noaani wrote: » There are situations where additive percentages make sense, and some situations where multiplicative percentages make sense.
Kohl wrote: » Are you talking about Skill X has 20% evasion. Item X adds 20% evasion. Total evasion is 40%. And you're saying total evasion should be 24%?
noaani wrote: » There are situations where additive percentages make sense, and some situations where multiplicative percentages make sense. 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.
SamuraiWindu wrote: » noaani wrote: » There are situations where additive percentages make sense, and some situations where multiplicative percentages make sense. Adding or subtracting pure percentages works once and only once in a calculation. For example, reducing 100% by 40% is truly 60%, but reducing 100% by 20% twice is 64%. 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. Kohl wrote: » Are you talking about Skill X has 20% evasion. Item X adds 20% evasion. Total evasion is 40%. And you're saying total evasion should be 24%? 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% evasionhttps://en.wikipedia.org/wiki/Percentage#Compounding_percentages
SamuraiWindu wrote: » 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.
phdmonster wrote: » noaani wrote: » There are situations where additive percentages make sense, and some situations where multiplicative percentages make sense. 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. 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.