Evaluating intelligence scaled the damage after the base damage was calculated, and after resist was accounted for, so the demo calculations are still valid.Mikel123 wrote:Few questions for you:
1) was the demo code before Eval Int was factored into spell damage? It would appear so, given that Magery is the only modulator of damage in your example. So it's clear that the formula for spell damage was changed significantly since the demo.
It's possible that it could do 0 damage, depending on how it was coded. Take the minimum damage for fire field as an example. The minimum base damage is 8. Then the damage is scaled based on the Magery of the caster, which is 0. This gives us 4 damage. Then, damage is resisted based on the scaled damage, cutting the damage down to 2. Then at this point things get a bit fuzzy. Depending on how eval is applied, and the damage application is done, it is potentially possible that a spell could do 0 damage, but that is only possible for extremely low magery values (near zero) and extremely low eval values (again, near zero) versus extremely high resist values (roughly 100 skill).Mikel123 wrote:2) According to stratics, the minimum damage is always >=1 for these spells. Is Fire Field different because of its 0 magery?
Well, the scenario is the same using Lightning and Fire field with 0 Magery, so I'll use fire field again. Basically, the idea is that the actual function that determines whether you gain a skill or not takes in an input variable that is first run through a success chance equation. If that equation returns a value of 1000 or better, then the rest of the skill gain function isn't even run. The inputs to that equation can be seen in the actual function call:Mikel123 wrote:3)Can you expand on this? Plugging in Lightning (4th Circle) and a Magery of 0, I'm not following this at all.It turns out that using the stratics formula, the chance to resist damage from fire field reaches 100% at only 28.6 skill, thus making it impossible to gain from resist at that point. This is quite obviously an incorrect value as this is approximately half of what should be expected.
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if(testAndLearnSkill(usedon, 0x1A, Q42P(damage), 0x32) > 0x00)
When these numbers are input into the base success equation, we can determine exactly where certain certain scenarios can no longer gain you any skill.
To make this more concrete, let me run this example using a base damage of 18, a magery skill of 0, and the following equation that describes the modifications to spell damage:
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damage = ((base damage * magery scalar) * 20)
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testAndLearnSkill(usedon, 26, 180, 50)
So, if we apply the same base success formula for skill gain using the stratics formula, we need to account for the spell of the circle and the magery of the caster. Using their equation, the input value to the equation is just 16. So, our function call would look like this:
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testAndLearnSkill(usedon, 26, 16, 50)
That was an off the cuff statement from OSI experience. A search on the newsgroups from 1998 and 1999 can confirm that 55 is a very good approximation. It just turns out that we can figure out the exact skill, which is 53.0.Mikel123 wrote:4)53 is not 55.Ultimately, it turns out that resist will cease giving you skill gains at 53 real skill (sound familiar?), due to the fact that all of the values for fire field become 100% resistible at that point.
This is dependent on the Magery of the caster, and can give you a range of success chances for the same spell. But, to give you a rough idea, at 75 Magery and the average damage for a 4th circle spell, your gains in resist will stop at 69.0 skill. However, if your magery is 100 and we account for average damage, then your gains will stop at 91.0 skill, and can gain you all the way until 100, provided you get higher damage rolls.Mikel123 wrote:BTW - what would you math say is the point at which gains would stop for Lightning and Energy Bolt?