* (Combat Level +18) | Experience Used (%) 85.48% | Expected Value (%) 85.71% | Change -.23% | Rank 3 Spec 7* (Combat Level +19) | Experience Used (%) 94.07% | Expected Value (%) 100% | Change -5.93% | Rank 1 This table shows how much experience it takes to spec in a stat, certain spec levels take up more or less experience than expected and therefore change how much free experience you have to put into supports. This does not mean avoid 3* as they are very strong and do not get 6* as they are one of the weakest specs, this table only shows that there are slight differences in experienced used but can help explain things in the future. Active and Passive Specs/Stats As said before certain stats affect Melee Rounds while others do not. Attack and Defense are entirely active whereas Hits is entirely passive. Active and Passive Specs/Stats do not tie into power, it is just an interesting lock into how well some specs work together. Active/Passive (Spec) Table (Entirely Subjective!) Attack 10/0 Defense 10/0 Strength 6/4 (Damage bonus is not entirely active, Attack bonus is not from Spec but from level [stat/support])) Prayer 4/6 (Reflection is active, Healing is passive, Defense bonus is not from Spec but from level [stat/support]) Magic 2/8 (After round 6 and without animation, Magic has no effect on combat) Ranged 1/9 (After bleeding Ranged has no effect on combat) Hits 0/10 (Arguably, Strength Spec bonus is somewhat active at 4*+) Active/Passive (Stat) Table (Entirely Subjective!) Attack 10/0 Defense 10/0 Strength 7/3 (Damage bonus is not entirely active, Attack bonus is from stat) Prayer 5/5 (Reflection is active, Healing is passive, Defense bonus is from stat) Magic 1/9 (Drain Aura/Hits [length of Combat], After round 6 Magic has no effect on combat) Ranged 1/9 (Drain Aura/Hits [length of Combat], After bleeding Ranged has no effect on combat) Hits 0/10 Compatibility Some specs work better alone and some work better when combined with other specs. Attack: Strength, Prayer, Defense, Hits Strength: Attack, Prayer, Defense, Hits Prayer: Attack, Strength, Magic Defense: Attack, Strength Hits: Attack, Strength Magic: Prayer Ranged: None Effective Spec Levels Specs have different ranges of when they are Combined or on their own. Attack: 2-3* Combo, 4-5* Solo Defense: 2-3* Combo, 4* Solo (Really need some info here :P) Strength: 2-4* Combo, 4-5* Solo Hits: 2* or 4* Combo, 4-5* Solo Magic: 2* or 4* Combo, 4-5* Solo Prayer: 2*-3* Combo, 3-5* Solo Ranged: 5* or 7* Solo Attack With specialization in Attack your accuracy increases most noticeably against Defense and Prayer Specs. The difference between your Attack level and your opponents Defense level is a Strength bonus. Having 3* or more in Attack allows you to carry out a Double Attack, although they are not guaranteed to hit you are able to carry them out even when you miss your regular attack. Attack is the counter to Defense. Depending on your Spec Combo you will want Attack higher/equal/lower than Defense depending on your individual Strengths and Weaknesses. Defense With specialization in Defense your opponent's accuracy decreases most noticeably against Attack and Strength Specs. The difference between your Defense level and your opponents Attack level is a negative Strength bonus for your opponent. Having 3* or more in Defense allows you to carry out a Counter Attack, although they are not guaranteed to hit you are able to carry them out even when you miss your regular attack. Defense is the counter to Attack. Depending on your Spec Combo you will want Defense higher/equal/lower than Attack depending on your individual Strengths and Weaknesses. Strength With specialization in Strength your melee Damage increases. The difference between your Strength and your opponent's Strength is an Attack bonus; this can work negatively so in certain cases where your opponent's Strength is very high your Strength acts as a Defense bonus. Having 3* or more in Strength allows you to carry out a Crushing Blow, although they are guaranteed to hit you are only able to carry them out when your regular attack is successful. Strength is very similar to Prayer. Depending on your Spec Combo you will want Strength higher/equal/lower than Prayer depending on your individual Strengths and Weaknesses. Prayer With specialization in Prayer your melee Healing/Reflecting Aura increases. The difference between your Prayer and your opponent's Prayer is a Defense bonus; this can work negatively so in certain cases where your opponent's Prayer is very high your Prayer acts as an Attack bonus. Having 3* or more in Prayer allows your aura to reflect more than 50% of a melee hit. Prayer is very similar to Strength. Depending on your Spec Combo you will want Prayer higher/equal/lower than Strength depending on your individual Strengths and Weaknesses. How is it that Strength and Prayer Bonuses can go negative and give you a "bonus" in the opposite stat? For example with the Srength spec, a 2* Strength character is used to having a slight Attack bonus due to having Strength 7 levels over combat fights a 5* Herc that is used to having a good Attack bonus due to having Strength 16 levels over combat. In this example the 2* Strength spec nullifies 7 Strength levels that would otherwise be calculated as Attack levels. When you negate these Attack levels that is the invisible Defense bonus working. For Hits, Magic, and Ranged Information please see Weezcake's Topic ARENAscape New Player's Guide/FAQ. http://forum.tip.it/viewtopic.php?t=200 Supports The "Super Stats" for each spec combo change from level to compensate for certain bonuses and entitlements that you acquire such as new Prayer Aura, Magic Spell, and Ranged Weapon. Sometimes depending on your level you will want Magic higher or Prayer higher or Ranged higher depending on the usefulness that you get at a particular support stat level. You don't have the ability to play around with your Speced stats do to losing your bonus, so you must do it with your support stats. I think Adventurers have problems with this because you have the possibility of specing a stat in a battle in which you want it as high as possible, but also have the greater possibility of not specing a stat in which case you only want the stat to be at its highest Marginal Utility vs. experience (usefulness). You want you supports to be as useful as they can be (based on experience used) and that they complement your specs. How can you determine what supports are right for you? Well, that I can't answer for you. Certain formulas are a mystery so it's anyone's guess. It is easy to determine that 110 Attack and 80 Ranged is better than 100 Attack and 100 Ranged but it becomes harder to determine what is better between Or The first stats compliment your specs more than the second stats because melee-heavy supports favor melee-heavy specs. So for a Knight you want Prayer, Paladin you want Defense, Crusader you want Strength, and as an Upholder you want Attack. Total Utility (effectiveness), Marginal Utility (usefulness), and Experienced used is very important in determining what supports you should have. Total Utility can be figured out by how much damage or how many hits that particular stat provides. Marginal Utility is how much more Total Utility that stat gains from one level to the next. I'm currently working on a way to easily calculate how effective supports are (Currently near impossible due to how Attack and Defense effect a way how a battle turns out.) Utility/Experience Calculations v0.01 ( :? ) This is where you get to put the fun stuff you just learned to use. Total Utility for each stat you have will change from fight to fight so you will want to do multiple tests on different speced opponents for best results. Take the Total Utility from the stat then multiply it by the percent of total experience the stat uses for its Marginal Utility. Hits: Hits used up in combat (do not use hits remaining) Ranged: Ranged damage Reflection taken away from opponent Magic: Magic damage Magic damage taken away from enemey Reflection taken away from opponent Animation discrepencies in successful hits and blocks Prayer: Aura total Reflection damage Attack and Defense bonus (?) Defense: Counter Attack Damage x3/4 (Attack and Strength) Damage that you would have taken without Defense (Average damage taken + calculated constant [x]) * number of rounds - (Number of rounds where defense failed * Average damage taken) Attack: Regular combat damage/2 Hits remaining/2 DA Damage * 3/4 CA Damage * 1/8 CB Damage * 1/4 Damage Bonus (?) Strength: Regular combat damage/2 Hits remaining/2 DA Damage * 1/4 CA Damage * 1/8 CB Damage * 3/4 Attack and Defense bonus (?) Note: This is a work in progress and as such will be continually updated. If you have any questions/comments please post them so I can answer/confirm any concerns you might have
  10. Why is the sun 5 feet off of the grass and not in the sky? Otherwise it is a pretty good sig if you are starting out.
  11. Not

