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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sun Sep 07, 2008 12:34 am |
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Joined: Oct 2006 Posts: 598 Location:
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mmm Working with this I find a expresion that works really good for me: Quote: Phys = (base + skill_pow * mastery_incr - Phys def) * balance * skill_mult * buff&passive * multiplier and Quote: Mag=((base + imbue_pow )* mastery_incr - Mag def) * balance * skill_mult * buff&passive * multiplier
The main problem is again the multiplier, because I believe that this number depend on the diference of level between the monster and char. I've found a expresion that work really good for me, but I believe that it will be different at each level (so the formula become useless) because looking at monsters that are 20 level higher level than me (Roc, the unique) my dmg become negative (I'm curing him with my arrows  ). The thing is that damage start to be negative, not due to the high defense of the monster but because this "multiplier" factor become negative. I'm sure that the rest of the formula is correct (including the location of monster defence), because I try different skills with different mobs and it always calculate the correct result, the problem is that I'm sure that as soon as I get lvl86 the formula will not longer work even for me  . Until now I was making this factor just a function of the monster level, now I have to make it a function of the "diference of level" between the char and the monster and find a new expresion  .
_________________

Latest addition Now that I kill them all I can rest in peace ^^
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sun Sep 07, 2008 10:32 am |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Try to test dmg of mob from lvl 1 to 90 to see how the multiplier change. U can skip each 10 lvl mob. I guess that the multiplier will go down, starting from 1.29 (mangyang)
_________________ Playing Age of Wushu, dota IMBA
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sun Sep 07, 2008 12:04 pm |
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Joined: Aug 2007 Posts: 1108 Location:
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Everything good and fine, but does anyone know how the damage increase bonuses go into the formula? Surely, you have to multiply the whole formula with the total, but how to get the total? You can just sum them together (like 10% + 20% + 30% = 60%) or multiply them, the right way (1.1 * 1.2 * 1.3 = 1.716 => 71.6%). But I guess that's not important, yet. First we/you have to make to formula work under normal conditions.
_________________ << banned for proof of botting. -cin >>
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sun Sep 07, 2008 4:05 pm |
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Joined: Oct 2006 Posts: 598 Location:
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NuclearSilo wrote: Try to test dmg of mob from lvl 1 to 90 to see how the multiplier change. U can skip each 10 lvl mob. I guess that the multiplier will go down, starting from 1.29 (mangyang) Thats that I did yesterday, I even use different multiplier for mag and phys part of the damage (they are close each others but a bit different):   I have to find a formula whith that shape, that depend on the difference of level between char and monsters and also have to be asyntothic to 0, easy job  . Using the polynomial function that is porvided on the fitting I get really good prediction for my damage, but the problem is that I'm sure that works only for me or for any other that is lvl 85 like me, but it will be different by any other non-lvl 85. Just to show how precisely I can calculate the damage using the formula that I'm using but with the correct value of multiplier: Phys = (base + skill_pow * mastery_incr - Phys def) * balance * skill_mult * buff&passive * multiplier Non imbue Devil arrow (lvl81): Phys= (3491,764 + 590*1,84 - 7 ) * 0,86594 * 3,5 * 1,23 * 1,276772606 = 21753,3  Strong bow (lvl82) Phys= (3491,764 + 608*1,84 - 7 ) * 0,86594 * 3,5 * 1,23 * 1,276772606 = 21910,9  With imbue: Total dmg= 21910,9 + ((base + imbue_pow )* mastery_incr - Mag def) * balance * skill_mult * buff&passive * multiplier Fire: total dmg= 21910,9 + ((3030,644 + 913)* 1,84 - 10) * 0,79348 * 3,5 * 1,20 * 1,287004542 = 21910,9 + 31080,1 = 52991  Light: total dmg= 21910,9 + ((3030,644 + 45)* 1,84 - 10) * 0,79348 * 3,5 * 1,20 * 1,287004542 = 21910,9 + 24229,9 = 46140,8  So, I change phys skills and mag skills and using same multipliers I got a precision on the decimal number to calculate the damage. Most interesting part is the light result when you can see that I'm using the weapon mastery level instead of imbue mastery level to predict the value, so mastery imbue level have no influence on final damage (Actually, I knew this by some experiment that I made at 80 cap when we didn't have 70-80 skills).
