I looked over the update notes on the wiki and found that the damage reduction is capped at 50%, and that the damage scales linearly. I assume this means that a perpendicular (90 degrees) hit takes full 100% damage, and anything below 45 degrees is reduced to 50%. Making the average damage 75% and the "resistance" 0.25. Making the Average Effective Health = Health*(1+Angle Modifier*0.25)
You wish; it actually goes off the cosine of the angle. And hell if I know how the actual angle modifier plays into it, I didn't want to read that far into it.
Yup, I thought it was something complicated and continuous. No way it's going on your graph, Brah. The effective hp depends on the angle of incidence.
He did say it was that "Average effective health", and I already know you know what that means, and I also know that you're good enough to calculate it knowing that it's a trigonometric relationship between angle of impact and the damage modifier instead of being a linear relationship. I also know that there's a chance you might calculate it for the sheer enjoyment of it and that I would do it myself if I could remember anything from when I took a term of statistics.
The angles likely aren't uniformly distributed (this would be a lovely thing to track with in-game stats so we know how much we can buff reflective), i.e. you're probably hitting certain angles more than others and there's no way too know which angles are more likely. We need to know more about the distribution before we can accurately talk about its average.
I've actually had no more trig than what all of you had in high school. Granted, I actually remember it (#humblebrag), but I won't pretend like I have an intuitive understanding of trig functions that engineers probably have. Those circle illustrations blow my mind every fucking time. I've never understood euler's equation.
I knew you would bring up the lack of data regarding it. You've grown too predictable about stuff like this. Yo, I remember my trig. I use it to solve differential equations 'n' shit. I use Euler's equation almost every day, especially for that kind of stuff. It's really easy, you just need to look at the Taylor polynomial expansions of cosx, isinx and e^ix.
That animation just looks confusing, but it's literally just the points on the circle which correspond to the y/x of the two curves. Come on man.
What am I looking at exactly? idle/moving/off = cooling? forward/reverse = top speed or acceleration?