Difference between revisions of "Class"

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875 bytes added ,  23:55, 27 December 2012
→‎Attribute and Skill Weights: As near as I can determine
imported>DreamKing
imported>RobinHood70
(→‎Attribute and Skill Weights: As near as I can determine)
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*'''Attribute Weights:''' For Actors above Level 1, these weights determine how the Actor distributes the Health, Magicka and Stamina bonuses they gain based on their level. Like the player, all Actors gain 10 points to distribute per level (this value comes from the iAVDhmsLevelUp game setting). Unlike the player, NPC's get a bonus amount of health per level as set by the fNPCHealthLevelBonus game setting; by default this is 5.
*'''Attribute Weights:''' For Actors above Level 1, these weights determine how the Actor distributes the Health, Magicka and Stamina bonuses they gain based on their level. Like the player, all Actors gain 10 points to distribute per level (this value comes from the iAVDhmsLevelUp game setting). Unlike the player, NPC's get a bonus amount of health per level as set by the fNPCHealthLevelBonus game setting; by default this is 5.
**For example, say Health = 1, Magicka = 2, Stamina = 3. An Actor at Level 7 has a total of 60 HMS points to distribute. 1/6 of them are given to Health, 2/6 to Magicka, and 3/6 to Stamina. So the NPC has +40 Health (+10 from Health's class weight and +30 from the per-level health bonus), +20 Magicka, and +30 Stamina.
**For example, say Health = 1, Magicka = 2, Stamina = 3. An Actor at Level 7 has a total of 60 HMS points to distribute. 1/6 of them are given to Health, 2/6 to Magicka, and 3/6 to Stamina. So the NPC has +40 Health (+10 from Health's class weight and +30 from the per-level health bonus), +20 Magicka, and +30 Stamina.
**Testing suggests that Health is set as the ceiling of any non-integer result, while Stamina is set as the floor.
**The game and/or Construction Kit ensure that no attribute points are lost due to rounding, so for fractional results, do the following:
**#Calculate the total number of points available (10 * (level - 1)).
**#Calculate the result for the attribute with the highest weight, rounded down, and subtract that from the total.
**#Repeat for the next-highest result, remembering to use the ratio of only the two remaining results. Again, subtract that from the available points.
**#Any remaining points go to the last attribute.
**In the event of two or all three attributes having equal weight, calculate Health first, then Magicka, then Stamina. For example, if you have 50 HMS points to distribute, with 1/6 to Health and 4/6 to Magicka and 1/6 to Stamina, you would do Magicka first, which would receive 33 points (33.33 rounded down); next you'd do Health, which would receive 8 points (half of the remaining 17 points, rounded down); finally, Stamina would receive the remaining 9 points.
*'''Skill Weight:''' For Actors above Level 1, these weights and their sum determine how the Actor distributes the Skill Points based on their level.
*'''Skill Weight:''' For Actors above Level 1, these weights and their sum determine how the Actor distributes the Skill Points based on their level.
**For each level above Level 1, the Actor gains a number of skill points equal to the iAVDskillsLevelUp gamesetting (by default 8).
**For each level above Level 1, the Actor gains a number of skill points equal to the iAVDskillsLevelUp gamesetting (by default 8).
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