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Research on the attenuation of artisan soul damage [TIC2] Craftsmanship 2 (Tinkers' Construction 2) Minecraft Game

2024-12-10 17:49:46|Myriagame |source:minecraft skins

This tutorial is set by the author's setting without permission.

Do you take this tutorial for a while?Because my level of mathematics is like a pre -school class, there may be leaks, and I hope everyone can point out.

At the end of the article, there is an Excel formula. If you do n’t want to see it, you can pull it directly to the bottom.


Look at the source code first:

 Public Static Float Calccutoffdamage (Float Damage, Float Cutoff) {

Float p = 1F;

Float d = damage;

Damage = 0F;

While (d> cutoff) {

Damage+= p*cutoff;

// Safety for Ridiculous Values

If (p> 0.001F) {

P*= 0.9F;

}

Else {

Damage+= p*cutoff*((D/Cutoff)-1F); // Final damage 1

Return damage;

}

D-= Cutoff;

}

Damage+= p*d; // Final damage 2

Return damage;

}

There are two functions input, one is the damage value after all features are applied: Damage and Cutoff.

Reference of Cutoff of the original version of the soul soul:

rapier

13

Battle axe

30

clear

25

long sword

18

default

15

Assume that the number of cycles is n, the value of the DAMAGE in each cycle forms a number column A, A1 = Cutoff, a_n = a_ (n-1)+p^(n-) * cutoff = 10 * cutoff-10 * * *Cutoff * 0.9 ^ n.

The condition of the final damage 1 is P <0.001F, which can get 0.9^(n-) <0.001, and solve N> 66.563, that is, the cycle will be ended and the final damage will be ended in 66 cycles.

The final damage 2 range is wider. When Damage is smaller than Cutoff, the final damage 2 is equal to DAMAGE. When the cycle is ended before P <0.001, the number of cycles is x, x = damage / cutoff, and the ultimate damageThe value of 2 is 10 * Cutoff - 10 * CUTOFF * 0.9 ^ x + 0.9 ^ x * D % CUTOFF.

In the end, there is another exciting Excel formula:

= If (Power (0.9, min (66, Rounddown (B1/B2,)))> 0.01,10*b2-10*Power (0.9, min (66, Rounddown (B1/B2,)))+Power(0.9, min (66, rounddown (b1/b2,))*if (Power (0.9, min (66, Rounddown (B1/B2,)))> 0.01, if (MOD (B1, MIN (66, Rounddown, Rounddown, Rounddown, Rounddown, Rounddown,(B1/B2,)))> 0, MOD (B1, MIN (66, Rounddown (B1/B2,)), B1/min (66, Rounddown (B1/B2,))), B1-B2*(Min (66, Rounddown (B1/B2,)) -1), 10*B2-10*Power (0.9, min (66, Rounddown (B1/B2,)))+Power, Rounddown (B1/B2,))*B2*(if (Power (0.9, Min (66, Rounddown (B1/B2,)))> 0.01, if (MOD (B1, MIN (66, Rounddown (B1 (B1 (B1 (B1 (B1 (B1 (B1 (B1 (B1/B2,)))> 0, mod (b1, min (66, rounddown (b1/b2,)), B1/min (66, rounddown (b1/b2,))), b1-b2*(min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min (min66, rounddown (b1/b2,))))/b2)))) The B1 here is damage and B2 is Cutoff.

After mastering this, I know how to use virtual golden pneuma and others to refreshing fencing!