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  • 1
Posted

Yeah, that's why you change:

#ifndef RENEWAL_EDP
            val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
#endif
 

 
To:

#ifndef RENEWAL_EDP
            val3 = -25+50*val1; //Damage increase (-25+50*level)
#endif
 

 


But that's a kinda strange balance. Don't you want to half the damage increase?
In that case it would be:

#ifndef RENEWAL_EDP
            val3 = 25*(val1+1); //Damage increase (+25 +25*lv%)
#endif
 
  • Upvote 1
Posted

Yes i will make it half. I will try to follow this later



Yeah, that's why you change:

#ifndef RENEWAL_EDP
            val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
#endif
 

 
To:

#ifndef RENEWAL_EDP
            val3 = -25+50*val1; //Damage increase (-25+50*level)
#endif
 

 


But that's a kinda strange balance. Don't you want to half the damage increase?
In that case it would be:

#ifndef RENEWAL_EDP
            val3 = 25*(val1+1); //Damage increase (+25 +25*lv%)
#endif
 

Does it means it reduces the damage buff into half?

Posted

val3 = -25+50*val1;

 

Means:

Level 1 - 25% more damage

Level 2 - 75% more damage

Level 3 - 125% more damage

Level 4 - 175% more damage

Level 5 - 225% more damage (3.25x normal damage)

 

 

My suggestion:

val3 = 25*(val1+1);
 

Means:

Level 1 - 50% more damage

Level 2 - 75% more damage

Level 3 - 100% more damage

Level 4 - 125% more damage

Level 5 - 150% more damage (2.5x normal damage)
 

Posted

val3 = -25+50*val1;

 

Means:

Level 1 - 25% more damage

Level 2 - 75% more damage

Level 3 - 125% more damage

Level 4 - 175% more damage

Level 5 - 225% more damage (3.25x normal damage)

 

 

My suggestion:

val3 = 25*(val1+1);

 

Means:

Level 1 - 50% more damage

Level 2 - 75% more damage

Level 3 - 100% more damage

Level 4 - 125% more damage

Level 5 - 150% more damage (2.5x normal damage)

 

Anyways i am using pre renewal. is it the same?

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