User:DanR/Agony Damage Ranges
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This is the minimum and maximum Agony damage that can be taken for each amount of Agony Resistance deficit, at any Fractal scale between 20 and 100. A "deficit" means having less AR than the official "Suggested Agony Resistance" amount for a particular scale. All damage in these tables represents a percentage of the characters maximum health.
Damage percent range at AR deficit (rounded to one decimal place)[edit]
Deficit: 0, Minimum damage: 1, Maximum damage: 1.2 Deficit: 1, Minimum damage: 1, Maximum damage: 2.4 Deficit: 2, Minimum damage: 1.5, Maximum damage: 3.6 Deficit: 3, Minimum damage: 2.7, Maximum damage: 4.8 Deficit: 4, Minimum damage: 3.9, Maximum damage: 6 Deficit: 5, Minimum damage: 5.1, Maximum damage: 7.2 Deficit: 6, Minimum damage: 6.3, Maximum damage: 8.4 Deficit: 7, Minimum damage: 7.5, Maximum damage: 9.6 Deficit: 8, Minimum damage: 8.7, Maximum damage: 10.8 Deficit: 9, Minimum damage: 9.9, Maximum damage: 12 Deficit: 10, Minimum damage: 11.1, Maximum damage: 13.2 Deficit: 11, Minimum damage: 12.3, Maximum damage: 14.4 Deficit: 12, Minimum damage: 13.5, Maximum damage: 15.6 Deficit: 13, Minimum damage: 14.7, Maximum damage: 16.8 Deficit: 14, Minimum damage: 15.9, Maximum damage: 18 Deficit: 15, Minimum damage: 17.1, Maximum damage: 19.2 Deficit: 16, Minimum damage: 18.3, Maximum damage: 20.4 Deficit: 17, Minimum damage: 19.5, Maximum damage: 21.6 Deficit: 18, Minimum damage: 20.7, Maximum damage: 22.8 Deficit: 19, Minimum damage: 21.9, Maximum damage: 24 Deficit: 20, Minimum damage: 23.1, Maximum damage: 25.2 Deficit: 21, Minimum damage: 24.3, Maximum damage: 26.4 Deficit: 22, Minimum damage: 25.5, Maximum damage: 27.6 Deficit: 23, Minimum damage: 26.7, Maximum damage: 28.8 Deficit: 24, Minimum damage: 27.9, Maximum damage: 30 Deficit: 25, Minimum damage: 29.1, Maximum damage: 31.2 Deficit: 26, Minimum damage: 30.3, Maximum damage: 32.4 Deficit: 27, Minimum damage: 31.5, Maximum damage: 33.6 Deficit: 28, Minimum damage: 32.7, Maximum damage: 34.8 Deficit: 29, Minimum damage: 33.9, Maximum damage: 36 Deficit: 30, Minimum damage: 35.1, Maximum damage: 37.2 Deficit: 31, Minimum damage: 36.3, Maximum damage: 38.4 Deficit: 32, Minimum damage: 37.5, Maximum damage: 39.6 Deficit: 33, Minimum damage: 38.7, Maximum damage: 40.8 Deficit: 34, Minimum damage: 39.9, Maximum damage: 42 Deficit: 35, Minimum damage: 41.1, Maximum damage: 43.2 Deficit: 36, Minimum damage: 42.3, Maximum damage: 44.4 Deficit: 37, Minimum damage: 43.5, Maximum damage: 45.6 Deficit: 38, Minimum damage: 44.7, Maximum damage: 46.8 Deficit: 39, Minimum damage: 45.9, Maximum damage: 48 Deficit: 40, Minimum damage: 47.1, Maximum damage: 49.2 Deficit: 41, Minimum damage: 48.3, Maximum damage: 50.4 Deficit: 42, Minimum damage: 49.5, Maximum damage: 51.6 Deficit: 43, Minimum damage: 50.7, Maximum damage: 52.8 Deficit: 44, Minimum damage: 51.9, Maximum damage: 54 Deficit: 45, Minimum damage: 53.1, Maximum damage: 55.2 Deficit: 46, Minimum damage: 54.3, Maximum damage: 56.4 Deficit: 47, Minimum damage: 55.5, Maximum damage: 57.6 Deficit: 48, Minimum damage: 56.7, Maximum damage: 58.8 Deficit: 49, Minimum damage: 57.9, Maximum damage: 60 Deficit: 50, Minimum damage: 59.1, Maximum damage: 61.2 Deficit: 51, Minimum damage: 60.3, Maximum damage: 62.4 Deficit: 52, Minimum damage: 61.5, Maximum damage: 63.6 Deficit: 53, Minimum damage: 62.7, Maximum damage: 64.8 Deficit: 54, Minimum damage: 63.9, Maximum damage: 66 Deficit: 55, Minimum damage: 65.1, Maximum damage: 67.2 Deficit: 56, Minimum damage: 66.3, Maximum damage: 68.4 Deficit: 57, Minimum damage: 67.5, Maximum