Combat: Difference between revisions
imported>Enguzrad physical |
imported>Enguzrad m shield |
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=Explanation= | |||
To calculate using listed formulas you should work from first instruction to the last, always working with current total. For example: | |||
'''Example Physical Hit Ratio Calculation''' | |||
''Assume character with:'' | |||
Level = 70+10 | |||
Dexterity = 120 | |||
Xelima, Long Sword talents | |||
Long Sword skill = 100 | |||
making Critical Attack with a long sword weapon | |||
''Hit Ratio'' = 1.2 * (120 - 50) = 84 | |||
''Hit Ratio'' = ''Hit Ratio'' + 15 = 99 Xelima talent bonus | |||
''Hit Ratio'' = ''Hit Ratio'' * 1.05 = 103.95 Long Sword talent bonus | |||
''Hit Ratio'' = ''Hit Ratio'' + 100 + 10 = 213.95 Long Sword skill bonus | |||
''Hit Ratio'' = ''Hit Ratio'' + (100/200 + (70+10)/280) * 130 Critical Attack bonus | |||
= 316.09 | |||
= 316 | |||
=Shared Variables= | =Shared Variables= | ||
''Adjusted Level'' = ''Level'' + ''Rebirth Level'' (max 140 in total) | ''Adjusted Level'' = ''Level'' + ''Rebirth Level'' (max 140 in total) | ||
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=Physical Attack= | =Physical Attack= | ||
* Physical attack can be a regular one or a Critical | * Physical attack can be a regular one, Dash or a Critical (by spending Critical Point). | ||
* | * All three types have a chance to deal crushing hit for extra damage. | ||
* Dash Attack has range of 2 tiles and will move you towards target during the animation. | |||
* Critical Attack has range of 3 tiles instead of just 1. | |||
===Physical Hit Ratio (?)=== | ===Physical Hit Ratio (?)=== | ||
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add ''Defense Ratio'' bonus from items and talents | add ''Defense Ratio'' bonus from items and talents | ||
multiply by percentual ''Defense Ratio'' bonus/penalty from talents | multiply by percentual ''Defense Ratio'' bonus/penalty from talents | ||
multiply by 0.5, if facing away from the attacker | |||
===Chance to Hit=== | ===Chance to Hit=== | ||
''Probability'' [%] = '''Hit Ratio''' / '''Defense Ratio''' * 62 | ''Probability'' [%] = '''Hit Ratio''' / '''Defense Ratio''' * 62 | ||
===Physical | ===Physical Absorption (?)=== | ||
''Base Value'' = ''Physical | ''Base Value'' = ''Physical Absorption'' of the single armor piece | ||
if successfuly blocking with a shield, add the shield's ''Physical Absorption'' | |||
===Physical Damage (?)=== | ===Physical Damage (?)=== | ||
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= ''Weapon Damage'' for other weapons | = ''Weapon Damage'' for other weapons | ||
if not using Hand Attack, | if not using Hand Attack or Bow with Archery talent, multiply by | ||
''Strength'' * 0.002 | |||
multiply by percentual ''Base Weapon Damage'' bonus/penalty from talents | multiply by percentual ''Base Weapon Damage'' bonus/penalty from talents | ||
if under influence of ''Minor Berserk'' or ''Berserk'' spell | if under influence of ''Minor Berserk'' or ''Berserk'' spell and not making a Critical Attack, | ||
multiply by spell damage bonus | multiply by the spell's damage bonus | ||
if making Dash Attack, multiply by | if making Dash Attack, multiply by | ||
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1.25 for Axe | 1.25 for Axe | ||
1.3 for Hammer | 1.3 for Hammer | ||
add ''Physical Damage'' bonus from items | add ''Physical Damage'' bonus from items | ||
if making Critical Attack, multiply by (numbers taken from 100% weapon skill) | |||
(''Adjusted Level'' + 100) for Hand Attack | |||
(''Adjusted Level'' + 145) for Short Sword | |||
(''Adjusted Level'' + 115) for Long Sword | |||
(''Adjusted Level'' + 135) for Fencing | |||
(''Adjusted Level'' + 125) for Axe | |||
(''Adjusted Level'' + 120) for Hammer | |||
(''Adjusted Level'' + 100) for Bow | |||
(''Adjusted Level'' + 120) for Staff | |||
if crushing hit, multiply by ''Physical Crush Damage'' | if crushing hit, multiply by ''Physical Crush Damage'' | ||
add ''Consecutive Hit Damage'' bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat) | add ''Consecutive Hit Damage'' bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat) | ||
add damage equal to ''Upgrade'' level of your weapon (? - does it apply here or earlier?) | |||
add ''Damage'' bonus from monster speciality levels | add ''Damage'' bonus from monster speciality levels | ||
multiply with target's '''Physical Absorbtion''' | multiply with target's '''Physical Absorbtion''' | ||
=Magic Attack= | =Magic Attack= | ||
* Magic attack can deal crushing hit for extra damage. | * Magic attack can deal crushing hit for extra damage. | ||
'''Variables used in following calculations''' | |||
''Mage Level'' = ''Adjusted Level'' / 10 (round result down) | ''Mage Level'' = ''Adjusted Level'' / 10 (round result down) | ||
''Circle'' = the circle number of the spell you are casting | ''Circle'' = the circle number of the spell you are casting | ||
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''Magic Bonus'' = ''Magic'' - 50 | ''Magic Bonus'' = ''Magic'' - 50 | ||
add ''Magic Resistance'' bonus from items and talents | add ''Magic Resistance'' bonus from items and talents | ||
multiply by percentual ''Magic Resistance'' bonus/penalty from talents | multiply by percentual ''Magic Resistance'' bonus/penalty from talents | ||
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''Probability'' [%] = '''Hit Ratio''' / '''Magic Resistance''' * 50 | ''Probability'' [%] = '''Hit Ratio''' / '''Magic Resistance''' * 50 | ||
===Magic | ===Magic Absorption (?)=== | ||
''Base Value'' = Sum of ''Magic | ''Base Value'' = Sum of ''Magic Absorption'' bonuses from items and talents | ||
if hit by elemental magic (fire, ice, earth, lightning), | if hit by elemental magic (fire, ice, earth, lightning), | ||
add respective ''Elemental | add respective ''Elemental Absorption'' | ||
if result > 84, round it to 84 | if result > 84, round it to 84 | ||
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multiply with target's '''Magic Absorbtion''' | multiply with target's '''Magic Absorbtion''' | ||
=Getting Hit= | =Getting Hit= | ||
* Getting hit cancels your prepared spell. | |||
* Getting hit has a high chance of stunning you which plays the hurt animation and delays your action (?). | |||
===Physical Attack=== | |||
when hit an armor piece is randomly chosen | |||
50% Chest Armor | |||
25% Leg Armor | |||
15% Hauberk | |||
10% Helm | |||
the ''Physical Absorbtion'' of the armor piece is used to decrease the incoming damage | |||
''Endurance'' of the armor piece is decreased | |||
if a shield is equiped and you are facing your attacker, you have | |||
10% - 100% (?) chance to block (scaled with ''Shield Skill''), which | |||
adds shield's ''Physical Absorbtion'' to hit armor piece and | |||
shield takes 80% of the armor piece's ''Endurance'' decrease | |||
===Health Regeneration=== | |||
Every '''15''' seconds, you gain | |||
from ''Vitality''/2 to ''Vitality'' amount of HP | |||
===Mana Regeneration=== | |||
Every '''20''' seconds, you gain | |||
from ''Magic''/3 to ''Magic'' amount of MP | |||
===Stamina Regeneration=== | |||
Every '''12''' seconds, you gain | |||
3d''Vitality''/20 (round down) amount of SP (whatever that means, its not dice throw, 3d0 gives you 13 every time) |
Latest revision as of 18:01, 18 August 2021
Explanation[edit | edit source]
To calculate using listed formulas you should work from first instruction to the last, always working with current total. For example:
Example Physical Hit Ratio Calculation Assume character with: Level = 70+10 Dexterity = 120 Xelima, Long Sword talents Long Sword skill = 100 making Critical Attack with a long sword weapon Hit Ratio = 1.2 * (120 - 50) = 84 Hit Ratio = Hit Ratio + 15 = 99 Xelima talent bonus Hit Ratio = Hit Ratio * 1.05 = 103.95 Long Sword talent bonus Hit Ratio = Hit Ratio + 100 + 10 = 213.95 Long Sword skill bonus Hit Ratio = Hit Ratio + (100/200 + (70+10)/280) * 130 Critical Attack bonus = 316.09 = 316
[edit | edit source]
Adjusted Level = Level + Rebirth Level (max 140 in total)
Physical Attack[edit | edit source]
- Physical attack can be a regular one, Dash or a Critical (by spending Critical Point).
- All three types have a chance to deal crushing hit for extra damage.
- Dash Attack has range of 2 tiles and will move you towards target during the animation.
- Critical Attack has range of 3 tiles instead of just 1.
