outcome_margin = outcome - 100; |
df = 0.5; |
target_crit_divisor = X; |
target_crit_padding = Y; |
raw_damage = (outcome_margin * df).round; |
mod_damage = raw_damage - target_crit_padding; |
crit_ubound = (mod_damage / target_crit_divisor).to_i; |
crit_lbound = (crit_ubound / 2).round; |
crit_rank = rand(crit_lbound..crit_ubound); |
Confounding Variables: |
I had initially thought the target_crit_padding would be something like this: |
if target_crit_padding > 6 then |
rand(6..target_crit_padding); |
else |
target_crit_padding; |
end; |
However, after having read the post by Warden, Divine Strike is classified as a Direct Damage spell [1]. Critical Padding for Direct Damage spells is calculated differently given the wording of the post. Can a Name In Red please elaborate as to how critical padding is handled differently between Combat Damage and Direct Damage?
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References:
[1] https://gswiki.play.net/mediawiki/index.php/Changes_to_padding_and_damage_weighting_(saved_posts)#Changes_to_Padding_and_Damage_Weighting_.282.29