Combat

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Revision as of 18:01, 18 August 2021 by imported>Enguzrad (shield)
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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)