alaeth wrote: Much thanks to caesar46, I think I cracked the boost calculation problem... Take a look (I've setup the 'Team' sheet for the current Deadpool event with my roster - including the +40 level boosts to my characters):https://docs.google.com/spreadsheets/d/ ... =537197113
What I am usually doing to check the boosted stats is that I simply enter the boosted level as the current level of the character. Of course that only works when the data for that specific level is available in the calculation sheet (for Ares in this case I'd have to fill out the lines for level 134 as he is boosted 40 levels from 94 to 134).
2) Fixed a bug where the match damage of 1*, 2*, and 3* characters were scaling too aggressively when they were past their normal level range. We noticed an issue that was happening when 1*, 2*, and 3* characters were scaled past their natural level cap (51+ for 1*, 95+ for 2*, 167+ for 3*). Their match damage was scaling far beyond their 4* counterparts. The effect was that in an event such as Balance of Power, 1* and 2* characters were matching for about 2x damage as compared to 4* characters. On top of that 1* and 2* characters that were scaled up in Story events were dealing far too much match damage (one of the worst offenders being Juggernaut). As a result we've adjusted how characters scale when they're boosted past their natural level range. Their health and ability damage continue to scale up as before, but their match damage now grows at the same rate as a 4* character. The effect being that in Balance of Power, all characters will have roughly the same match damage. Note that this change does not affect minions, only playable characters.
OLD VALUES NEW VALUES 4068 4065 4124 4116 4125 4117 4125 4117
OLD VALUES NEW VALUES 0 0 4.2 4.2 20.5 20.475 41 40.95 61.5 61.425 82 81.9 65.4 65.4
alaeth wrote: Did patch R69 just mess with our Tile Damage calculations?viewtopic.php?f=7&t=22347 2) Fixed a bug where the match damage of 1*, 2*, and 3* characters were scaling too aggressively when they were past their normal level range. We noticed an issue that was happening when 1*, 2*, and 3* characters were scaled past their natural level cap (51+ for 1*, 95+ for 2*, 167+ for 3*). Their match damage was scaling far beyond their 4* counterparts. The effect was that in an event such as Balance of Power, 1* and 2* characters were matching for about 2x damage as compared to 4* characters. On top of that 1* and 2* characters that were scaled up in Story events were dealing far too much match damage (one of the worst offenders being Juggernaut). As a result we've adjusted how characters scale when they're boosted past their natural level range. Their health and ability damage continue to scale up as before, but their match damage now grows at the same rate as a 4* character. The effect being that in Balance of Power, all characters will have roughly the same match damage. Note that this change does not affect minions, only playable characters.
1 2 3 4 5 6 TU 68 60 53 12 11 10 35
Kcman13 wrote: Well after staring at it for an hour and within minutes after posting the problem above, I found the answer. There are named ranges. You must go to Data > named ranges and edit the two ranges that cover the characters page. Tile Priority and Character. Just expand the last number to the number of rows you are currently at with characters. I do have a new problem. On the Team page Teams B and C have errors where they should be showing Active or Passive text for each color depending on if the team has powers in those colors. Team A is working fine however. There is a formula being used that must have been user defined so I need to find out where the heck this formula is defined.
aesthetocyst wrote: Kcman13 wrote: So everyone's sheets are going to tinykitty with this new update. All new health and leveling for most characters. Not hard to update; what's irritating is losing the past history once new formulas are plugged in.
Kcman13 wrote: So everyone's sheets are going to tinykitty with this new update. All new health and leveling for most characters.