thunder rune piece

A forum to ask questions if you are stuck in the The Gate Rune Wars; or wish for more clarity on the gameplay systems.
Antimatzist
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Re: thunder rune piece

Post by Antimatzist »

Ah sorry, I misread the equation (I thought it's always a random number between 0 and 99, not between 0 and Damage). Without flooring, lower cap modifier is

Code: Select all

-Damage/10 - 0.2
I guess the actual damage would be something like

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Damage×0.9 -1
In many cases due to flooring
like2h
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Re: thunder rune piece

Post by like2h »

The problem is
Damage×0.9 could be
> or < or =
Damage + (Damage/2 - (Damage - 1))/5
Because of flooring.
Though the difference is smaller than 1, I believe.

Edit: if we don't consider flooring,
Damage + (Damage/2 - (Damage - 1))/5=0.9Damage + 1/5
However, flooring often means reduction.
Last edited by like2h on Mon Dec 25, 2023 8:02 pm, edited 1 time in total.
like2h
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Re: thunder rune piece

Post by like2h »

To clarify,
Rand(Damage)=[0,1,...,Damage-1]
Or=[0,1,...,Damage]?
Julian
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Re: thunder rune piece

Post by Julian »

This is calling rand directly, so rand(50) is just shorthand for rand()%50, which is 0 to 49.
Antimatzist
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Re: thunder rune piece

Post by Antimatzist »

SO, finally at home after Christmas with the family, I ran it through Excel to calculate the lowest (and highest) damage modifier for each damage input.

If Damage is a multiple of 10: the range of the modifier is 0.9-1.1. This case is trivial.

For every other case, it becomes more difficult.

Lower cap: it fluctuates between ~0.85 and ~0.92 and converges to 0.9 for high damage. Typically, it is below 0.9

High cap: it fluctuates between ~1.05 and 1.1 and converges to 1.1 for high damage. Lowest highest damage modifier for 19:

Code: Select all

((19/2))/5 = 9/5 = 1 = + ~0.05
But the patterns for low and high modifier are different, which leads to an interesting pattern if you look at the maximum range between the two modifiers.

tl;dr: now, you can't really universally say the damage modifiers lie between 0.9 and 1.1.
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like2h
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Re: thunder rune piece

Post by like2h »

Cool! Could you make a graphic to show exactly the margin?

For example, if damage is 150, show the margin between 150 x 0.9 and 150 x whatever.
Antimatzist
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Re: thunder rune piece

Post by Antimatzist »

You mean margin in absolute values?

For the lower limit, it very regularly fluctuates between -0.7 and +.2 absolute difference from 0.9*damage
like2h
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Re: thunder rune piece

Post by like2h »

Antimatzist wrote: Sun Dec 31, 2023 8:19 am You mean margin in absolute values?

For the lower limit, it very regularly fluctuates between -0.7 and +.2 absolute difference from 0.9*damage
Yes, I want to know the margin in absolute values(let's floor 0.9*damage and 1.1*damage too), which can tell us the accuracy. How about the higher limit?
Antimatzist
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Re: thunder rune piece

Post by Antimatzist »

Here're the margins for damage*1.1 and damage*0.9.
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like2h
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Re: thunder rune piece

Post by like2h »

Sorry, I don't understand it.
Let me clarify:
On the x-axis, we have Damage, and the y-axis represents the margin between the low limit and 0.9 × damage (floored).
For instance:
If the damage is 82, then 0.9 × 82 = 73, and the low limit is 74. Therefore, the margin is -1.
If the damage is 86, 0.9 × 86 = 77, and the low limit is 77. In this case, the margin is 0.
All I want to know is how accurate the 0.9 and 1.1 could be and what is the margin of error for them.
Hope I make it clear enough.
Anyway, thanks!
Antimatzist
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Re: thunder rune piece

Post by Antimatzist »

The plots show Calculated lowest/highest damage - damage×0.9/1.1 in absolute values (not rounded). Basically, in roughly half the cases the approxidation is correct, in the other half it's off by one (1 less than calculated with the 0.9 or 1.1 factor).
like2h
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Re: thunder rune piece

Post by like2h »

Alright, that's exactly what I wanted to know. So, I think the 0.9 and 1.1 factors aren't too shabby.
KFCrispy
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Re: thunder rune piece

Post by KFCrispy »

nice research! So there's no confirmation about the Lightning Rune Piece boosting critical hit rate, but the "Wind (really Earth)" Rune Piece increases damage 5% per piece just like Fire Rune Pieces?

Double-Beat Rune has no penalty.

Anything else to fix on the website?

Right now there's a connection problem for maintaining the site, so I can't update...
Julian
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Re: thunder rune piece

Post by Julian »

The item drop rates in the bestiary are incorrect. I'm assuming you took the "drop rate", divided by 255, and then by 3?

It should be drop rate / 100 / 3. The game doesn't do a 255 rand, but a 100 instead. This is based on the PSP version at least, so there's a possibility it may have been different on the PS1.

Scream heals 300 HP, not 400. (It does the same thing as and borrows rain of kindness code.) At least outside battle it does... should check inside battle.
like2h
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Re: thunder rune piece

Post by like2h »

Here are some corrections for the site:

1. Runes

A. Resurrection Rune
- Yell heals 1/3 max HP, not 33%
- Scream heals 300 HP, not 400HP

B. Water Rune and Flowing Rune
- Water of Kindness: Heals all HP in field, 300 HP in battle.

C. Double-Beat Rune
- No penalty
- Add: Only when there is more than one enemy

D. Wind Rune Piece (Earth Rune Piece on suikosource) and Thunder Rune Piece
- Wind Rune Piece also gives DMG +5% per piece besides DEF +3
- Thunder Rune Piece does nothing

E. Killer Rune, Counter Rune, Hazy Rune
- Hard for me to test these

2. Unite Attack
- Pretty Boy Attack: 3x Damage not 2x
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