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Patch 180 RPG Scaling
Posted: Fri Oct 25, 2013 2:27 am
by BaronVonRotterdam
Hey Guys,
Joey prepared some spreadsheets to give you guys an idea of the scale of RPG. Let us know what you propose.
Re: Patch 180 RPG Scaling
Posted: Sun Nov 03, 2013 8:05 pm
by Tzakol
just found this... sorry for the lag on this..
Re: Patch 180 RPG Scaling
Posted: Sun Nov 10, 2013 4:54 am
by Tzakol
Been busy... but, the bottom line is.... you're running the numbers as a logarythmic progression, change that to a scaling constant or more appropriately... a variable set... 2 vars start at 4, then divide the modifying variable by a constant os say, 0.005 or %0.5 or smaller if you want the numbers to be closer to the log... or more simply said.. run the current constant as a variable and use the modifier to run the progression as a regressing logarythm, from roughly 100 to 400.... before 100 use the same system your using now, and after 400, change the modifying element back to a progressive log by inverting the formulae.... the hard part will be the coding of the modifiers into the .u ... not sure just how much you would have to change the functioning element of that part of the mod. As well.... this may not be reversible should you want to adjust things later, so either get it proper the first time or maybe just adjust the way it runs using the same formulae as is at the moment and adjust for level change...
Either I just had a major brain fart, or this is about what I was thinking the other night... from what I was looking at based on the current and hybrid models.
Re: Patch 180 RPG Scaling
Posted: Mon Nov 11, 2013 3:40 am
by BaronVonRotterdam
Tzakol wrote:Been busy... but, the bottom line is.... you're running the numbers as a logarythmic progression, change that to a scaling constant or more appropriately... a variable set... 2 vars start at 4, then divide the modifying variable by a constant os say, 0.005 or %0.5 or smaller if you want the numbers to be closer to the log... or more simply said.. run the current constant as a variable and use the modifier to run the progression as a regressing logarythm, from roughly 100 to 400.... before 100 use the same system your using now, and after 400, change the modifying element back to a progressive log by inverting the formulae.... the hard part will be the coding of the modifiers into the .u ... not sure just how much you would have to change the functioning element of that part of the mod. As well.... this may not be reversible should you want to adjust things later, so either get it proper the first time or maybe just adjust the way it runs using the same formulae as is at the moment and adjust for level change...
Either I just had a major brain fart, or this is about what I was thinking the other night... from what I was looking at based on the current and hybrid models.
Well I can't make any sense of what you said, but I'll pass this along to joeyz to see if he can. Thank you for your input!!