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Health based explode spell

Posted: Sat Apr 29, 2023 11:28 pm
by zinkless
** Uses Hexal Spells **
Dynamic explosion spell based on health, does seem to be worse do to armor and such that affects the dmg dealt.

Code: Select all

// estimate cost
// ~4.4+(3*explodePower)

// 54.29 dmg explode 4
// cost ~16.4 dust
// 40.95 dmg explode 3
// cost ~13.4 dust
// 27.67 dmg explode 2
// cost ~10.4 dust
// 14.29 dmg explode 1
// cost ~7.4 dust
// base cost w\o explode
// ~4.4 dust
{
    Mind's Reflection
    Compass' Purification
    Mind's Reflection
    Alidade's Purification
    Scout's Distillation
    // [entity]
    Gemini Decomposition
    Nurse's Purification
    // [entity,num]
    Numerical Reflection: 12
    Division Distillation
    Floor Purification
    // [entity,num]
    Gemini Decomposition
    Numerical Reflection: 0
    Maximus Distillation
    // [entity,num,bool]
    {
        Bookkeeper's Gambit: -
    }
    {
        Bookkeeper's Gambit: v
        Numerical Reflection: 1
    }
    // [entity,num,bool,iota,iota]
    Augur's Exaltation
    // [entity,num,iota]
    Hermes' Gambit
    // [entity,num]
    Jester's Gambit
    // [num,entity]
    Compass' Purification II
    // [num,vec]
    Numerical Reflection: 5
    Gemini Gambit
    // [num,vec*5]
    Break Block
    // [num,vec*4]
    Create Water
    // [num,vec*3]
    Flock's Reflection
    // [num,vec*3,stackSize]
    Fisherman's Gambit
    // [vec*3,num]
    Explosion
    // [vec*2]
    Conjure Block
    // [vec]
    Break Block
    // []
}
qqqqaqaaqaqwaweaqaaadaaaqwawqaNumerical Reflection: 12wdedwewqaadaaNumerical Reflection: 0eqqqBookkeeper's Gambit: Keep 1eeeqqqBookkeeper's Gambit: Drop 1Numerical Reflection: 1eeeawdddeaqqaawddddNumerical Reflection: 5aadaadaaqaqqqqqaqawqadaqqwaeawqaeaqaddadaawaawaaqqaqaqqqqqeee

Re: Health based explode spell

Posted: Sun Apr 30, 2023 3:48 am
by [object Object]
nice! could probably drop Armor Compensator into this pretty easily to improve the performance vs armor, though we still can't deal with enchantments

Re: Health based explode spell

Posted: Tue May 02, 2023 8:32 pm
by zinkless
[object Object] wrote: Sun Apr 30, 2023 3:48 am nice! could probably drop Armor Compensator into this pretty easily to improve the performance vs armor, though we still can't deal with enchantments
If instead I do a single explosion and check if entity is still alive I could do a formula like follows:
T = N / ( ( O - N ) / D )
where:
T = total damage needed to kill entity
N = new health after explosion
O = original health before explosion
D = damage expected to deal (EX: 14.29 for power 1 explode when cast at feet)

It adjusts for the percent drop of damage and returns to amount needed to correct for that percent drop

Could be a function that takes a stack like [ D, O, N ]

Code: Select all

// [ D, O, N ]
Gemini Decomposition
// [ D, O, N, N ]
Rotation Gambit II
// [ D, N, O, N ]
Subtractive Distillation
// [ D, N, F ] F = O-N
Rotation Gambit
// [ F, N, D ]
Division Distillation
// [ F, M ] M = N/D
Division Distillation
// [ T ] T = total damage needed to kill with explode dmg

Re: Health based explode spell

Posted: Sat May 13, 2023 7:56 pm
by [object Object]
zinkless wrote: Tue May 02, 2023 8:32 pm If instead I do a single explosion and check if entity is still alive I could do a formula like follows:
This might not work in all cases since the damage curve isn't linear for low damage values.