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  1. #21
    New Merits
    Join Date
    Sep 2006
    Posts
    241
    BG Level
    4

    well firstly let's assume there's no parity bit in the first byte of the calculations, the first byte represents integers and the second which i think we can deduce exists from calculations not all being truncated to integer values* means that we have:
    00000000.00000000 = 0.0
    11111111.00000000 = 255.0
    the part after the decimal point doesn't matter anyway;
    so yes it would make sense for the numbers to be 0/255 - 255/255 where 127/255 = 0.498 and 128/255 = 0.502
    there can't really be anything but 0 = 0/255 because where you have subtraction such as 5/255 - 5/255 = 0/255 you would want that to be zero rather than 0.004 unless you're programming was so poor you really wanted to convert every value up by 1/255 and put non-zero values in every field a character has, for example having a 0.004 triple attack value, which might not result in anything because the game could take up to the first 2dp without everyone having a tiny chance to triple attack; but it wouldn't make sense because of the conversion necessary.

    *might be wrong about this? perhaps it is integer values of x/255 only which are converted to double bytes for the decimal value.

    i'd assume this is a function of the ps2 to calculate in single bytes or at least not normally convert to decimal, because generally there is no difficulty using a pc to do so, i don't know enough about game code to be certain on this. i only know how to do some mathematics in c/++ in a sort of specialised way.

    conveniently 0.004 won't make a difference to almost any of the calculations done by people already on dmg-% and similar because the lowest fraction they use is about 25/255 = 0.098 (or 1%)

    i would be interested if someone could demonstrate it is 1-256 and why.


    FUN FACT:
    if you really need to convert to binary hold up your hands palms to your face, now hold up your fingers, up means a value of 1, down is a 0, in this example we will ignore the thumbs to give us 8 units - 1 byte (no parity bit)
    right index is 1, right middle is 2, right ring is 4, right pinky is 8
    left pinky is 16, left ring is 32, left middle is 64, left index is 128
    this gives us 0-255, all fingers up is 128+64+32+16+8+4+2+1=255
    0001,0011 = 19
    0100,1000 = 72
    etc.
    using thumbs allows you to count to 1023^^

  2. #22
    souleman
    Guest

    Personally, I agree that it should be x/255. I just used 256 because that is what most people have been using. I'm trying to find a way to prove that its actually 255 and not 256, but since everythign is displayed in integer values, I haven't found anything that makes enough differene.

    Some people have started talkign about x/512 (which should really be 511), but I'll have to see where they came up with that, because it might be able to prove 255 instead of 256.


    Fun Fact... using mika's method makes 2, 64, and 66 really rude numbers.




    Edit... It is x/256, not x/255..
    http://img156.imageshack.us/img156/7056/5pct3mv.png
    Black belt is 5%.
    x/255 = 12/255 = 4.7%. That would mean 47.05 damage reduction on 1000needles or 952.94119 damge.

    x/256 = 12/256 = 4.6%. That means 46.8 damage reduction or a total of 953.125 damage taken.

    So unless it rounds up instead of down like everything else... Yeah this is damage % instead of haste%, but they work the same.
    [/img]

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