    close pl0z

    http://forum.tip.it/viewtopic.php?t=44517 There you go, all made by Eev.
  12. 380 kb is a large picture? :? I suppose it is if you have 56K :lol: Thanks for the feedback too.
  13. Didn't use any premade settings, I changed the sun position and atmosphere settings until I liked the look of it. /me reminds himself to save the world and other settings next time he makes a Teragen.
  14. I'd like to know what you like and what you don't like. Ratings help but aren't as useful as setences. Small 300x150 Large 600x480 I like it but again I'm pretty new at this.
  15. lol don't have it set 2 km above the ground, more like 300-500 meters MAX. Or make the area covered "arrow" look like this: \ \ \ --------------- (length needs to be longer) / / / Instead of: \ \ -------- / /
  16. I love space sigs and I love this. Very original idea, the sig split down the middle in a sort of chaos/order or death/life type theme. 9/10 :wink: (Not to fond the the stars on the left hand side of the sig)
  17. It would be easiest to go 7* now, if you wait until later it will take much longer.
  18. I like them, looks pretty similar to mine. (I'm also playing around with tera atm :) ) How about try to add a few small islands and have the land level out as a beach.
  19. Not

    CLOSED

    You posted this: 13 days in the contest on page 9 after mostly everyone had posted their try. If this had been in the first post along the lines of: If I don't like the entries I won't even pay 1/10 of the prize money. But you didn't you posted something after the contest had pretty much ended. I would be pissed off if I got 250K from a 3000K prize, basically you scammed people out of 4,550,000 gp.
  20. If you don't believe that it is ripped save both and open them up in paint at 800%...
  21. Do you even realise what you are saying, He stole the city that TJ made. Don't encourage ripping.
  22. Very obvious when you have them up together, pathetic that people rip sigs, then have the nerve to change them to they "look" orginal. Good eye :wink:
  23. Maybe you can choose different helpers at the begining. Then determining on which helper you choose determines what monsters it can combine with. I actually think this a pretty neat idea for a game. But um how do they combine?
  24. Yes, he said in his first post. Take the time to at least read the topic. I really love this sig, The energy coming up from the ground and flowing around his body is just sweet. Your pixel sigs are very well done.
  25. http://forum.tip.it/viewtopic.php?t=44517 I like it, 6.5/10. But you need to reduce the width by about 50 pixels.
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