_________________

Latest addition Now that I kill them all I can rest in peace ^^
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sun Sep 07, 2008 8:01 pm |
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Joined: Aug 2007 Posts: 1108 Location:
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 Your formula is preety good. ^^
_________________ << banned for proof of botting. -cin >>
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bryanvan
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sun Sep 07, 2008 8:07 pm |
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Joined: Jun 2008 Posts: 1010 Location:
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I'll test the formule on my char once im lvl 52 
_________________ Playing Silkroad again:
LvL 92 Warrior/Cleric Active Iris LvL 81 Wizzard/Bard Active Iris LvL 66 Spear Nuker Active Iris
Looking for 9D talismans pm me!
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sun Sep 07, 2008 8:29 pm |
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Joined: Aug 2007 Posts: 1108 Location:
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Uhmm... no, it's not working, lol.  I changed the defense to 7 (mangyang's defense) and it came up with 14k. I've hit 17k some levels earlier if I remember well. ;p
_________________ << banned for proof of botting. -cin >>
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Mon Sep 08, 2008 1:04 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Nixie wrote: Uhmm... no, it's not working, lol.  I changed the defense to 7 (mangyang's defense) and it came up with 14k. I've hit 17k some levels earlier if I remember well. ;p Euro dmg could work differently. But as he said before, the formula works only with his char: it depends on the level or smt else. But it's also possible that the multiplier is universal. Coz all the result i calculated give ~1.29 multiplier. Tomiotar has considered that the dmg and the balance are not rounded and had ~1.27.. as result. And the right result without rounding rule is 1.2856.. smt so i rounded it to 1.29. Quote: so mastery imbue level have no influence on final damage (Actually, I knew this by some experiment that I made at 80 cap when we didn't have 70-80 skills) From my own experience, it does. Someone use an imbue book 1 lvl 9 but with mastery fire, for ex, lvl 90 will always deal more (much more) dmg than someone with only 30 lvl mastery fire. (with pure str, imbue is too weak to notice) To make it simple, let's consider the graph of the multiplier is straight line. Because working with the randomness and probability, it's very hard to get the maximum of dmg, except at low lvl. For exemple, rand() * rand(), so the probability to have 0.99999.. * 0.99999.. is 1/10000... . So if u calculate this expression 10000 times, ur not sure to have at least 1 result expected, or even close to it. But results will concentrate at the middle, like a mountain. lvl 1-30, results concentrate at 80%-100% lvl 30-60, results concentrate at 50%-90% lvl 60-90, results concentrate at 20% 80% Maybe that's why there are 3 curves in the graph. Mob at lvl 90 has high parry ratio, your dmg tends to lean at the minimum dmg side. So try to make another graph in some conditions: -lvl 1-30: take the low power range -lvl 30-60: take the middle power range -lvl 60-90: take the high power range In your case: Strong bow craft lvl4 (lvl82 skill) 450 608 (350%) high = 608 low = 450 middle = (608+450)/2 and also the power in the character info window This is a way to balance and to have all the result around ~80% of max dmg theoric.
_________________ Playing Age of Wushu, dota IMBA
Last edited by NuclearSilo on Mon Sep 08, 2008 1:45 pm, edited 1 time in total.
