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0.04 per level #38

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heymATIN opened this issue May 26, 2016 · 6 comments
Open

0.04 per level #38

heymATIN opened this issue May 26, 2016 · 6 comments
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@heymATIN
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A lot of hero Abilites have 0.04 per level. For example Arthas Howling Blast

Root enemies within the target area for 1.25 seconds and deals 68 (+0.04 per level) damage

Shouldnt it be 4%, or is it static 0.04 per level, cuz that would actually not increase the damage at all. Or am I mistaken right now :D ? sorry for the stupid question.

@LeoLeal
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LeoLeal commented May 26, 2016

0.04 IS 4%
Em 26 de mai de 2016 11:02 AM, "heymATIN" notifications@github.com
escreveu:

A lot of hero Abilites have 0.04 per level. For example Arthas Howling
Blast

Root enemies within the target area for 1.25 seconds and deals 68 (+0.04
per level) damage

Shouldnt it be 4%, or is it static 0.04 per level, cuz that would actually
not increase the damage at all. Or am I mistaken right now :D ? sorry for
the stupid question.


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#38

@jnovack jnovack added the bug label May 26, 2016
@jnovack
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jnovack commented May 26, 2016

Yes, you are correct. The original code was written when the scaling was different. I have yet to transform them to percentages.

@LeoLeal
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LeoLeal commented May 27, 2016

Please keep the multiplier format. It is programmatically better to deal
with this.
Em 26 de mai de 2016 6:26 PM, "Justin J. Novack" notifications@github.com
escreveu:

Yes, you are correct. The original code was written when the scaling was
different. I have yet to transform them to percentages.


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#38 (comment)

@jnovack
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jnovack commented May 27, 2016

Math is math, +0.04 = +4%. Programmatically, it's the same end result. I will be changing it to a percentage, when I have the time. The tool tips are meant to be human readable in a human language (+4% is more "human" than +0.04).

You just don't want to change your functions from (base * multiplier) to (base * (multiplier /100)). ;)

@LeoLeal
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LeoLeal commented May 27, 2016

Not really. If u put 0.04 you have the multiplier and just use it... if you
put 4% we will have a string that we hace to parse and convert to the
multiplier to calcular values for each level.
Em 27 de mai de 2016 10:25 AM, "Justin J. Novack" notifications@github.com
escreveu:

Math is math, +0.04 = +4%. Programmatically, it's the same end result. I
will be changing it to a percentage, when I have the time. The tool tips
are meant to be human readable in a human language (+4% is more "human"
than +0.04).

You just don't want to change your functions from (base * multiplier) to
(base * (multiplier /100)). ;)


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@LeoLeal
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LeoLeal commented May 27, 2016

Unless you plan to keep it a number without the % symbol... it seemed By
your previous post that you meant to put +4% on the value.
Em 27 de mai de 2016 11:06 AM, "Leonardo Leal" leoleal@leoleal.com.br
escreveu:

Not really. If u put 0.04 you have the multiplier and just use it... if
you put 4% we will have a string that we hace to parse and convert to the
multiplier to calcular values for each level.
Em 27 de mai de 2016 10:25 AM, "Justin J. Novack" <
notifications@github.com> escreveu:

Math is math, +0.04 = +4%. Programmatically, it's the same end result. I
will be changing it to a percentage, when I have the time. The tool tips
are meant to be human readable in a human language (+4% is more "human"
than +0.04).

You just don't want to change your functions from (base * multiplier) to
(base * (multiplier /100)). ;)


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#38 (comment),
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