Guides & Formulas: Difference between revisions
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Magic hitting probability = attacker magic hit ratio / target magic resistance) * 50% | Magic hitting probability = attacker magic hit ratio / target magic resistance) * 50% | ||
==Reputation== | ==Reputation== | ||
Your character must be level 50 or more in order to trade/give rep. | Your character must be level 50 or more in order to trade/give rep.. | ||
==Tutelary Angel== | ==Tutelary Angel== |
Revision as of 14:56, 27 April 2018
Formulas
Levelling
Rebirth
it's 0.80^rebirthlevel -20% each time
Rebirth Level | Cost | Exp obtained |
---|---|---|
0 | - | 100% |
1 | Gold: 1 millon. Mjs: 5 | 80% |
2 | Gold: 1 millon. Mjs:10 | 64% |
3 | Gold: 1 millon. Mjs:15 | 51.2% |
4 | Gold: 1 millon. Mjs:20 | 40.96% |
5 | Gold: 1 millon. Mjs:25 | 32.77% |
6 | Gold: 1 millon. Mjs:30 | 26.21% |
7 | Gold: 1 millon. Mjs:35 | 20.97% |
8 | Gold: 1 millon. Mjs:40 | 16.78% |
9 | Gold: 1 millon. Mjs:45 | 13.42% |
10 | Gold: 1 millon. Mjs:50 | 10.74% |
11 | Gold: 1 millon. Mjs:55 | 8.59% |
12 | Gold: 1 millon. Mjs:60 | 6.87% |
13 | Gold: 1 millon. Mjs:65 | 5.50% |
14 | Gold: 1 millon. Mjs:70 | 4.40% |
15 | Gold: 1 millon. Mjs:75 | 3.52% |
16 | Gold: 1 millon. Mjs:80 | 2.81% |
17 | Gold: 1 millon. Mjs:85 | 2.25% |
18 | Gold: 1 millon. Mjs:90 | 1.80% |
19 | Gold: 1 millon. Mjs:95 | 1.44% |
20 | Gold: 1 millon. Mjs:100 | 1.15% |
21 | Gold: 1 millon. Mjs:105 | 0.92% |
22 | Gold: 1 millon. Mjs:110 | 0.74% |
23 | Gold: 1 millon. Mjs:115 | 0.59% |
24 | Gold: 1 millon. Mjs:120 | 0.47% |
25 | Gold: 1 millon. Mjs:125 | 0.38% |
Hit Probability
Hit probability = (attacker hit ratio / defender defense ratio) *62%
Magic hitting probability = attacker magic hit ratio / target magic resistance) * 50%
Reputation
Your character must be level 50 or more in order to trade/give rep..
Tutelary Angel
To receive the tutelary Angel you need to have saved 5 majestics, the angel is available from Gail the NPC in your citys Command Hall
Upgrade | Req Majestics | Upgrade | Req Majestics |
---|---|---|---|
+1 | 6 | +9 | 34 |
+2 | 8 | +10 | 39 |
+3 | 10 | +11 | 44 |
+4 | 13 | +12 | 49 |
+5 | 16 | +13 | 54 |
+6 | 20 | +14 | 59 |
+7 | 24 | +15 | 64 |
+8 | 29 | Total | 469 |
Drops
Cont doesn't affect drops anymore. Rep affects it, but the effect scales logarithmically. It also doesn't affect the frequency of drops directly like Luck, so it's hard to put an exact number on it (although Luck increases drops like rep does, to a lesser extent, which means it's actually more than it says it does).
http://www.wolframalpha.com/input/?i=log(10,x%2B20)+with+x+from+0+to+1000
Weapon Damage
There are almost no dices in the game anymore. Damage on weapon 10 just means it does exactly 10 base damage every time. Then combo and such gets added to it
Crush Damage
average damage = damage + damage * crush_chance * crush_damage
Normal Upgrades
Weapons and Armours may be upgraded with the use of Xelima(weapons) and Merien(Armours) Stones.
Upgrades of this type ate safe until +3.
At +3 if you fail it will downgrade by 1 : ie if you upgrade at +3 it will return to +2,If you upgrade at +5 it will return to +4.
Raid Times
During the weekends enemy players may enter all of your citys maps and attack relatively unhindered.The only restrictions are time,and certain spells that cannot be used in opposition towns,
-Cloudkill & PoisonCloud -SpikeField -FireField & FireWall
Friday 00:00 through to Sunday 24:00 raid time is 1 hour, this can be reset by leaving the Town maps into Middleland or Dungeon Lv 2.