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Ideally, we want stat weights to reflect the ACTUAL deltas; for example...
statweight loop: negative and positive delta: (ideally what we should use) (pseudocode) for(x = -delta; x <= delta; ++x);
positive delta for(x = 0; x <= (delta * 2); ++x);
negative delta for(x = -(delta * 2); x <= 0; ++x)
if (swselected == "Weapon Damage") { p.WEP = p.WEP - (delta - y); } if (swselected == "Dexterity") { p.DEX = p.DEX - (delta - y); } if (swselected == "Accuracy") { p.ACC = p.ACC - (delta - y); } if (swselected == "Crit") { p.CRIT = p.CRIT - (delta - y); } if (swselected == "Determination") { p.DTR = p.DTR - (delta - y); } if (swselected == "Skill Speed") { p.SKS = p.SKS - (delta - y); }
will have to be refactored to work with all 3 scenarios.
The text was updated successfully, but these errors were encountered:
This isn't entirely important in this release, i'd like to focus on new jobs, and buffs.
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Ideally, we want stat weights to reflect the ACTUAL deltas; for example...
statweight loop:
negative and positive delta: (ideally what we should use)
(pseudocode)
for(x = -delta; x <= delta; ++x);
positive delta
for(x = 0; x <= (delta * 2); ++x);
negative delta
for(x = -(delta * 2); x <= 0; ++x)
if (swselected == "Weapon Damage") { p.WEP = p.WEP - (delta - y); }
if (swselected == "Dexterity") { p.DEX = p.DEX - (delta - y); }
if (swselected == "Accuracy") { p.ACC = p.ACC - (delta - y); }
if (swselected == "Crit") { p.CRIT = p.CRIT - (delta - y); }
if (swselected == "Determination") { p.DTR = p.DTR - (delta - y); }
if (swselected == "Skill Speed") { p.SKS = p.SKS - (delta - y); }
will have to be refactored to work with all 3 scenarios.
The text was updated successfully, but these errors were encountered: