Combat: Difference between revisions

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imported>Enguzrad
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imported>Enguzrad
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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 one (by spending Critical Point).
* Physical attack can be a regular one, Dash or a Critical (by spending Critical Point).
* Regular attack can deal crushing hit for extra damage.
* 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 Absorbtion (?)===
===Physical Absorption (?)===
  ''Base Value'' = ''Physical Absorbtion'' of the single armor piece
  ''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, add
  if not using Hand Attack or Bow with Archery talent, multiply by
     ''Base Value'' * ''Strength'' * 0.002
     ''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
 
   
  if making Critical Attack...
 
  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 Absorbtion (?)===
===Magic Absorption (?)===
  ''Base Value'' = Sum of ''Magic Absorbtion'' bonuses from items and talents
  ''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 Absorbtion''
     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


Shared Variables[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)