Physical Hit Ratio (?)[edit | edit source]
if Dexterity > 50, add Dexterity Bonus = 1.2 * (Dexterity - 50) add Hit Ratio bonus from items and talents multiply by percentual Hit Ratio bonus/penalty from talents add Weapon Skill + 10 if making Dash Attack, add 20 for Hand Attack 20 for Short Sword 40 for Long Sword 20 for Fencing 20 for Axe 30 for Hammer 20 for Staff if making Critical Attack, add (Weapon Skill/200 + Adjusted Level/280) * 100 for Hand Attack 120 for Short Sword 130 for Long Sword 105 for Fencing 120 for Axe 135 for Hammer 100 for Bow 120 for Staff
Defense Ratio[edit | edit source]
Base Value = 2 * Dexterity add Defense Ratio bonus from items and talents multiply by percentual Defense Ratio bonus/penalty from talents multiply by 0.5, if facing away from the attacker
Chance to Hit[edit | edit source]
Probability [%] = Hit Ratio / Defense Ratio * 62
Physical Absorption (?)[edit | edit source]
Base Value = Physical Absorption of the single armor piece if successfuly blocking with a shield, add the shield's Physical Absorption
Physical Damage (?)[edit | edit source]
Base Value = Weapon Damage + Strength / 30 (round down) for Bows with Archery talent = 1 + Strength / 20 (round down) for Hand Attack = Weapon Damage for other weapons if not using Hand Attack or Bow with Archery talent, multiply by Strength * 0.002 multiply by percentual Base Weapon Damage bonus/penalty from talents if under influence of Minor Berserk or Berserk spell and not making a Critical Attack, multiply by the spell's damage bonus if making Dash Attack, multiply by 1.5 for Short Sword 1.4 for Long Sword 1.5 for Fencing 1.25 for Axe 1.3 for Hammer add Physical Damage bonus from items if making Critical Attack, multiply by (numbers taken from 100% weapon skill) (Adjusted Level + 100) for Hand Attack (Adjusted Level + 145) for Short Sword (Adjusted Level + 115) for Long Sword (Adjusted Level + 135) for Fencing (Adjusted Level + 125) for Axe (Adjusted Level + 120) for Hammer (Adjusted Level + 100) for Bow (Adjusted Level + 120) for Staff if crushing hit, multiply by Physical Crush Damage add Consecutive Hit Damage bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat) add damage equal to Upgrade level of your weapon (? - does it apply here or earlier?) add Damage bonus from monster speciality levels multiply with target's Physical Absorbtion
Magic Attack[edit | edit source]
- Magic attack can deal crushing hit for extra damage.
Variables used in following calculations Mage Level = Adjusted Level / 10 (round result down) Circle = the circle number of the spell you are casting Penalty = { 5, 5, 8, 8, 10, 14, 28, 32, 36, 40 }
Magic Hit Ratio[edit | edit source]
Base Value = Magic Skill if Magic > 50, add Magic Bonus = 1.15 * (Magic - 50) if Circle < Mage Level, add Level Bonus = 5 * (Mage Level - Circle) if Circle > Mage Level, subtract Level Penalty = b - (a / c * b) (round result to nearest) a = Adjusted Level - (10 * Mage Level) b = (Circle - Mage Level) * Penalty{Circle} c = (Circle - Mage Level) * 10 add Hit Ratio bonus from items and talents multiply by percentual Hit Ratio bonus/penalty from talents
Magic Resistance[edit | edit source]
Base Value = Magic Resistance Skill if Magic > 50, add Magic Bonus = Magic - 50 add Magic Resistance bonus from items and talents multiply by percentual Magic Resistance bonus/penalty from talents
Chance to Hit[edit | edit source]
Probability [%] = Hit Ratio / Magic Resistance * 50
Magic Absorption (?)[edit | edit source]
Base Value = Sum of Magic Absorption bonuses from items and talents if hit by elemental magic (fire, ice, earth, lightning), add respective Elemental Absorption if result > 84, round it to 84
Magic Damage (?)[edit | edit source]
Base Value = Base Spell Damage multiply by (1 + 0.003 * Magic) multiply by percentual Magic Damage bonus from talents add Magic Damage bonus from items add Damage bonus from monster speciality levels if crushing hit, multiply by Magic Crush Damage multiply with target's Magic Absorbtion
Getting Hit[edit | edit source]
- Getting hit cancels your prepared spell.
- Getting hit has a high chance of stunning you which plays the hurt animation and delays your action (?).
Physical Attack[edit | edit source]
when hit an armor piece is randomly chosen 50% Chest Armor 25% Leg Armor 15% Hauberk 10% Helm the Physical Absorbtion of the armor piece is used to decrease the incoming damage Endurance of the armor piece is decreased if a shield is equiped and you are facing your attacker, you have 10% - 100% (?) chance to block (scaled with Shield Skill), which adds shield's Physical Absorbtion to hit armor piece and shield takes 80% of the armor piece's Endurance decrease
Health Regeneration[edit | edit source]
Every 15 seconds, you gain from Vitality/2 to Vitality amount of HP
Mana Regeneration[edit | edit source]
Every 20 seconds, you gain from Magic/3 to Magic amount of MP
Stamina Regeneration[edit | edit source]
Every 12 seconds, you gain 3dVitality/20 (round down) amount of SP (whatever that means, its not dice throw, 3d0 gives you 13 every time)