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Dungeon Siege II: General Discussions
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Dungeon Siege Heaven » Forums » Dungeon Siege II: General Discussions » Health points
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Topic Subject:Health points
sheep_p
Dungeoneerer
posted 01-05-07 02:59 AM EDT (US)         
Hi
I am trying to figure out how the health is determined.
I tried to come up with some factors that may affect the life of your char.
When your hero gain 1 strength the health is raised by 2.6667.
And I also found out, that your hero is starting with 32-40 health points (depending on the class).
But when I test this with low level characters it adds up perfectly, but when I test it with my higher level (ca. 40) characters then I get 300-500 health points less then it is in the game. if anyone know where I can find out how the health system works or if anyone knows how it work or even if anyone know a factor that also effect the health, then plz write back.
AuthorReplies:
Hassat Hunter
Dungeoneerer
posted 01-05-07 05:20 AM EDT (US)     1 / 7       
Health is measured by:

Str (most of the stats)
Dex (gives less than Str, but more than Int)
Int (gives least health of the 3)

Several items
Several skills

QuickDraw
Dungeoneerer
posted 01-07-07 06:16 AM EDT (US)     2 / 7       
These are the figures I came up with. They might not be 100% accurate, but they're pretty close.

Each point of Strength adds 2.5 health
Each point of Dexterity adds 1.95 to health
Each point of Intelligence adds 1.15 to health

Next, the health bonuses from the Fortitude skill and Earthen Embrace buff are added on. Then the health bonus from the Chant of Stone skill is added on. And finally, any health mods on your equipment are added on to determine the final health of the character.

To summarise:

1) Your attributes determine your base health
2) Percentage multipliers are applied to your base health
3) Point modifiers are applied after the effects of percentage multipliers


From cradle to coffin... Shall my wickedness... Be your passion
TuShaWuJin
Dungeoneerer
(id: shaun1)
posted 01-07-07 08:30 AM EDT (US)     3 / 7       
Thank you QuickDraw, I just started playing DS2 and have been reading past forum posts. I think I understand min/max damage [(200+relevant attribute)/100]*damage of weapon. I just can't pin down Mana points, roughly (intelligence*5), but at lower levels its too low and at higher levels its too high.

Any ideas?

[This message has been edited by shaun1 (edited 01-07-2007 @ 10:40 AM).]

QuickDraw
Dungeoneerer
posted 01-07-07 10:40 AM EDT (US)     4 / 7       
Now that you mention it... I do have the calculations for mana as well. Again, they're not 100% accurate but they're very close.

Each point of Strength adds 0.05 mana
Each point of Dexterity adds 0.6 mana
Each point of Intelligence adds 4.35 mana

Next, the effect of the Brilliance skill is taken into account, and then the mana mods on your equipment are taken into account.

Same as before: attributes determine base mana, percentage multipliers get applied to base mana, and point modifiers are added on after the percentage multipliers.


From cradle to coffin... Shall my wickedness... Be your passion
TuShaWuJin
Dungeoneerer
(id: shaun1)
posted 01-07-07 10:42 AM EDT (US)     5 / 7       
Thanks again QuickDraw.
QuickDraw
Dungeoneerer
posted 01-07-07 10:46 AM EDT (US)     6 / 7       
*tips hat*

You're welcome!


From cradle to coffin... Shall my wickedness... Be your passion
Sharkull
Dungeoneerer
posted 01-21-07 05:53 PM EDT (US)     7 / 7       
In case anyone is interested in the exact numbers, here they are from logic.ds2res\world\global\rules\rules.gas

I edited a couple comments to fix the example numbers to match the actual code, and you will note that the Armor dex bonus line is commented out.


//////////////////////////////////////////////////////////// //////////////////
//
// File : rules.gas
// Author(s): Eric Tams
//
// Copyright © 2002 Gas Powered Games, Inc. All rights reserved.
//---------------------------------------------------------- ------------------
// $Revision:: $ $Date:$
//---------------------------------------------------------- ------------------
//
//This gas file contains constants for use in the file rules.skrit
//
//////////////////////////////////////////////////////////// //////////////////

//////////////////////////////////////////////////////////// ///////////////////
//Life and mana calculation

[life_mana_constants]
{
// max_life = ((str * hp_str_scalar ) + (dex * hp_dex_scalar ) + (int * hp_int_scalar )) * hp_coefficient
// max_life = ((str * 0.5 ) + (dex * 0.39 ) + (int * 0.23 )) * 5.0
hp_str_scalar= 0.50;
hp_dex_scalar= 0.39;
hp_int_scalar= 0.23;
hp_coefficient= 5.0;

// max_mana = ((str * mp_str_scalar) + (dex * mp_dex_scalar) + (int * mp_int_scalar)) * mp_coefficient
// max_mana = ((str * 0.01 ) + (dex * 0.12 ) + (int * 0.87 )) * 5.0
mp_str_scalar= 0.01;
mp_dex_scalar= 0.12;
mp_int_scalar= 0.87;
mp_coefficient= 5.0;
}

//////////////////////////////////////////////////////////// ///////////////////
//Melee Damage Bonus
[melee_damage_bonus_constants]
{
// damageBonus$ += .2 * (STR + 0 ) + 0.0
// damageBonus$ += (melee_damage_bonus_str_scalar * (str + melee_damage_bonus_str_modifier)) + melee_damage_bonus_constant
melee_damage_bonus_constant= 0.0;
melee_damage_bonus_str_scalar= 0.2;
melee_damage_bonus_str_modifier = 0.0;
}

//////////////////////////////////////////////////////////// ///////////////////
//Ranged Damage Bonus
[ranged_damage_bonus_constants]
{
// damageBonus$ += .2 * (DEX + 0 ) + 0.0
// damageBonus$ += (ranged_damage_bonus_dex_scalar * (dex + ranged_damage_bonus_dex_modifier)) + ranged_damage_bonus_constant
ranged_damage_bonus_constant= 0.0;
ranged_damage_bonus_dex_scalar= 0.2;
ranged_damage_bonus_dex_modifier = 0.0;
}

//////////////////////////////////////////////////////////// ///////////////////
//Armor bonus
[armor_bonus_constants]
{
//armor_bonus_dex_scalar = 1.5; // armor = dex * armor_bonus_dex_scalar
}

//////////////////////////////////////////////////////////// ///////////////////
//experience_sharing

[share_constants]
{
// Primary hero xp scalar is applied to all experience the primary hero revieves.
exp_primary_hero_xp_scalar = 1.0;

// exp_bonus_X is the multiplier applied to experience earned by parties with X characters.
// This keeps experience earned by parties of different sizes at the correct ratios
// If X > 4, then exp_bonus_4 is used.
exp_bonus_2= 1.80;
exp_bonus_3= 2.43;
exp_bonus_4= 2.92;
}

//////////////////////////////////////////////////////////// ///////////////////
//group_experience_bonus

[group_xp_bonus_constants]
{
// exp_bonus_X is the multiplier applied to experience earned by groups of X parties.
// This rewards players for playing in groups in multiplayer and keeps the experience
// they earn in line with the normal character experience progression.
group_exp_bonus_2= 1.60;
group_exp_bonus_3= 2.00;
group_exp_bonus_4= 2.30;
}

[freeze_chance_constants]
{
// Duration of any freeze effect that is applied through a melee/ranged attack
weapon_freeze_duration= 1.0;
}


“Truth is hard to sell; it gives no sense of purpose. It is simply truth.” (Terry Goodkind)

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