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BatMUD Forums > General > Bleed change: some testing / numbers

 
 
#1
16 May 2018 14:46
 
 
Heya,

Was testing the latest changes version of the bleed tune, here is how it seems
to work now. Note that this is based on about 30 mage blasts, and therefore
any conclusions may not be 100% accurate, but I'm reasonably sure that they
are right. Didn't test melee at all, so there may be differences there. But I
doubt it.

- each hit over some threshold (250 or so?) has a pretty high chance to cause
bleeding, seems to be around 66%. Some damtypes are excluded.

- coverage / shield / etc only matters in that it reduces the total damage

- when bleeding triggers, it converts some of the original damage into damage
over time. It seems to sometimes add some on top, hard to test that as the
damage randoms a lot, but it definitely reduces the original amount

- the converted damage seems to be around 25%-35% damage

- so for example, if you get hit by a 600-damage blast, and bleeding triggers,
you receive ~450-500 immediately, and another ~150 over time

- bleeding always lasts 11 ticks (33 seconds, less if fmeta triggers; the
ticks in the middle do more damage than the first/last ones)

- movement does not inflict additional damage. It MAY cause bleeding to last
longer, but this seems rare, if it happens at all

- I didn't test what happens if you get hit while already bleeding, I'll leave
this to someone else to test :P

Overall, I still don't really see the point of this change, but unlike the
first iteration, the current version doesn't hurt anymore, and may actually be
helpful for people with lower hpmaxes.

Why this game refuses to provide this kind of information, I'll never know.

The raw numbers are available at https://pastebin.com/5mvJUvBJ in case anyone
is interested.

(To avoid any confusion, Zerks' earlier post refers to yesterday's version of
the tune, which was quite different to how it works now.)

Nepos


 
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Nepos
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