| | stats/skills | Fri Dec  7 18:07:04 2012 MST | 
 | | Vor |  | admin |  | offline |  |  | 
 | previous to today, there were only a couple of places where stats would get downtuned over the tipping point, mainly in automatic
 skill/spell calculations (as opposed to the coder-specific ones) and
 in melee combat. I have changed this so that all stat checks will
 use the code. It's not as simple as stat > n = n + (stat-n)/2.
 
 while i was at it, i changed the formula a bit for the skill/spell
 that was essentially percent > n = n + (percent-n)/2; and made it
 use a similar formula to the stat formula.
 
 both formulas are less tuny when you go right over the edge, but
 more tuny as you get higher and higher. however, i wouldn't worry
 about it too much, as the effects will probably go unnoticed out of
 MIS.
 
 for the record, just as skills do not show your loss to higher
 perecents when you type 'skills', stats are not going to show then
 loss when you check score. it is only checked when some piece of
 code needs to know what your stat is (And if they want to know your
 unaffected stat, that's easy enough for them to figure out).
 
 change should be effective on new bodies, just as supmuw has shown
 by throwing massive errors. :)
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