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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Percentages
SamuraiWindu
Member
One of my pet peeves in games is when percentages are combined by simply adding or subtracting, rather than compounding them. This is more significant than most people think, especially when calculating inverse percentages, such as evasion chance or damage reduction. Many mathematical exploits in games are the result of this mix-up.
I am curious to know what other people think about percentage calculations.
I am curious to know what other people think about percentage calculations.
1
Comments
And you're saying total evasion should be 24%?
My hope, rather than they stick to one or the other, is that they make it clear when it is one or the other. Even if they use the actual appropriate terms additive or multiplicative in the effect description.
To further complicate things, a percentage can only be calculated in respect to quantities that exist. For example, evasion represents a reduction in chance to hit. In the real world, evasion as a statistic is a non-event. It has to be inverted into hit chance to hold meaning. For example, 20% evasion becomes 80% hit chance. Block chance and parry chance would also have to be inverted into hit chance before calculation can occur. In this example you would have 36% evasion.
(1-0.2)*(1-0.2) = 0.64 or 64% hit chance
1-0.64 = 0.36 or 36% evasion
https://en.wikipedia.org/wiki/Percentage#Compounding_percentages
I agree with this. The way bonuses are applied should be present in the description of the modifier or as a tag somehow on it.
Solid explanation. You make a good point, we'll see what the devs do.
Math does not cause exploits ...devs not thinking about how their chosen method of math works causes exploits.
The issue comes in balancing a multiplayer open world like in Ashes of Creation. If players can additively combine inverse percentage bonuses, like evasion chance, they will become immune to attacks if it reaches 100%. Some games put hard caps on statistics like evasion chance and block chance to avoid this problem, but if the game compounds percentages the math just works.