.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old November 8th, 2004, 01:08 AM

alexti alexti is offline
First Lieutenant
 
Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
Thanks: 0
Thanked 0 Times in 0 Posts
alexti is on a distinguished road
Default Ward cumulativity

What are cumulativity rules for various battlefield protection spells? For example, Gaia's blessing and Thunder Ward. Or any other combination. Are some of them cumulative? And are they cumulative with the items?
Reply With Quote
  #2  
Old November 8th, 2004, 03:49 AM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Ward cumulativity

I believe partial resistances are cumulative, regardless of where they come from.
__________________
www.illwinter.com
Reply With Quote
  #3  
Old November 8th, 2004, 08:04 AM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Ward cumulativity

Quote:
Kristoffer O said:
I believe partial resistances are cumulative, regardless of where they come from.
Elemental Fortitude, at least, doesn't seem to stack with others. Eg, Elemental Fortitude + Storm Warriors don't grant 100% shock resistance.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #4  
Old November 8th, 2004, 01:05 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Ward cumulativity

Sorry, the spells are ben's. Ben's give 50% res. Ben's don't stack with ben's. Other partial or full resistances are are fx'es. Fx'es do stack. Thus 75% will stack with 50%, but two 50% will probably not.

This is a residual effect of poor planning. We were not aware that there were to be so many effects and resistances etc when the first game was made. Spell effects are made in a different manner than later effects. The code is quite tangled up and there are several ad hoc solutions. The introduction of the partial resistances is the culprit (one of them).
__________________
www.illwinter.com
Reply With Quote
  #5  
Old November 8th, 2004, 05:33 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Ward cumulativity

Are you cleaning that bit of code up and straightening it out for Dom3? It'd be nice if everything worked predictably, but I know it might be a lot to ask.

Edi
Reply With Quote
  #6  
Old November 8th, 2004, 05:43 PM

Pocus Pocus is offline
Lieutenant Colonel
 
Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
Thanked 0 Times in 0 Posts
Pocus is on a distinguished road
Default Re: Ward cumulativity

yes, code cleaning, interface cleaning, AI cleaning, let the great spring sweep begin!

I hate to do that myself
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
Reply With Quote
  #7  
Old November 15th, 2004, 07:55 AM
Chazar's Avatar

Chazar Chazar is offline
Captain
 
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
Chazar is on a distinguished road
Default Re: Ward cumulativity

I find it pretty weird how resistances stack: Having 50% and another 50% should not give 100%, but merely 75%. Go into any shop and buy something with 50% off and haggle to get another 25% off, which leaves you with a total of 62.5% off (0.5 * 0.75 = 0.375 = 1 - 0.625 = 62.5%). I think the usual way of stacking such percentage reductions should be by multiplying them...

BTW, do natural resistances always stack with anything else (e.g. the 50% poison resistance of C'tis troops)?
Reply With Quote
  #8  
Old November 15th, 2004, 01:02 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Ward cumulativity

Good point.
__________________
www.illwinter.com
Reply With Quote
  #9  
Old November 18th, 2004, 05:20 AM
Chazar's Avatar

Chazar Chazar is offline
Captain
 
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
Chazar is on a distinguished road
Default Re: Ward cumulativity

Oh, I should mention that while multiplying resistances is easy percentage math, modelling susceptibility still offers some choice:

1. We turn all percentages x% into a float via ((100-x)/100) and multiply them up to gain the resulting factor to apply to the resistable damage value.
This works as it does now: 25% resistance reduces the resistable damage by a quarter, while 25% susceptibility (= -25% resistance) adds another quarter to the damage. Yet unlike now, both do not cancel each other out: 0.75 * 1.25 = 0.9375, so resistance always outweighs susceptibility somewhat. This is natural percentage-math, and one might want it that way, but maybe some players might find it counterintuitive. On the other hand, having two resistances of 20% and 30% do not yield a total of 50% resistance anyway now (which is intended here after all!), so one would not expect 50% susceptibility to be cancelled out by them anyway (0,7*0,8*1,5=0,56*1,5=0,84)...

2. Another sensible way to model susceptibility might be the following: model susceptibility by taking the reciprocal value of the resistance factor, i.e. (100/(100-x)). So now a total of x% suceptibility exactly cancels out a total of x% resistance. But the percentage would then mean something different for susceptibility as compared to now:
20-point susceptibility adds +25%damage,
25-point susceptibility adds +33%damage,
33-point susceptibility adds +50%damage,
50-point susceptibility adds +100%damage,
100-point susceptibility means immediate death upon a single point of that damage (consider a petroleum-based-elemental getting struck by a fire dart). (Maybe as a side-effect this mechanism could also be used to model weapons like the ethereal crossbow or elf bane).
Note that this is sensible: 100% resistance make a creature totally immuny, so 100% susceptibility ought to make a creature totally vulnerable to that energy type! So I would prefer the latter model, although it turns suceptibility numbers into something other than percentage values.


I just wanted to point these simple things out - it's not the math that is difficult here, it's the mathematic modelling that matters!
Reply With Quote
  #10  
Old November 18th, 2004, 07:22 AM
Chazar's Avatar

Chazar Chazar is offline
Captain
 
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
Chazar is on a distinguished road
Default Re: Ward cumulativity

I also want to comment further on that matter that I think that attaining at most 99% resistance through stacking spells and items is much more in accordance with the open-ended die rolls used throughout dom2: 99% makes a unit almost immune, but there still is a chance of a high open-ended roll to score, and it would distinguish units with a native 100% immunity from troops boosted by mere items and spells (which should never give full 100% resistance,imho). (A realisic value for a high-end stacking would be something like 75%*50%*50%=93,75% just to have some example numbers.)

With the second model, debuffing spells which give susceptibility as proposed in the Wishlist thread by deccan (and in this forum somewhere else by someone else quite sometime before), would thus be a good possibility without removing innate 100% immunities, which also makes sense in my opinion: For example, you might reduce or remove an AirQueens FireResistance given to her my a mere magical ring with a hypothetical debuff-spell, but you cannot make here vulnerable to lightning, since this is her very essence...
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:36 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.