Thread:FixSRwiki/@comment-46261745-20201002230402/@comment-46261745-20201003140623

Oh! Great! I forgotten you mentioned it was 7 INT I after seeing the rest of the webm, sorry...

... Had to make a number of adjustments to those initial formulas...

I was hoping to just do basic algebra, but the rounding at each step makes it all so much more complicated to reverse engineer...

So first, if I reduce things with the rounding and 7 allied INT, we get a simplified formula like this (we can remove the damage cap part since he's doing 98 damage, way less than his 1041 troops...)

(( max(10, ( (eINT * 10  + (5-10) ) - aINT * 0.7) * 770) / 100) * 0.5 = X

((max(10, ( (eINT * 10  + (0) ) - 4) * 770) / 100) * 0.5 = X

- diviner guard should not be able to go negative, so that 5-10 ends up as 0

((max(10, ((eINT * 10) - 4) * 770) / 100) * 0.5 = X

And here's an example of how the rounding gets reduced @ 1 enemy INT

((max(10, ((1 * 10) - 4) * 770) / 100) * 0.5 = X

((max(10, 6) * 770) / 100) * 0.5 = X

77 * 0.5 = X

Damage @ 1 eINT = 38

So here would be the table of expected values per enemy INT

Damage @ 2 eINT = 61

Damage @ 3 eINT = 100 -- but we got 98 damage.........??? So my formula is still wrong somewhere...

Damage @ 4 eINT = 138