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5 years ago
"Nikoms565;c-2235070" wrote:"Assassin9818;c-2235023" wrote:
Only a graph is not a prove for what type of funtion it is, but it can give you an idea what type it might be. It will also not work. An exponential function is a function of the form f(x)=a*b^x where b is a positive real number. Here f(x) the increase and x = number of boosts. So let's assume it's an exponential function. We then have f(0) = 0, so it follows that a = 0 as b^0 = 1. So we have f(x) = 0, which I would really like, but I don't think CG will do this XD. Now you could say that we start at x = 1 and don't bother with x = 0 as that isn't really relevant for us. Although I think for coding it will be (not sure about that). We have f(1) = a*b^1 = 20 and f(2) = a*b^2 = 60. 2 functions and 2 unknowns (a and b), so we can solve this system of equations. We have ab = 20, this gives a = 20/b. We substitute a = 20/b in a*b^2 = 60 and get 20b = 60, so b = 3. So we get f(x) = (20/3)*3^x. But f(3) = 180 =/ 120, so exponential function also doesn't work here. Contradiction with assumption that the correct function was exponential.
You can write it as a quadratic function as was shown already by @Ragnarok_COTF. Or what I think CG most likely have in their code: an arithmetic series. Which would be x_{n} = x_{n-1} + 20*n, with n = number of boosts, x_{n} the increase at n boosts and x_{0} = 0 (the starting point). Then we get
x_{0} = 0
x_{1} = 0 + 20*1 = 20 (correct)
x_{2} = 20 + 20*2= 60 (correct)
x_{3} = 60 + 20*3 = 120 (correct)
x_{4} = 120 + 20*4 = 200 (correct)
x_{5} = 200 + 20*5 = 300 (correct).
I also agree the increase is way too high.
The point of bringing up the graph was simply to demonstrate that the increases in offense at each interval, combined with the increase in speed (which the effects of are ignored in the equations people are presenting) result in a player damage graph that strongly resembles an exponential function. Thereby making the OP's claim that the "difficulty" (ability to do damage) increases "exponentially", practically correct.
Yes, it might not literally be an exponential formula as written in the code - but in terms of how the mechanic effects damage output, the OP calling its effects "exponential" is, not completely inaccurate.
But I do agree that we can stop the semantic debate, since we all seem to agree that level of difficulty the stacking increases of damage and speed at such small intervals is a change in difficulty that is significant enough to be concerned m
I would disagree with that. The smaller increase in stats makes the quicker increase point manageable for teams that were already going good.
Yes they scaled everything back, but in theory we saw a SLKR do 100%, which means he was hitting a very high penalty and could do very well in a similar situation in the new dynamic, of course he wont be doing 100%, but he will be pulling his weight (in theory). Opening up the floor to more teams/toons/players also has a large effect on the difficulty of the entire raid, which is not accounted for in your explanation of "exponential difficulty increase", and should be part of a list of factors that mitigate that, because those factors make it easier to deal damage (as you were limiting your argument to).
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