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Mon Sep 08, 2008 1:23 pm |
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Joined: Aug 2007 Posts: 1108 Location:
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NuclearSilo wrote: Nixie wrote: Uhmm... no, it's not working, lol.  I changed the defense to 7 (mangyang's defense) and it came up with 14k. I've hit 17k some levels earlier if I remember well. ;p Euro dmg could work differently. But as he said before, the formula works only with his char: it depends on the level or smt else. But it's also possible that the multiplier is universal. Coz all the result i calculated give ~1.29 multiplier. Tomiotar has considered that the dmg and the balance are not rounded and had ~1.27.. as result. And the right result without rounding rule is 1.2856.. smt so i rounded it to 1.29. Quote: so mastery imbue level have no influence on final damage (Actually, I knew this by some experiment that I made at 80 cap when we didn't have 70-80 skills) From my own experience, it does. Someone use an imbue book 1 lvl 9 but with mastery fire, for ex, lvl 90 will always deal more (much more) dmg than someone with only 30 lvl mastery fire. (with pure str, imbue is too weak to notice) To make it simple, let's consider the graph of the multiplier is straight line. Because working with the randomness and probability, it's very hard to get the maximum of dmg, except at low lvl. For exemple, rand() * rand(), so the probability to have 0.99999.. * 0.99999.. is 1/10000. So if u calculate this expression 10000 times, ur not sure to have at least 1 result expected, or even close to it. But results will concentrate at the middle, like a mountain. lvl 1-30, results concentrate at 80%-100% lvl 30-60, results concentrate at 50%-90% lvl 60-90, results concentrate at 20% 80% Maybe that's why there are 3 curves in the graph. Mob at lvl 90 has high parry ratio, your dmg tends to lean at the minimum dmg side. So try to make another graph in some conditions: -lvl 1-30: take the low power range -lvl 30-60: take the middle power range -lvl 60-90: take the high power range In your case: Strong bow craft lvl4 (lvl82 skill) 450 608 (350%) high = 608 low = 450 middle = (608+450)/2 and also the power in the character info window This is a way to balance and to have all the result around ~80% of max dmg theoric. It's the same for all players, formula is the same. Europeans just use 1 damage (phy or mag), while Chinese can use both at once. I'll take a look at the formula later and experiment a bit... ^^
_________________ << banned for proof of botting. -cin >>
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ATOD
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 11, 2008 7:20 am |
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Joined: Sep 2008 Posts: 12 Location:
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I don't feel like reading through all 5 pages... so who has an accurate damage formula that is universal and works for all level?
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 11, 2008 11:41 am |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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ATOD wrote: I don't feel like reading through all 5 pages... so who has an accurate damage formula that is universal and works for all level? Death2U
_________________ Playing Age of Wushu, dota IMBA
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bryanvan
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 11, 2008 1:47 pm |
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Joined: Jun 2008 Posts: 1010 Location:
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Mind posting it ?
_________________ Playing Silkroad again:
LvL 92 Warrior/Cleric Active Iris LvL 81 Wizzard/Bard Active Iris LvL 66 Spear Nuker Active Iris
Looking for 9D talismans pm me!
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 11, 2008 2:00 pm |
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Joined: Aug 2007 Posts: 1108 Location:
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He's banned. And there is no prove he actually has it, he never published it.