damage: 69.6 Deficit: 58, Minimum damage: 68.7, Maximum damage: 70.8 Deficit: 59, Minimum damage: 69.9, Maximum damage: 72 Deficit: 60, Minimum damage: 71.1, Maximum damage: 73.2 Deficit: 61, Minimum damage: 72.3, Maximum damage: 74.4 Deficit: 62, Minimum damage: 73.5, Maximum damage: 75.6 Deficit: 63, Minimum damage: 74.7, Maximum damage: 76.8 Deficit: 64, Minimum damage: 75.9, Maximum damage: 78 Deficit: 65, Minimum damage: 77.1, Maximum damage: 79.2 Deficit: 66, Minimum damage: 78.3, Maximum damage: 80.4 Deficit: 67, Minimum damage: 79.5, Maximum damage: 81.6 Deficit: 68, Minimum damage: 80.7, Maximum damage: 82.8 Deficit: 69, Minimum damage: 81.9, Maximum damage: 84 Deficit: 70, Minimum damage: 83.1, Maximum damage: 85.2 Deficit: 71, Minimum damage: 84.3, Maximum damage: 86.4 Deficit: 72, Minimum damage: 85.5, Maximum damage: 87.6 Deficit: 73, Minimum damage: 86.7, Maximum damage: 88.8 Deficit: 74, Minimum damage: 87.9, Maximum damage: 90 Deficit: 75, Minimum damage: 89.1, Maximum damage: 91.2 Deficit: 76, Minimum damage: 90.3, Maximum damage: 92.4 Deficit: 77, Minimum damage: 91.5, Maximum damage: 93.6 Deficit: 78, Minimum damage: 92.7, Maximum damage: 94.8 Deficit: 79, Minimum damage: 93.9, Maximum damage: 96 Deficit: 80, Minimum damage: 95.1, Maximum damage: 97.2 Deficit: 81, Minimum damage: 96.3, Maximum damage: 98.4 Deficit: 82, Minimum damage: 97.5, Maximum damage: 99.6 Deficit: 83, Minimum damage: 98.7, Maximum damage: 100 Deficit: 84, Minimum damage: 99.9, Maximum damage: 100 Deficit: 85, Minimum damage: 100, Maximum damage: 100 Deficit: 86, Minimum damage: 100, Maximum damage: 100 Deficit: 87, Minimum damage: 100, Maximum damage: 100 Deficit: 88, Minimum damage: 100, Maximum damage: 100 Deficit: 89, Minimum damage: 100, Maximum damage: 100 Deficit: 90, Minimum damage: 100, Maximum damage: 100
Damage percent range at AR deficit (rounded to two decimal places)[edit]
Deficit: 0, Minimum damage: 1, Maximum damage: 1.22 Deficit: 1, Minimum damage: 1, Maximum damage: 2.42 Deficit: 2, Minimum damage: 1.49, Maximum damage: 3.62 Deficit: 3, Minimum damage: 2.69, Maximum damage: 4.82 Deficit: 4, Minimum damage: 3.89, Maximum damage: 6.02 Deficit: 5, Minimum damage: 5.09, Maximum damage: 7.22 Deficit: 6, Minimum damage: 6.29, Maximum damage: 8.42 Deficit: 7, Minimum damage: 7.49, Maximum damage: 9.62 Deficit: 8, Minimum damage: 8.69, Maximum damage: 10.82 Deficit: 9, Minimum damage: 9.89, Maximum damage: 12.02 Deficit: 10, Minimum damage: 11.09, Maximum damage: 13.22 Deficit: 11, Minimum damage: 12.29, Maximum damage: 14.42 Deficit: 12, Minimum damage: 13.49, Maximum damage: 15.62 Deficit: 13, Minimum damage: 14.69, Maximum damage: 16.82 Deficit: 14, Minimum damage: 15.89, Maximum damage: 18.02 Deficit: 15, Minimum damage: 17.09, Maximum damage: 19.22 Deficit: 16, Minimum damage: 18.29, Maximum damage: 20.42 Deficit: 17, Minimum damage: 19.49, Maximum damage: 21.62 Deficit: 18, Minimum damage: 20.69, Maximum damage: 22.82 Deficit: 19, Minimum damage: 21.89, Maximum damage: 24.02 Deficit: 20, Minimum damage: 23.09, Maximum damage: 25.22 Deficit: 21, Minimum damage: 24.29, Maximum damage: 26.42 Deficit: 22, Minimum damage: 25.49, Maximum damage: 27.62 Deficit: 23, Minimum damage: 26.69, Maximum damage: 28.82 Deficit: 24, Minimum damage: 27.89, Maximum damage: 30.02 Deficit: 25, Minimum damage: 29.09, Maximum damage: 31.22 Deficit: 26, Minimum damage: 30.29, Maximum damage: 32.42 Deficit: 27, Minimum damage: 31.49, Maximum damage: 33.62 Deficit: 28, Minimum damage: 32.69, Maximum damage: 34.82 Deficit: 29, Minimum damage: 33.89, Maximum damage: 36.02 Deficit: 30, Minimum damage: 35.09, Maximum damage: 37.22 