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Webba

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Currently base archery damage is calculated based on the average of (bow ql * bow damage) and (arrow ql * bow damage)

double damage = (bow.getDamagePercent() * arrow.getCurrentQualityLevel() + bow.getDamagePercent() * bow.getCurrentQualityLevel()) / 2.0f + archery.getKnowledge(0.0) * bow.getDamagePercent();
This means arrow damage is meaningless, don't know if its intended but seems odd.

I dun goofed sorry I was tirrd

Edited by Webba

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Currently base archery damage is calculated based on the average of (bow ql * bow damage) and (arrow ql * bow damage) 

double damage = (bow.getDamagePercent() * arrow.getCurrentQualityLevel() + bow.getDamagePercent() * bow.getCurrentQualityLevel()) / 2.0f + archery.getKnowledge(0.0) * bow.getDamagePercent();

This means arrow damage is meaningless, don't know if its intended but seems odd.

You seem to fail to understand wtf the code does.

arrow.getCurrentQualityLevel()

the quality of the arrow directly affects the damage... iow "the arrows damage"

Edited by Zekezor

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You seem to fail to understand wtf the code does.

arrow.getCurrentQualityLevel()

the quality of the arrow directly affects the damage... iow "the arrows damage"

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public final float getCurrentQualityLevel() {
        return this.qualityLevel * Math.max(1.0f, 100.0f - this.damage) / 100.0f;
    }

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"Missing the point" ... in an archery discussion... :ph34r:​

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"Missing the point" ... in an archery discussion... :ph34r:​

 

especially one with decimals

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public final float getCurrentQualityLevel() {

return this.qualityLevel * Math.max(1.0f, 100.0f - this.damage) / 100.0f;

}

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No, getDamagePercent returns the combat damage modifier, not how damaged the bow is. It's 50 for shortbow, 60 for medium, and 70 for longbow, and then spell modifiers are added (for rotting touch only)


Edited by asdf

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