_________________ << banned for proof of botting. -cin >>
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HolyPure
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 11, 2008 4:53 pm |
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Joined: Feb 2008 Posts: 365 Location: Hotan
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JohnPayne wrote: [size=75]I am working at the moment on a formula to calculate the damage. I have at the moment a formula that seems to work nice. I guess its not to 100% correct, but i want to test that with more different characters. []....bla bla...[] mage. So use always the highest values and ingore the lower values at first. If you think you have a good formula, then you can calculate the damage again with the lower values to be able to say the damage range of your character.[/color][/b]
greetz, Payne i wonder why u still worry that 4, must be boring 2 watch ya bot lol (or how many clients u run^^) B.O.B.S
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 11, 2008 10:09 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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HolyPure wrote: i wonder why u still worry that 4, must be boring 2 watch ya bot lol (or how many clients u run^^)
B.O.B.S Dont turn a good thread into a locked one 
_________________ Playing Age of Wushu, dota IMBA
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 17, 2008 2:53 pm |
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Joined: Oct 2006 Posts: 598 Location:
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I've continue working on the formula but I've noticed that I should level up before to see difference between different levels, so: Quote: Phys = (base + skill_pow * mastery_incr - Phys def) * balance * skill_mult * buff&passive * multiplier and Quote: Mag=((base + imbue_pow )* mastery_incr - Mag def) * balance * skill_mult * buff&passive * multiplier I will use this values of multiplier: Quote: Phys Multiplier: 1,276772606 Mag Multipier: 1,287004542 First before lvl up (now with 85 pacheon, 85 fire, lvl11 fire imbue. same weapon skills): Strong bow (lvl82) Phys= ( 3510,741 + 608* 1,85 - 7 ) * 0,86594 * 3,5 * 1,23 * 1,276772606 = 22030.2  With imbue: Total dmg= 22030.2 + ((base + imbue_pow )* mastery_incr - Mag def) * balance * skill_mult * buff&passive * multiplier Fire: total dmg= 22030,2 + ((3030,644 + 971)* 1,85 - 10) * 0,79348 * 3,5 * 1,20 * 1,287004542 = 22030,2 + 31709,4 = 53739,6  I put on red the values that change due to the increase on mastery level and imbue. As you can see the formula still predict the dmg for my char even after using 3 diferent imbues (1 light and 2 fire lvl), changing weapon skills (strong bow and devil arrow) and changing mastery lvl. Then (finally after 1 month at lvl 85 ^^) I finally level up (this is the reason because you didn't have news from me in last 10 days). So now these are the values that I got after leveling: Changes lvl85 --> lvl 86: Stats points 294 --> 296 str 292 --> 295 int Balances str balance= 86,594 --> 86,380 mag balance= 79,348 --> 79,301 Attacks base phys attack= 3510,741 --> 3518,389 base mag attack= 3030,644 --> 3040,565 Aplying the formula again: Strong bow (lvl82) Phys= ( 3518,389 + 608*1,85 - 7 ) * 0,86380 * 3,5 * 1,23 * 1,276772606 = 22012,1  Fire: total dmg= 22012,2 + (( 3040,565 + 971)*1,85 - 10) * 0,79301 * 3,5 * 1,20 * 1,287004542 = 22012,1 + 31769,3 = 53781,4  So I'm 1 level higher but the formula continue predicting the results without a change on the multipliers. I don't know if still work the formula because the changes are too small to notice them (I'm just 1 lvl higher) or because these multiplier values don't change with lvl (something that until today I was sure it was true). I need another chinesse char but with a higher diference of level between me and him to check the formula. I continue doing it wih mangyan because we are looking for a general formula that can be applied for any build (first I want to see chinesse chars and then look for correct multiplier for euor chars), and mangyans are the monsters that everyone at any level can kill without problem ^^. The chinesse char have to use weapon skills (not nukes) and post a screen of his weapon, and tell us the masteries lvl and skills he is using. Help will be apreciated  . An interesting point is that formula predicts the decrease on phys dmg, because of the decrease on the phys balance is more important than the increase on base phys attack. In the case of mag balance the decrease is much lower so mag dmg go higher due to the extra int points when I level. Now, look that you make me do to continue with the post =P: 
_________________

Latest addition Now that I kill them all I can rest in peace ^^
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 17, 2008 4:20 pm |
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Joined: Aug 2007 Posts: 1108 Location:
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It's good to see it's still working. Going to test it on my warrior, if it will work, noticed some mistakes in my program which are solved now.
Btw... all the formulas lack 2 things. Attacker's attack ratio and the defender's parry ratio (monster parry). I'll try out a few think to see how the whole parry ratio works and I'll try to insert them into the formula. Hope to com back with good results. =)
_________________ << banned for proof of botting. -cin >>
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 17, 2008 5:05 pm |
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Joined: Oct 2006 Posts: 598 Location:
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Nixie wrote: It's good to see it's still working. Going to test it on my warrior, if it will work, noticed some mistakes in my program which are solved now.
