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# EvilWeebl

Member Since 17 Aug 2009
Offline Last Active Feb 08 2014 11:56 AM

### In Topic: floating point precision problem

14 September 2012 - 07:18 AM

To summarize; seven digits of accuracy does not mean that any value with seven or less significant digits can be perfectly represented, it means that values are not exact but accurate to seven digits.

Ahh I see where I went wrong now, thanks for summing that up for me.

Also laztrezort that link was a good read so thanks for that.

### In Topic: floating point precision problem

14 September 2012 - 06:47 AM

Sorry I should have been more specific, the numbers I provided are examples of my bound.Height and bounds.Y values, bounds being another RectangleF so they will be floats and not doubles. Well It's not too important its just causing it to crash when I set some other values that rely on it clamped between 0 and 1 but as you say I can just clamp that myself. I was wondering if using decimal here would be preferable? Or at least casting them to decimal and then the resulting answer back to a float?

### In Topic: Negative exponential curve formula for stat leveling

06 August 2012 - 07:17 AM

But level 100 would be the maximum level, so whether it would continue to rise or not is not important as the character is capped at level 100. I realise that in my example to exponent is greater than 1, but changing the curve amount given a different exponent. a curve amount between 0 and 0.5 gives a positive curve and between 0.5 and 1 gives a negative curve. If anything this is a great help for defining growth rates of different characters.

Am I right?

Of all the googling I've done on rpg stat leveling formulae why haven't I come across anything like this? Makes me think I'm missing something.

### In Topic: Negative exponential curve formula for stat leveling

05 August 2012 - 10:56 AM

Hi all, sorry I've been away so long. I just discovered something called Ken Perlin's bias that seems to suit my needs well and is adjustable on the growth.
I am having a problem trying to fit in the base stat though so if I could get some help that would be great.
This is what I have so far : stat(level) = (level/maxLeve)l^(log(curveAmount)/log(0.5)) * MaxStat
In the following example the stat is 0 at level 0 and 500 at level 100.
http://www.wolframal...)/log(0.5))*500

Now as I said I'm not sure where to be fitting the base stat into this equation to ensure it starts at say 50 but ends at 500.

Any help much appreciated.

Edit : actually could this be it?
stat(level) = ((level/maxLeve)l^(log(curveAmount)/log(0.5)) * (MaxStat - baseStat)) + baseStat

### In Topic: Negative exponential curve formula for stat leveling

02 August 2012 - 04:34 AM

Wow such a lot of info to take in at once and I hardly understand any of it. Away from the computer at the moment but will look into it as soon as I can. Also I believe your right about logaritic curves not being for me as I checked them out and I did notice it can't be influenced between a maximum and minimum.

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