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4

Let's look at your particular suggestion for a formula and what range of values it is able to handle: attack_speed = 1.8 - (1.8 * (x / 100)) What if x is larger than 100? Now you have a negative attack speed. What is that even supposed to mean mechanics-wise? Adding a 1 when calculating a divisor ensures that the division will always reduce the value ...


3

Assuming your "ManaRegenRate" is the mana regenerated per second, you just have to divide the TotalMana through the mana regen rate. $$ TotalMana \over 0.01 × (BaseManaRegen + ManaRegenMultiplier × Willpower) × TotalMana $$ But because TotalMana appears on both sides of the fraction, you can simplify the fraction by removing it and arrive at: $$ 1 \over ...


1

Okay so the goal is to be able to rotate a rectangular, which I'll call sprite, to line up with an arbitrary point in 2D space, which I'll call target. Rotating sprite to line up with target can be achieved through the Transform.LookAt method provided by Unity, however this alignment will be based upon sprite's center, and we would rather have the target ...


1

There are a small fixed set of possible locations on the board so measuring each one against your metrics and picking the best one would be no problem. The issue is, whether you can come up with good, (or merely good enough,) metrics. In other words, if you want the best place(s) to place a settlement then you need to define what best means. Then the rest ...


1

The +1 is in there because Attack_speed is actually a cooldown stat, where half as much Attack_speed makes you attack twice as fast. If you have a "+100% increase" to your attack speed with the WoW formula, you get outputs like Attack_speed = 1.8 / ( (100 / 100) + 1 ) = 0.9. Similarly, if you have a "-99% decrease" to your attack speed with the WoW formula, ...


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