Deficit: 31, Minimum damage: 36.29, Maximum damage: 38.42 Deficit: 32, Minimum damage: 37.49, Maximum damage: 39.62 Deficit: 33, Minimum damage: 38.69, Maximum damage: 40.82 Deficit: 34, Minimum damage: 39.89, Maximum damage: 42.02 Deficit: 35, Minimum damage: 41.09, Maximum damage: 43.22 Deficit: 36, Minimum damage: 42.29, Maximum damage: 44.42 Deficit: 37, Minimum damage: 43.49, Maximum damage: 45.62 Deficit: 38, Minimum damage: 44.69, Maximum damage: 46.82 Deficit: 39, Minimum damage: 45.89, Maximum damage: 48.02 Deficit: 40, Minimum damage: 47.09, Maximum damage: 49.22 Deficit: 41, Minimum damage: 48.29, Maximum damage: 50.42 Deficit: 42, Minimum damage: 49.49, Maximum damage: 51.62 Deficit: 43, Minimum damage: 50.69, Maximum damage: 52.82 Deficit: 44, Minimum damage: 51.89, Maximum damage: 54.02 Deficit: 45, Minimum damage: 53.09, Maximum damage: 55.22 Deficit: 46, Minimum damage: 54.29, Maximum damage: 56.42 Deficit: 47, Minimum damage: 55.49, Maximum damage: 57.62 Deficit: 48, Minimum damage: 56.69, Maximum damage: 58.82 Deficit: 49, Minimum damage: 57.89, Maximum damage: 60.02 Deficit: 50, Minimum damage: 59.09, Maximum damage: 61.22 Deficit: 51, Minimum damage: 60.29, Maximum damage: 62.42 Deficit: 52, Minimum damage: 61.49, Maximum damage: 63.62 Deficit: 53, Minimum damage: 62.69, Maximum damage: 64.82 Deficit: 54, Minimum damage: 63.89, Maximum damage: 66.02 Deficit: 55, Minimum damage: 65.09, Maximum damage: 67.22 Deficit: 56, Minimum damage: 66.29, Maximum damage: 68.42 Deficit: 57, Minimum damage: 67.49, Maximum damage: 69.62 Deficit: 58, Minimum damage: 68.69, Maximum damage: 70.82 Deficit: 59, Minimum damage: 69.89, Maximum damage: 72.02 Deficit: 60, Minimum damage: 71.09, Maximum damage: 73.22 Deficit: 61, Minimum damage: 72.29, Maximum damage: 74.42 Deficit: 62, Minimum damage: 73.49, Maximum damage: 75.62 Deficit: 63, Minimum damage: 74.69, Maximum damage: 76.82 Deficit: 64, Minimum damage: 75.89, Maximum damage: 78.02 Deficit: 65, Minimum damage: 77.09, Maximum damage: 79.22 Deficit: 66, Minimum damage: 78.29, Maximum damage: 80.42 Deficit: 67, Minimum damage: 79.49, Maximum damage: 81.62 Deficit: 68, Minimum damage: 80.69, Maximum damage: 82.82 Deficit: 69, Minimum damage: 81.89, Maximum damage: 84.02 Deficit: 70, Minimum damage: 83.09, Maximum damage: 85.22 Deficit: 71, Minimum damage: 84.29, Maximum damage: 86.42 Deficit: 72, Minimum damage: 85.49, Maximum damage: 87.62 Deficit: 73, Minimum damage: 86.69, Maximum damage: 88.82 Deficit: 74, Minimum damage: 87.89, Maximum damage: 90.02 Deficit: 75, Minimum damage: 89.09, Maximum damage: 91.22 Deficit: 76, Minimum damage: 90.29, Maximum damage: 92.42 Deficit: 77, Minimum damage: 91.49, Maximum damage: 93.62 Deficit: 78, Minimum damage: 92.69, Maximum damage: 94.82 Deficit: 79, Minimum damage: 93.89, Maximum damage: 96.02 Deficit: 80, Minimum damage: 95.09, Maximum damage: 97.22 Deficit: 81, Minimum damage: 96.29, Maximum damage: 98.42 Deficit: 82, Minimum damage: 97.49, Maximum damage: 99.62 Deficit: 83, Minimum damage: 98.69, Maximum damage: 100 Deficit: 84, Minimum damage: 99.89, Maximum damage: 100 Deficit: 85, Minimum damage: 100, Maximum damage: 100 Deficit: 86, Minimum damage: 100, Maximum damage: 100 Deficit: 87, Minimum damage: 100, Maximum damage: 100 Deficit: 88, Minimum damage: 100, Maximum damage: 100 Deficit: 89, Minimum damage: 100, Maximum damage: 100 Deficit: 90, Minimum damage: 100, Maximum damage: 100
Java source code used to generate the above tables[edit]
Note that this entire program is contained in a single Java class called "Start.java". The package name is "agonydamageranges", but that could be changed to any desired name.
