Algorithms

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A page containing various calculating algorithms used in the game.

Health regeneration

Requirement of taking no damage for 12 seconds, then

X health points regeneration each 4 seconds until fully healed.

X = random between 2 and 4

Health-affecting items

X * Y => Z

X = max heal/hurt damage

Y = random between 0.75 and 1

Z = rounding up number. Healing items have their numbers rounded up, while hurting items round them down.

Example:

Eating MRE number with max 9 heal points get randomized to 75-100%, for example, it would result in 87%, thus 9*0.87 => 7.83 => rounding up => 8 health points would be healed

NPC health and damage scaling per player on map

Z + ( X * Y )

The result is capped at 90, preventing NPCs to one-swing one-kill players.

Z = base health/damage

X = damage scaling which may differ between specific enemies and/or enemy types

Y = player count on the map

Melee damage

X * Y

X = base weapon damage

Y = random between 0.75 and 1

DEPRECATED, NOW RANDOM DAMAGE + RANGE BETWEEN PLAYER AND ENEMY IS APPLIED

Caps spawning

There are three different types of possible cap/cap-stacks to find on the main map, with all three sharing the same algorithm but differing in constant numbers.

Z + ( X * Y )

Z = base number. If number is less than 1, none will spawn.

X = scale factor

Y = player count on the map