Clear Mind
Re: Clear Mind
я не соглашусь с этим, пока не будут приведены примеры с реального сервера для подтверждения несоответствия с этой формулой
-
- Posts: 14
- Joined: Wed Sep 05, 2012 10:12 pm
Re: Clear Mind
http://wiki.ffxiclopedia.org/wiki/Signetdiatanato wrote:я не соглашусь с этим, пока не будут приведены примеры с реального сервера для подтверждения несоответствия с этой формулой
according to the wiki,
I have modified it, with ZeDingo's assistance, to the following:Initial HP recovered is calculated as 10 + 3 * floor( level / 10 )
Incremental HP recovered is calculated as 1 + floor( max HP / 300), capping at 5 with maximum HP at 1200 or higher.
Code: Select all
if (target:hasStatusEffect(EFFECT_SIGNET)) then
local playerMaxHP = player:getMaxHP();
if (playerMaxHP > 1200) then
playerMaxHP = 1200; // To make sure that the increment is properly capped
end
target:addHP(10+(3*math.floor(target:getMainLvl()/10))+(healtime-2)*(1+floor(playerMaxHP/300))+(target:getMod(MOD_HPHEAL)));
- Attachments
-
- hHP fix.patch
- Fixing the Increment Cap that I ignored earlier.
- (1.97 KiB) Downloaded 308 times
Re: Clear Mind
Не нужно путать алгебраическую прогрессию с геометрическо. Формула проверялась на соответствие с получаемым количеством HP на официальном сервере.
Единственное упоминание геометрической прогрессии
http://wiki.ffxiclopedia.org/wiki/HP_Re ... le_Healing
Единственное упоминание геометрической прогрессии
http://wiki.ffxiclopedia.org/wiki/HP_Re ... le_Healing
если в эту формулу подставить N то результатом будет сумма всех полученных HP за данный период времени. Наша формула выдает количество HP за один tick.Amount healed = (10+hHP)N + N(N+1)/2 where N is the number of healing ticks. A /healing tick is 10 seconds, but the first tick takes 20 seconds, so be sure to factor that when calculating the number of ticks over time. (For example, if calculating how many ticks there are in 5 minutes, do 5 * 60 / 10 to determine the number of 10 second ticks, then just subtract 1 tick to factor-in the first 20 second tick.)
-
- Posts: 14
- Joined: Wed Sep 05, 2012 10:12 pm
Re: Clear Mind
Let's suppose we have a Player Character with 350 HP, and Level 15, with no hHP equipment.
With Signet, he should be healing at 10 (base) + 3 (3 * floor of 15/10) for the first tick, 10 + 3 + (tick-1)*(1+floor(350/300)) = 10 + 3 + 1*2 = 15 for the second tick, and 10 + 3 + 2*2 = 17 for the second tick.
My formula is calculating the current tick, not the sum.
addHP(10 // base hHP is 10
+(3*math.floor(target:getMainLvl()/10)) // +3 per 10 Levels on Main Job
+(healtime-2)*(1+floor(playerMaxHP/300)) // healtime-2 is the # of ticks subtracted by 2 because first tick occurs at 20 sec and gains no increment; (1+floor(playerMaxHP/300) is the bonus to increment (minimum 1, +1 per 300 MaxHP)
+(target:getMod(MOD_HPHEAL)) // hHP equipment effects
With Signet, he should be healing at 10 (base) + 3 (3 * floor of 15/10) for the first tick, 10 + 3 + (tick-1)*(1+floor(350/300)) = 10 + 3 + 1*2 = 15 for the second tick, and 10 + 3 + 2*2 = 17 for the second tick.
My formula is calculating the current tick, not the sum.
addHP(10 // base hHP is 10
+(3*math.floor(target:getMainLvl()/10)) // +3 per 10 Levels on Main Job
+(healtime-2)*(1+floor(playerMaxHP/300)) // healtime-2 is the # of ticks subtracted by 2 because first tick occurs at 20 sec and gains no increment; (1+floor(playerMaxHP/300) is the bonus to increment (minimum 1, +1 per 300 MaxHP)
+(target:getMod(MOD_HPHEAL)) // hHP equipment effects
Re: Clear Mind
yes, you are right.
i lose the skill of to do mental arithmetic ((
i lose the skill of to do mental arithmetic ((
-
- Posts: 14
- Joined: Wed Sep 05, 2012 10:12 pm
Re: Clear Mind
dia, the (healtime-1) needs to be (healtime-2) because of how the script is written (the healing starts when healtime > 1, so the initial tick is when healtime = 2, where there's no increment)diatanato wrote:yes, you are right.
i lose the skill of to do mental arithmetic ((
As is, if we use (healtime-1), then the healing increment starts adding right away at 20sec, but it shouldn't.