Sorry again for the very newb question, but is there a way to just put a skill's <FLOAT>WEAPONDAMAGEPCT: value on a graph of some kind so you don't have to specify it per level?
Mmm... yes, but...
While you could scale the damage percent, you wouldn't also be scaling the soak percent, so it'd probably be more work.
I suggest using the PMPE. You can define a simple equation, like #*4+26#, for the damage% and the soak%, and have it increment per level: 30, 34, 38, etc. In PMPE, #*4+26# reads as (LEVEL*4)+26.
Thanks gyt! I understand what you mean, but I haven't really used PMPE yet

Tho now you mention the method, I may be able to approximate it using some search magic in NP++. It wouldn't automate it, but I think I can have all the fields display in one neat column so they're easier to edit

Thanks again!
gyt the macros got changed for PMPE lol
its now
#26+4*L# for the 1st example
phan you cant use graphs on a skills event strings.
its annoying to scale up numbers but PMPE will help you immensely with that,
maybe i should make a tut on how to use it?
phan you cant use graphs on a skills event strings.
its annoying to scale up numbers but PMPE will help you immensely with that,
maybe i should make a tut on how to use it?
Thanks for the help Twinkle!
and a PMPE tut would be really great! when you have the time of course
I know, TT, but I'm still using 1.0 until I figure out 2.0!
@Phanjam I figured out PMPE 2.0. I'll post a video tutorial sometime soon. It's not hard, it just takes a few minutes to get the hang of and get all the files and programs in order.
Thanks gyt! Much appreciated
I fear the quality might not be high enough to make it very useful, but here it is:
PMPE 2.0 Demo