Btw... all the formulas lack 2 things. Attacker's attack ratio and the defender's parry ratio (monster parry). I'll try out a few think to see how the whole parry ratio works and I'll try to insert them into the formula. Hope to com back with good results. =) Parry and attack rating don't change the maximum value that you can get, they change how often you get that dmg, thats the reason because I use always highest possible dmg (I hit lots of mobs until I see that the higher dmg repeat excactly same number) instead of intermediates values. I have pacheon passive + blue hawk + bow with 71% on attack rating white stat, so I found much more frequently the higher dmg than the lower one (I can use lower value too, but I rarely see a low value that repeat). EDIT: I'm not sure if euro use same multipliers than chinesse. If you find that dmg doesn't fit for mangyang change multiplier to make it fit and then try with a different weapon skill, using same multiplier that you just find.
_________________

Latest addition Now that I kill them all I can rest in peace ^^
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 17, 2008 5:28 pm |
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Joined: Aug 2007 Posts: 1108 Location:
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tomiotar wrote: Nixie wrote: It's good to see it's still working. Going to test it on my warrior, if it will work, noticed some mistakes in my program which are solved now.
Btw... all the formulas lack 2 things. Attacker's attack ratio and the defender's parry ratio (monster parry). I'll try out a few think to see how the whole parry ratio works and I'll try to insert them into the formula. Hope to com back with good results. =) Parry and attack rating don't change the maximum value that you can get, they change how often you get that dmg, thats the reason because I use always highest possible dmg (I hit lots of mobs until I see that the higher dmg repeat excactly same number) instead of intermediates values. I have pacheon passive + blue hawk + bow with 71% on attack rating white stat, so I found much more frequently the higher dmg than the lower one (I can use lower value too, but I rarely see a low value that repeat). EDIT: I'm not sure if euro use same multipliers than chinesse. If you find that dmg doesn't fit for mangyang change multiplier to make it fit and then try with a different weapon skill, using same multiplier that you just find. You may be right about attack/parry rating. I was told that if you can deal 300~500 damage and have higher AR you'll hit for example 400~500, if you'll have low AR you'll hit 300~400. Never didn't really know how exactly it works. And yes, I'll try it later if I'll be able to connect to the server. ;_; My multiplier is probably at about 1,34 or how much it was the last time (but I had a little mistake in my program, used skill% instead of skill attack... <.<).
_________________ << banned for proof of botting. -cin >>
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 17, 2008 8:54 pm |
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Joined: Aug 2007 Posts: 1108 Location:
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I've been just testing out something, and the Silkroad percent increase will always sum up first and then increase the original value. The best is I show you an example... This is how Silkroad does it: x = basic_value * (1.18 + 1.75)
This is how it should be done actually (at least I think so): x = basic_value * 1.18 * 1.75
So in future, when applying bonuses anywhere, just sum the percentage together and multiply the base with it. It might be old, but those who don't know it yet (I didn't really know which method they used to sum them together ^^') should find it helpfully I guess. ;p
_________________ << banned for proof of botting. -cin >>
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HolyPure
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 17, 2008 10:45 pm |
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Joined: Feb 2008 Posts: 365 Location: Hotan
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NuclearSilo wrote: HolyPure wrote: i wonder why u still worry that 4, must be boring 2 watch ya bot lol (or how many clients u run^^)
B.O.B.S Dont turn a good thread into a locked one  oi lol u dont like the truth ? lol i shit on the topic 
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Stress
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 18, 2008 8:14 pm |
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Joined: Oct 2006 Posts: 4599 Location: Studying Computer Science, Vienna
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[OFF-TOPIC] Tomiotar: 90 fire / 90 ice / 90 pach / 30 light? 
