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Old 03-03-2007, 09:20 PM
layzee layzee is offline
 

Join Date: Apr 2007
layzee has just set foot in the Tutorial Tower
Default formulas of wyvern revised

got bored, went over and simplified the spam healing forumula

[b:d6fc4]table of contents
[/b:d6fc4]
- the ideal base hp formula for spam healers
- before starting
- the formula- examples
- final notes


[i:d6fc4]- the ideal base hp formula for spam healers[/i:d6fc4]

this formula had the purpose of calculating the amount of ideal base hp in a given battle. while the formula still did calculate, this still contained problems. these known problems were spotted and were changed which will be shown later in this topic.

--

[i:d6fc4]- before starting[/i:d6fc4]
note that, like in the other formula, the same variables had been used - where:

t = total hp, h = hp gained from one spell, m = melee or magic resists, s = sp, e = meditation, c = cost for every heal, T = time in seconds, g = current hp



also note that the symbol &p& is not a variable but to show the proof or rationale to the change

---

[i:d6fc4]the formula with proof[/i:d6fc4]

[b:d6fc4]t = ( ((s/c) * h) + ((((T/5) * e))/c)) * h ) [/b:d6fc4]

&p& original formula

t =( ((s/c) * h) + ((((T/5) * e))/c)) * h + g

&p& added the g, if s=0 and e=0, then all the player has before losing is g

[b:d6fc4](T/5) * e) [/b:d6fc4]

&p& to make things simplified, took that part of the formula out - note that the rest of the forumula does not change

[b:d6fc4](T/5) * e) = (T/5)(1/e) = (Te/5) [/b:d6fc4]

&p& a(b/c) = ab/c

[b:d6fc4](Te/5)/c [/b:d6fc4]

&p& same thing with the above process, only change occurs here and will not change the other parts of the formula

[b:d6fc4](Te/5)/c = (Te/1)(1/5)(1/c) = (Te/5c) [/b:d6fc4]

&p& not proper to divide by a fraction, simplified

[b:d6fc4]t =( ((s/c) * h) + (Te/5c) * h + g [/b:d6fc4]

&p& put the change back in the formula, notice the change looks more simple

[b:d6fc4]t = h( (s/c) + (Te/5c) + g [/b:d6fc4]

&p& combined like terms, ab + ac = a(b +c)

[b:d6fc4]t = h( (s/c) + (Te/5c) + g = h( (5s/5c) + (Te/5c) ) + g [/b:d6fc4]

&p& LCD

[b:d6fc4]t = h( (s/5c) + (Te/5c) )(1 + (2m/100) ) + g [/b:d6fc4]

&p& added if the player has melee or magic resists, this was changed so if the player had 0 melee or elemental resists, the formula would not be equal to just the hp

[b:d6fc4]t = h( (s/5c) + (Te/5c) )(1 + (2m/100) ) + g = h( (5s/5c) + (10sm/500c) + (Te/5c) + (2Tem/500c) ) + g[/b:d6fc4]

&p& FOIL

[b:d6fc4]t = h( (500s/500c) + (10sm/500c) + (100Te/500c) + (2Tem/500c) ) + g [/b:d6fc4]

&p& LCD

[b:d6fc4]t = h( (500s/500c) + (10sm/500c) + (100Te/500c) + (2Tem/500c) ) + g =
t = h( ( (500s) + (10sm) + (100Te) + (2Tem) ) / 500c) ) + g [/b:d6fc4]

&p& b/a + c/a + d/a + e/a = (b + c + d + e)/a

[b:d6fc4] t = h( ( (500s) + (10sm) + (100Te) + (2Tem) ) / 500c) ) + g = h( (s(500 + 10m)) + (te(100 + 2m)) / (500c) ) + g [/b:d6fc4]

&p& combined like terms, ab + acd = a( b + cd )

[b:d6fc4]t = h( ( (s(500 + 10m)) + (te(100 + 2m)) / (500c) ) +g [/b:d6fc4]

&p& final outcome

---

[i:d6fc4]example[/i:d6fc4]

to test if this new formula is correct, the past example was taken with a different melee resist
[b:d6fc4]
what is the ideal base spam healing hp for pk mage krayzee with recover of 10 hp per minor heal, 78 hp, 50 melee resist and 0 elmental resist, 585 sp, 10 med, a cost of 2 sp per minor heal, in a 20 second battle?[/b:d6fc4]

input variables

t = total hp
h = 10
m = 0
s = 585
e = 10
c = 2
T = 20
g = 78

[b:d6fc4]t = 10( ( (585(500 + 10(50))) + ((20)(10)(100 + 2(50))) / (500(2) ) + 78 [/b:d6fc4]

t = 10( ( ( 585(1000) ) + ((20)(10)(100 + 2(50))) / (500(2)) ) ) + 78

t = 10( ( (585000 + (20)(10)(200) ) / (1000) ) + 78

t = 10( ( (585000 + 40000) / (1000) ) + 78

t = 10( 625000 / 1000 ) + 78

t = 10(625) + 78

t = 6250 + 78

t = 6328

krayzee with 50 percent melee resists has 6328 hp in a 20 second battle

note that the original answer was 6250 in the unrevised formula, the only addition was the hp

---

[i:d6fc4]final notes[/i:d6fc4]

*this formula is the ideal hp a player should have in a given battle, this could be lowered since no player heals at the exact time

*this formula should not consider potions, since the limit to that is how much a player could carry

*with that huge number on the bottom (500c), one obvious point is to get a high base hp is putting c as low as possible, and T e s and m as high as possible

*since h multiples [b:d6fc4]EVERYTHING[/b:d6fc4], a player should get this high, since even sligh changes could fully change the outcome

*the numerator could be seperated into two seperate parts, (s(500 + 10m)) for the amount a player could head with the given sp, and (te(100 + 2m) for the amount a player could heal every 5 seconds in a meditation

*(s(500 + 10m)) greatly adds to the base hp, even before new hp shows up from the sp regeneration, all players should add this as much as possible

*(te(100 + 2m) while lower than the other part, keeps adding hp every 5 seconds and is better on full healers

*the e, or meditation - unless specially made to fight a player, which is rare - should be dvisible by the the cost of your heal, if not a player might have to wait 5 or more seconds to get sp regeneration to full effect
eg. if your healing costs 5sp, your med should be 5, 10, 15. if your med is 8 and the cost was 5, by the 5th second, could still only heal once

*in reference from the above statement, if your med was 10 instead of 8, you could now heal twice by the 5th second

*players should only full heal if the hp gain from non-fullhealing every 5 seconds is below than 3/4 thier hp. meaning, with exception of the cavie guild, that pixies, raks, humans, and halfing should not try to full heal
eg. krayzee could gain about 100 hp every 5 seconds, so full healing would not work since that would heal only 78 hp. but a stone giant with the right amount of med would gain 700+ hp every 5 seconds with full heal

*if ((T/5) * e) > damage from players, and e > c, then t = infinity, taken from the other forum, if a player cannot catch up from the hp a player gains every 5 seconds the battle will not end
eg. if a stone giant gains 700 hp every 5 seconds, and a player only does 400 every 5 seconds, there will always be extra sp which means the stone giant has infinite hp

*if d > g, then g = 1 , also taken from the other forums, if a player was one hit, then the players base hp in battle was 1

*c cannot be 0

*[b:d6fc4]NOW THE ******* KNOW HOW TO FISH, SO STOP FEEDING THEM SKILLSETS AND SECRETS, IGNIGNOK[/b:d6fc4]

>.<
 



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