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iSkillBonus = MINMAX(-30, (int) (gauss_random(0, 5) + 0.5f), 30);

if (abs(iSkillBonus) <= 20)
    iNormalHitBonus = -2 * iSkillBonus + abs(number(-8, 8) + number(-8, 8)) + number(1, 4);
else
    iNormalHitBonus = -2 * iSkillBonus + number(1, 5);

Most likely it's skillBonus being calculated first, then we have average damage. It mostly focuses on lower values so it's most likely:

- Average damage mostly within the -5 / 30% range. Getting 40, then 50 is significantly harder. Getting more than 60 is considered nearly impossible.

- Getting 30% skill damage is possible, but still pretty rare.

Gurgarath
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27 minutes ago, Gurgarath said:
iSkillBonus = MINMAX(-30, (int) (gauss_random(0, 5) + 0.5f), 30);

if (abs(iSkillBonus) <= 20)
    iNormalHitBonus = -2 * iSkillBonus + abs(number(-8, 8) + number(-8, 8)) + number(1, 4);
else
    iNormalHitBonus = -2 * iSkillBonus + number(1, 5);

Most likely it's skillBonus being calculated first, then we have average damage. It mostly focuses on lower values so it's most likely:

- Average damage mostly within the -5 / 30% range. Getting 40, then 50 is significantly harder. Getting more than 60 is considered nearly impossible.

- Getting 30% skill damage is possible, but still pretty rare.

Thank you! Two more question:

1) what does “+0.5f” mean in the code?

2) number(x,y) generates numbers in {x,x-1,…,y} with (discrete) uniform distribution?

 

 

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