2008.Feb.10, 05:34 PM
filthymick
2008.Feb.10, 05:35 PM
even more curious, why does the belt weigh twice as much as the armor?
biffbaffboff
2008.Feb.10, 05:36 PM
True but back on topic please i wanna know why its twice as expensive!
mudpies
2008.Feb.10, 05:55 PM
it costs extra to push it beyond its normal limits.
zingersmack
2008.Feb.11, 12:30 PM
That makes sense to me. Which is why I only charge it to 100% usually. And sorry, but this is slightly off-topic, but does anyone experience that they do better in battle if the belt is not charged/unequipped?
Casius
2008.Feb.11, 12:45 PM
The battle system in this game seems so random that its hard to tell if the belts do much or not. Just by eye-balling I would say the returns are minimal at best.
I've thought about testing this to see exactly what help they do, but to do that, the sample space would have to be HUGE. Probably need around 1000+ attacks on a single target with static variables (hp, happiness, ect.)
My bet would be after all that testing, the return on dmg mitigation would be somewhere around 1-2%, if that.
To answer the OP, your paying for it to be charged and the commodity to not have to charge it again for an extended period of time. If it was a straight 2x's longer charge for 2x's the money, you would never choose the shorter charge.
I've thought about testing this to see exactly what help they do, but to do that, the sample space would have to be HUGE. Probably need around 1000+ attacks on a single target with static variables (hp, happiness, ect.)
My bet would be after all that testing, the return on dmg mitigation would be somewhere around 1-2%, if that.
To answer the OP, your paying for it to be charged and the commodity to not have to charge it again for an extended period of time. If it was a straight 2x's longer charge for 2x's the money, you would never choose the shorter charge.
2008.Feb.11, 01:43 PM
Casius Wrote:The battle system in this game seems so random that its hard to tell if the belts do much or not. Just by eye-balling I would say the returns are minimal at best.
I've thought about testing this to see exactly what help they do, but to do that, the sample space would have to be HUGE. Probably need around 1000+ attacks on a single target with static variables (hp, happiness, ect.)
My bet would be after all that testing, the return on dmg mitigation would be somewhere around 1-2%, if that.
To answer the OP, your paying for it to be charged and the commodity to not have to charge it again for an extended period of time. If it was a straight 2x's longer charge for 2x's the money, you would never choose the shorter charge.
Belts really make a difference against strong opponents. However, if you are fighting someone you can easily handle and don't take much damage anyway, using a belt is a waste.
Casius
2008.Feb.11, 02:25 PM
So, can I assume that means that the belt dmg mitigation is a percentage of the damage you take? or that the more hits you take the total dmg mitigated is more, therefore its worth using?
The latter seems kinda obvious.
The latter seems kinda obvious.