Please let me know if this is incorrect
Even cleaner version, thanks Pepsi:
So, assuming you dropped 10 mesos at level 1 ME:
ratio = (10 * 0.82 + 28) / 5300;
ratio = 0.0068301886792453
Next part is just mastery. We'll assume 0.5 for kicks.
Damage = ((50 * SkillData->nX) * 0.5 * 0.0068301886792453);
Damage = (int)((50 * 500) * 0.5 * 0.0068301886792453);
Damage = 85;
And max damage would be double this, assuming perfect results, so the damage range for 10 mesos at level 1 ME is 85 ~ 170
Now let's assume we drop 10 mesos at level 30 ME. The ratio variable would be the same. The only thing that would change here is the SkillData->nX value, which is 1000 at level 30:
Damage = (int)((50 * 1000) * 0.5 * 0.0068301886792453);
Damage = 170 ~ 341
-------------
Now let's test the 1000 vs. 1001 and see which is really better. Let's assume level 30 ME, and you drop 1 bag with 999 mesos.
ratio = (1000 * 0.82 + 28) / 5300
ratio = 0.16
Damage = ((50 * 1000) * 0.5 * 0.1598452830188679
Damage = 4000 ~ 8000
Now with 1001 mesos
ratio = 1001 / (1001 + 5250);
ratio = 0.1601343784994401
Damage = ((50 * 1000) * 0.5 * 0.1601343784994401
Damage = 4003 ~ 8006
So yeah, 1001 mesos is slightly better. But is it more efficient?
Graphing out this formula yields the following (note the following is MINIMUM damage/bag). Also note that this is ONLY CALCULATING ONE BAG OF MESOS.
![[Image: 72048841.png]](http://img337.imageshack.us/img337/1172/72048841.png)
So you get a lot of benefit from putting mesos up until around 5 - 6k, up until which you start losing mesos/damage ratio massively. But where is the best ratio? What is the most efficient mesos/damage ratio?
Even cleaner version, thanks Pepsi:
Code:
aMoneyAmountDbl = (double)anMoneyAmount;
if ( aMoneyAmountDbl <= 1000 )
ratio = (aMoneyAmountDbl * 0.82 + 28.0) / 5300;
else
ratio = aMoneyAmountDbl / (double)(aMoneyAmount + 5250);
randNum = aRandom[nIdx++ % 7] % 10,000,000;
mastery = (double)randNum / 20,000,000 + 0.5;
SkillData = SKILLENTRY__GetLevelData(dword_6A7D5C, nSLV);
aDamage = (signed __int64)((50 * SkillData->nX) * mastery * ratio);So, assuming you dropped 10 mesos at level 1 ME:
ratio = (10 * 0.82 + 28) / 5300;
ratio = 0.0068301886792453
Next part is just mastery. We'll assume 0.5 for kicks.
Damage = ((50 * SkillData->nX) * 0.5 * 0.0068301886792453);
Damage = (int)((50 * 500) * 0.5 * 0.0068301886792453);
Damage = 85;
And max damage would be double this, assuming perfect results, so the damage range for 10 mesos at level 1 ME is 85 ~ 170
Now let's assume we drop 10 mesos at level 30 ME. The ratio variable would be the same. The only thing that would change here is the SkillData->nX value, which is 1000 at level 30:
Damage = (int)((50 * 1000) * 0.5 * 0.0068301886792453);
Damage = 170 ~ 341
-------------
Now let's test the 1000 vs. 1001 and see which is really better. Let's assume level 30 ME, and you drop 1 bag with 999 mesos.
ratio = (1000 * 0.82 + 28) / 5300
ratio = 0.16
Damage = ((50 * 1000) * 0.5 * 0.1598452830188679
Damage = 4000 ~ 8000
Now with 1001 mesos
ratio = 1001 / (1001 + 5250);
ratio = 0.1601343784994401
Damage = ((50 * 1000) * 0.5 * 0.1601343784994401
Damage = 4003 ~ 8006
So yeah, 1001 mesos is slightly better. But is it more efficient?
Graphing out this formula yields the following (note the following is MINIMUM damage/bag). Also note that this is ONLY CALCULATING ONE BAG OF MESOS.
![[Image: 72048841.png]](http://img337.imageshack.us/img337/1172/72048841.png)
So you get a lot of benefit from putting mesos up until around 5 - 6k, up until which you start losing mesos/damage ratio massively. But where is the best ratio? What is the most efficient mesos/damage ratio?
