FutureShockco / drugwars.io

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Psychological training increases the damages received #88

Closed pjd79 closed 5 years ago

pjd79 commented 5 years ago

Expected behavior

This training increased the defense of the elite units by 0.5%.

Actual behavior

It's not the fact. We can see this in the following 3 cases

[A] mercenary (1) with 7500 HP take 1580 DMG from [D] gunman (1) with "accuratehit". [A] mercenary (1) got now 5920 HP.

[A] mercenary (1) with 7500 HP take 1580.4878048780488 DMG from [D] gunman (1) with "accuratehit". [A] mercenary (1) got now 5919.512195121952 HP.

[A] mercenary (1) with 7500 HP take 1580.952380952381 DMG from [D] gunman (1) with "accuratehit". [A] mercenary (1) got now 5919.047619047619 HP.

It is weird that with a training, the mercenary take more damages. It is the same for a ninja. For example, ninja with leveol 10 training versus a gunman:

[A] ninja (1) with 3000 HP take 1584.7619047619048 DMG from [D] gunman (1) with "accuratehit". [A] ninja (1) took 158.47619047619048 DMG bonus. [A] ninja (1) got now 1256.7619047619048 HP.

When without training:

[A] ninja (1) with 3000 HP take 1584 DMG from [D] gunman (1) with "accuratehit". [A] ninja (1) took 158.4 DMG bonus. [A] ninja (1) got now 1257.6 HP.

Test made with the v0.0.61 simulator.

I have not explored the code yet to find a track

Steps to reproduce the behavior

Use the simulator and reproduce the fights

pjd79 commented 5 years ago

It seems more global and linked to the bug #89

pjd79 commented 5 years ago

Fixed in DrugWars fight simulator v0.0.76