package agonydamageranges; import java.math.RoundingMode; import java.text.DecimalFormat; public class Start { public static void main(String[] args) { // Create an array containing the suggested agony resistance values // at each fractal scale. The index value represents the fractal scale. // The indexes go from 0 to 100. Ignore index zero. int[] suggestedAR = new int[]{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 10, 11, 13, 15, 17, 18, 20, 22, 24, 26, 27, 29, 31, 33, 35, 36, 38, 40, 42, 43, 45, 47, 49, 50, 52, 54, 56, 57, 59, 61, 63, 65, 67, 69, 70, 72, 74, 75, 77, 79, 81, 83, 85, 86, 88, 89, 91, 93, 95, 97, 98, 100, 102, 104, 106, 107, 109, 111, 113, 115, 116, 118, 121, 121, 124, 125, 127, 129, 130, 132, 134, 137, 138, 140, 141, 143, 145, 146, 148, 150}; // Create arrays for holding the minimum and maximum damage values. // Each index represents the minimum or maximum damage at a particular // AR deficit. A deficit of zero means that a player has the official // suggested AR. The arrays are initialized to a size of 151, to // properly hold a range of deficits from 0-150. double[] minimumDamageAtDeficit = new double[151]; double[] maximumDamageAtDeficit = new double[151]; // Initialize each array with edge values. for (int deficit = 0; deficit <= 150; ++deficit) { minimumDamageAtDeficit[deficit] = 100; maximumDamageAtDeficit[deficit] = 1; } // Loop through each player agony resistance value from 0 to 150. for (int AR = 0; AR <= 150; ++AR) { // Loop through each fractal scale from 20 to 100. // (Scales 1-19 don't give any agony damage.) for (int scale = 20; scale <= 100; ++scale) { // Calculate the damage for the current AR at the current scale. double damage = CalculateDamagePercent(scale, AR); // Calculate the current deficit. int deficit = suggestedAR[scale] - AR; // Ignore negative values, because they represent an AR surplus. deficit = (deficit < 0) ? 0 : deficit; // Record the minimum damage at the current deficit. double previousLowest = minimumDamageAtDeficit[deficit]; minimumDamageAtDeficit[deficit] = (damage < previousLowest) ? damage : previousLowest; // Record the maximum damage at the current deficit. double previousHighest = maximumDamageAtDeficit[deficit]; maximumDamageAtDeficit[deficit] = (damage > previousHighest) ? damage : previousHighest; } // End: Scale loop. } // End: AR loop. // Print out all the minimum and maximum damage values. // Repeat the print out rounded to one and two decimal places. String[] formats = new String[]{"#.#", "#.##"}; for (int formatIndex = 0; formatIndex <= 1; ++formatIndex) { DecimalFormat df = new DecimalFormat(formats[formatIndex]); df.setRoundingMode(RoundingMode.HALF_UP); System.out.println("Damage range at deficit:"); for (int deficit = 0; deficit <= 90; ++deficit) { String min = df.format(minimumDamageAtDeficit[deficit]); String max = df.format(maximumDamageAtDeficit[deficit]); System.out.println("Deficit: " + deficit + ", Minimum damage: " + min + ", Maximum damage: " + max ); } } } /** * CalculateDamagePercent, Calculates the amount of agony damage given to a * player per tick, for a particular fractal scale and particular amount of * agony resistance. Agony damage is reported as a percentage of a players * maximum health */ public static double CalculateDamagePercent( double scale, double agonyResistance) { if (scale < 20 || scale > 150) { return 0; } double damage = (((scale * 2.136) - 33.0) - (agonyResistance * 1.2)); damage = (damage < 1) ? 1 : damage; damage = (damage > 100) ? 100 : damage; return damage; } }