Copy scripts from the Edit page.
Experience Penalty
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%% Experience Penalty
% The player also suffers a penalty to XP if the player is too far above
% or below the monster's level.
home, clear all, close all
%% Input
PlayerLevel = 1:100;
MonsterLevel = 1:85;
%% Calculations
% Create a repeated matrix:
mPlayerLevel = repmat(PlayerLevel, length(MonsterLevel), 1);
mMonsterLevel = repmat(MonsterLevel, length(PlayerLevel), 1)';
% Minimum amount of experience penalty:
minEXPMulti = 0.01;
% There's a safe zone between player level and monster level where no
% experience penalty is applied:
SafeZone = floor(3 + mPlayerLevel/16);
% Any additional level difference in excess of this safe range is the
% effective level difference:
EffectiveDifference = max(abs(mPlayerLevel - mMonsterLevel) - SafeZone, 0);
% If the effective difference is negative that implies the player is inside
% the safe zone. Therefore only values =>0 are relevant.
% If the player level is outside the safe zone a multiplier on monsters
% experience takes effect, reducing the amount by:
XPMultiplier = max(((mPlayerLevel + 5) ./ ...
(mPlayerLevel + 5 + EffectiveDifference.^2.5)).^1.5, minEXPMulti);
%% Contour plot
figure
[C,h] = contourf(mPlayerLevel,mMonsterLevel,XPMultiplier);
ticks = 5;
set(gca,'XTick',0:ticks:PlayerLevel(end));
set(gca,'YTick',0:ticks:MonsterLevel(end));
h = colorbar;
h.Limits = [0.01 1];
grid minor
shading interp
title('Experience Penalty')
xlabel('Player Level')
ylabel('Monster Level')
% zlabel('Experience efficiency')
ylabel(h,'Experience Efficiency');
%% Party play
% Parties with different character levels will gain different amount of
% experience according to:
PercentualShare = (PlayerLevel + 10).^2.71 ./ sum((PlayerLevel + 10).^2.71,2);
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Chance to hit and avoid attacks
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%% Chance to hit and avoid attacks.
close all, clear all, home
set(0,'DefaultFigureWindowStyle', 'docked');
% Sources:
% http://pathofexile.gamepedia.com/Evasion
% http://pathofexile.gamepedia.com/Accuracy
%% Input
step = 100;
evasionRating = linspace(0, 50000, step);
attackerAccuracy = linspace(0, 4000, step);
chanceToDodge = 0;
%% Calculations
% Create a Mesh grid to be able to do contour plots:
[evasionRatingMesh, attackerAccuracyMesh] = meshgrid(evasionRating, attackerAccuracy);
% Chance to hit is a function if accuracy and evasion rating:
chanceToHit = min(max( attackerAccuracyMesh ./ (attackerAccuracyMesh + (evasionRatingMesh/4).^0.8), 0.05) , 0.95);
% Chance to avoid hits
chanceToAvoidHit = 1 - chanceToHit*(1-chanceToDodge);
%% Contour plot
% Chance to avoid hit contour plot
figure
[C,h] = contourf(evasionRatingMesh,attackerAccuracyMesh,chanceToAvoidHit*100);
clabel(C,h,'labelspacing',200)
% clabel(C,h,'manual')
colormap(cool)
h = colorbar;
h.Limits = [5 95];
grid minor
shading interp
title('Chance to avoid enemy attacks')
xlabel('Defenders Evasion Rating')
ylabel('Attackers Accuracy Rating')
ylabel(h,'Chance to avoid hit [%]');
% Chance to hit contour plot
figure
[C,h] = contourf(attackerAccuracyMesh,evasionRatingMesh, chanceToHit*100);
clabel(C,h,'labelspacing',700)
colormap(cool)
h = colorbar;
h.Limits = [5 95];
grid minor
shading interp
title('Chance to hit enemy')
xlabel('Attackers Accuracy Rating')
ylabel('Defenders Evasion Rating')
% zlabel('Experience efficiency')
ylabel(h,'Chance to hit [%]');
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Armour Reduction
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%% Armour Reduction
close all, clear all, home
% Sources:
% http://pathofexile.gamepedia.com/Armour
%% Input
step = 100;
Armour = linspace(0, 50000, step);
Damage = linspace(0, 10000, step);
%% Calculations
% Create a Mesh grid to be able to do contour plots:
[ArmourMesh, DamageMesh] = meshgrid(Armour, Damage);
Damage_Reduction_FactorMesh = ArmourMesh ./ (ArmourMesh + 10 * DamageMesh);
%% Contour plot
figure
[C,h] = contour(ArmourMesh,Damage_Reduction_FactorMesh*100,DamageMesh, ...
[100:200:600, 1000:500:2000, 3000:1000:6000, 8000:2000:10000]);
clabel(C,h, 'labelspacing',700);
clabel(C,h,'manual')
colormap(copper)
h = colorbar;
% h.Limits = [0.01 1];
grid minor
shading interp
ylim([0 90])
title('Damage Reduction')
xlabel('Armour Rating')
ylabel('Damage Reduction Factor [%]')
ylabel(h,'Raw Damage');
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Plot Energy shield recharge
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%% Plot Energy shield recharge
close all, clear all, home
% Sources:
% http://pathofexile.gamepedia.com/Energy_shield
%% Inputs
r = 0:300;
BaseStart = 2;
%% Calculations
ESStartTime = BaseStart * 100./(100 + r);
%% Plot
figure
plot(r, ESStartTime)
title('Start of Energy Shield Recharge')
xlabel('#% faster start of Energy Shield Recharge')
ylabel('Start time of Energy Shield Recharge [s]')
grid on
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