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Old 04-26-2003, 03:33 AM
a_Guest03
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Join Date: Jun 2002
Posts: 1,693
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New theory:

Hypothesis 1: A foot is a weapon with a certain damage/delay and damage bonus.

Hypothesis 2: Damage bonus of the basic kick is 1 for all levels (okay, it's theory here), but it should follow the same rule as an offhand weapon, 1 DB.

Hypothesis 3:The weapondamage is a constant (7 or 6 or whatever).

So, assuming the previous points are true, we plug in the foot into the maxdamage equation:

Initial belief -
DB[kick] = 1
weapondamage[kick] = 7
maxdamage = ((Strength + Skill + level)/100 * weapondamage) + DB
maxdamage[kick] = ((Strength + skill + level)/100 * 7 + 1

I chose several weapondamages to plug in, and 7 struck my fancy.

A level 1 gnome (80str?), with 1 skill can kick for 6.74 (or 6)
A level 1 ogre (160str?), with 1 skill can kick for 12.34 (or 12)

A level 20 gnome, 100str, with 105 skill can kick for 16.75 (or 16)
A level 20 ogre, 180str, with 105 skill can kick for 22.35 (or 22)

A level 65 gnome, 180str, with 252 skill can kick for 35.79 (or 35)
A level 65 ogre, 255str, with 252 skill can kick for 41.04 (or 41)

Updated belief -

AK sent me some log file that had kick damage minimum 47 (it says 1, but that's a mistake - trust me) at level (assuming) 55+ I'm positive that's flying kick. That's great! So, using my calculations - damage bonus is somewhere near 46 or 47. I plugged in separate values to get about what I thought flying kick weapon damage would be. I'm guessing it's 20 or 21. Max damage for 20 is 162. Max damage for 21 is 168. So I'm guessing it's weapondamage 20, weapondamagebonus of 46, basic equation:

DB[flyingkick] = 47
weapondamage[flyingkick] = 20

maxdamage[flyingkick] = (STR + flyingkickskill + level)/100*20 +1 +46

You can simplify it to:
maxdamage[flyingkick] = (STR + flyingkickskill + level)/5 + 47

but I wanted everyone to see that the equation is derived from the basic melee equation, and thus can just have values plugged into melee code.

How does this theory sound?
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