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clark.h.wilson
Joined: Thu Jul 08, 2010 12:50 am Posts: 1
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I realize this is an old issue. Maybe it's been resolved somehow.
Anyhow, as folks have commented here, the "% stable" values often don't indicate damage or the proportion of damage for NPCs. I'm bringing it up only because if I damage an NPC that doesn't have shields but don't kill it, when I come back to the display it will show as 100% stable. I'd like it to indicate that the NPC is damaged and I need to finish it. Some posters have questioned whether the % stable value is useful. I guess for me I would prefer an accurate binary damaged/undamaged indicator over a numeric value that makes a damaged NPC look undamaged. I agree that in general the precise numeric value for % stable isn't that useful to know.
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Mon May 28, 2012 3:56 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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The % stable is done of a numeric database. The database contains values for every NPC.
However, matched NPCs still have a fixed value in the database, leaving them with odd %.
On non-matched it works, it is only matched which is not working properly. To fix this Dan would have to go in and input the forumla used to work out hulls and shield, to look like this: (CurrentShield+CurrentHull)/((HullPerRank*Rank)+(ShieldPerRank*Rank))
Or it may be even easier! There is a very good chance that the max value of that particular NPC is stored somewhere, so it would only be: (CurrentHull+Current Shield)/(MaxHull+MaxShield)
And there you have it. Now, would that be so hard?
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Mon May 28, 2012 4:08 pm |
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