Tool Efficiant Evasion HP Calculator

Tyman2007

Ya Rly >.
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74
I was bored and thought i would make a calculator which guesses a UNIT'S amount of hp it takes w/ evasion.

This was made using chocobo's formula
Code:
a = b*(100/(100-c))*(1+(d*e))

a = Effective Hp
b = Base Hp
c = Evasion Percentage
d = Armor
e = Armor Multiplier

I'm not sure what the true purpose of it is. Someone who wants to use this kindof thing i guess.. If you aren't too smart you can show it off like you would be some expert mathematician.

However, there is a small detail about armor types. soo.. it won't be very accurate unless the unit that's attacking you has a chaos attack.

eehpcxc4.png

This was made using VB6.

Really... i expect like a couple of people saying "WHATS THE POINT IN THIS" or "What's armor multiplier".

Remember! i only made the program, not the formula.

I will update this tomorrow.... maybe.... w/ a lot more features.

Download Link
 

Psiblade94122

In need of sleep
Reaction score
138
hmm, cant you add an extra feild for the armor type reduction?

so the equation would be like

a = (b*(100/(100-c))*(1+(d*e)))*(1+(1-(.01*f)))
Where F = the amount reduced for the armor vs the attack type?

but that would reqire the end user to know the % reduction the armor type has versus attacks
 

Chocobo

White-Flower
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409
more in depth : this works only for melee attack types (casted types won't work unless you change the "Evasion %" to "Spell Block %") that are NOT Area of Effects (as you will take 50% of incoming damage from that).

Base HP : basic hit points of unit (usually max hp but you can put a certain amount of hp, for instance you want to know how many damage it must take to die from a certain point)

Evasion % : a more in depth can be found in the tutorial

Armor : the basic armor of the unit

Armor * : Armor multiplier (in decimals like "0.10" for 10%) but currently you would like to leave it as 0.06


A unit with 100% evasion has an infinite amount of hit points (as said, it won't apply against Area of Effect attacks).

Example : based on 1000 hp unit
- 1000 hp unit, 0% evasion, 1 armor and 6% armor multiplier results in 1060 hp
- 50 armor unit has 75% armor (given from the formula (armor*multiplier)/(armor*multiplier+1) -> Results in having to take triple damage from a same attack = 4000 hp effective hp (3000+1000)
- 100 armor unit has 85.714...% armor (which is 6/7) -> results in having to take 6x more damage, a total of 7000 hp (6000+1000)
- 50% evasion : avoid 1/2 hits -> needs take 2 hits for 1 hit -> doubled hp (2000 eff hp)
- 75% evasion : avoid 3/4 hits -> needs take 4 hits for 1 hit -> quad hp (4000 eff hp)
- 90% evasion : avoid 9/10 hits -> needs take 10 hits for 1 hit -> hp x10 (10000 eff hp)

Currently you can "guess" how many HP a unit can have only with evasion (for instance 1000 hp) :
- take the value in Worldedit (usually in decimals, like 10% is written 0.10)
- multiply it by 100 (here it will do 0.10x100 = 10.0)
- put as nominator the number you got and add a denominator of 100 (here it does 10/100)
- simplify the fraction you got (here it does 1/10)
- it means you need take "10" hits to cancel "1" hit
- 10-1 = 9 so you divide your current hit points by 9
- you multiply it by "10"
- you have your eff hp from evasion.
(here how it came : 0.10x100 -> 10/100 -> 1/10 -> 10-1=9 so 1000/9 ~111.11 -> 10 so ~111.11*100 ~ 1111.111111 -> this number is your eff hp).

An another example (using 1000 hp and 20% evasion) :
- 0.20 in WE
- 0.20*100 = 20.0
- nominator/denominator : 20.0/100
- simplify : 1/5
- it means you need take "5" hits to cancel "1" hit
- 5-1 = 4 so you divide your current hit points by 4 : 1000/4 = 250
- you multiply it by "5" : 250*5 = 1250
- you have your eff hp from evasion : 1250 HP

for armor, the fastest thing you can do is : armor*multiplier*hp = eff hp
 

saw792

Is known to say things. That is all.
Reaction score
280
@Tyman

Spelling mistakes in the topic I don't mind, but at least fix it in the program. People lose faith in programs that aren't polished (correct spelling being a part of it).
 
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