The formula for Pure Strike fits all values at 1.93 * Attribute + 1... 1.925 is too low, 1.94 is too high... strange formula.
Im really not happy with it, but the table doesn't make much sense, with shifts of 2 at every value but 7 to 8. If anyone can think up a more logical formula for this progression it would be welcome... this can't be what the formula looks like in the GW code. the actual values look like this: (i used the progression template because it's easy, the bold 0 and 12 mean nothing)
Attribute | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | ? | ? | ? | ? |
Of course lots of formulas would work for such a small range, since all the numbers are rounded (1.99 * attribute + 0.57 works too, for example), but there has to be some more logical solution...
- I just gave the formula at Skill_details#Description. What you're seeing is really level*29/15+1 --Rezyk 11:47, 28 October 2005 (EST)