this post was submitted on 01 Dec 2024
1150 points (98.8% liked)
Science Memes
11278 readers
3578 users here now
Welcome to c/science_memes @ Mander.xyz!
A place for majestic STEMLORD peacocking, as well as memes about the realities of working in a lab.
Rules
- Don't throw mud. Behave like an intellectual and remember the human.
- Keep it rooted (on topic).
- No spam.
- Infographics welcome, get schooled.
This is a science community. We use the Dawkins definition of meme.
Research Committee
Other Mander Communities
Science and Research
Biology and Life Sciences
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- !reptiles and [email protected]
Physical Sciences
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
Humanities and Social Sciences
Practical and Applied Sciences
- !exercise-and [email protected]
- [email protected]
- !self [email protected]
- [email protected]
- [email protected]
- [email protected]
Memes
Miscellaneous
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
In game design, it has to be stated whether it’s multiplicative or additive. Sometimes a logarithmic function is used as well, with increases in efficiency as 1 / ( 1 + bonus ). This allows you to always add more bonus, but there’s diminishing returns.
i wish it was more common to also indicate the precedence of a percentage increase, so that it’s easier to know if i’m dealing with (x + y ) * z or x + (y * z). although that’s admittedly a lot harder to communicate.
Just include a glossary of formulas for figuring out stats/chances/whatever in your game. With clearly labeled variables. Then throw a reference to that glossary in your tooltips/helpful popups.
Wouldn't it be easier for everyone to instead not add such systems? After all, don't many go for the simple logic of bigger number is better instead of doing the math?
This upgrade adds +100% critical chance.
The weapon has a base critical chance of 10%, so the new critical chance is 20%, not 110%
In game design +100% would be 10% + 100% = 110% crit.
Increases by +100% = base + 100%
Increases by 100% = base + base x 100%