I wish it was even that, but I just guesstimated my way around syntactical intrepid analogousness, but w/ deleterious denotation, ur right. Ur smart, writer...
this would have really taken off when the boards were spiking like crazy!
i wanna take a look and see what my code is & how it fits into things...
Thank you, I really appreciate it. It took some time to come up with it.
Btw, I will update it soon to reflect a more simplistic build code. 0-3 for Class per category. 0-5 is too much thinking and I don't believe people are as competitive as me to follow the details in this regard.
Also, I will be adding extensive equipment charts to better help decide your build.
Voom wrote:I don't believe people are as competitive as me to follow the details in this regard.
you might be surprised, stuff like this is what makes games like this so appealing.
and i wouldn't be surprised if a few lurkers are following this...
Voom wrote:Also, I will be adding extensive equipment charts to better help decide your build.
i could see that being helpful, as i keep making "middle of the water" builds...
never committing to a certain build type.
i had a build where i saved up skills points, after taking the essentials...
i used it to test unreleased builds - so i could test out as many different builds as possible.
i am in the process of making that setup again & this thread could prove quite useful.
I hope it does turn out to be useful. I just have to think creatively so that I'm not using too many arbitrary measures when comparing equipment.
Again, thx for the support. I do this with most games I play, I theory craft. The more the challenge, the better the game was developed. For example, Path of Exile is the number 1 game for theory crafting and constructing builds.
AT provides a challenge too, b/c if you explore ATCS enough you will notice that the value placed on equipment is exponential in proportion to amount of a particular stat. I have attempted to calculate the exponential graphs of each stat as they related to their individual values (as in in-game shop values) from scratch. But I could never full-proof the results through backward checking them. In other words, I tried my best, but it wasn't going to be exactly identical to the in-game values of the equipment. Therefore, I would have to adopt an arbitrary approach to valuing equipment and the myriad of stats and conditions that come along with them. Of course, the approach would be explained fully for the benefit of the users of the information.
Voom wrote:Therefore, I would have to adopt an arbitrary approach to valuing equipment and the myriad of stats and conditions that come along with them. Of course, the approach would be explained fully for the benefit of the users of the information.
i would look into it, for sure...
especially with the amount of study being done before it's even posted!