_________________ Carry your cross, and I'll carry mine.
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Nixie
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 18, 2008 9:51 pm |
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Stress wrote: [OFF-TOPIC] Tomiotar: 90 fire / 90 ice / 90 pach / 30 light?  Lightning is more than 30, look at his speed buff. ^.-
_________________ << banned for proof of botting. -cin >>
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IceCreamMan
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Sep 19, 2008 6:54 am |
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i dont think brute forcing a formula is gonna work. you can't brute force an equation and then find a multiple to add to it to get the correct dmg. it wont work for other levels. just a suggestion
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Sep 19, 2008 6:59 pm |
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Joined: Oct 2006 Posts: 598 Location:
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As it seem that anyone else is trying the formula I decide to use a char that I made some months ago because I want to see the actual difference between crits on pur str, hybs and pure int. The idea it was make 3 lvl24 chars, using npc gear and npc lvl24 bow with fire imbue and antidevil+ phys and mag buff. I made the pure str and then I got bored so thats the reason because I didn't post the results. So I decide to use this char with the system that I use with my main char. Test data Char lvl 24: 112 str 43 int Phys balance: 93,548 Mag balance: 34,677 Weapon NPC bow lvl 24 Phys attack: 110 Mag attack: 176 Phys rein: 59,0 Mag reinf: 94,4 Skill Andidevil missil lvl9 42 - 57 (150%) Imbue River Fire force lvl9 50-83 Buff: 5% Phys dmg (3% buff + 2% passive) and 5% mag dmg So I apply the formula Phys = (base + skill_pow * mastery_incr - Phys def) * balance * skill_mult * buff&passive * multiplier = (218,34 + 57*1,24 - 7) * 0,93548 * 1,5 * 1,05 * 1,276772606 = 530,5  Total dmg= 530,5 + ((base + imbue_pow )* mastery_incr - Mag def) * balance * skill_mult * buff * multiplier = 530,5 + ((216.59 + 83)*1,24 - 10) * 0,34677 * 1,5 * 1,05 * 1,287004542 = 530,5 + 254,1 = 784,6  So, even when I didn't get same value, the formula was really accurate using another skill, another build (pure str against hyb 1:1) and 61 lvls difference. I want more people with other builds (not only pacheon) to try the formula, kill lvl 1 monster isn't that hard, the only boring thing is that you have to shoot them several times to be sure that you are getting max dmg (when you see that high dmg you get is repeat you can stop). Just remember the requisites: chinesse, weapon skills (not nuke) and if it is possible with and without imbue. If you don't know the formulas to calculate balances and base attack just ask for them or tell me the amount of str and int and the data of your weapon (attacks and reinfs) and I will calculate them for you. I will organize all the multipliers that I've found and post it later (I have multiplier values for monsters lvl 1, 10, 20, 30, 40, 50, 61, 70, 80 and 88) and the polynomial function that I've found to correlate them (using the function you can apply the formula to all the monsters instead of just mangyans, but is a bit less accurated). BTW IceCreamMan wrote: i dont think brute forcing a formula is gonna work. you can't brute force an equation and then find a multiple to add to it to get the correct dmg. it wont work for other levels. just a suggestion Thanxs for the advice, but I don't consider that changing 1 by 1 each possible variable and then measuring the effects can be consider brute forcing. The experimental approach is one of the most used systems on science, when you need and answer and you don't have the theoretical model to descrive an event  .
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Latest addition Now that I kill them all I can rest in peace ^^
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selenne
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Sep 19, 2008 8:40 pm |
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Joined: Jul 2008 Posts: 1176 Location:
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[off-topic] im lovin' to read this thread...
_________________ Looking for the perfect MMORPG.
While i don't find: VINDICTUS - Kalkin - lvl 30 Lann - West Server
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chesticles
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Sep 19, 2008 9:43 pm |
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Joined: May 2007 Posts: 1978 Location:
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selenne wrote: [off-topic] im lovin' to read this thread... All your posts are off topic lol OT: I'm using the information in this thread to make a damage calculator using VB. ADD: I see Nixie is already working on one. Mine will be prettier xD
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Want to play Jade Dynasty and get a bunch of free stuff? In USA-East, The Billows My Inductor ID is 8390004X080400090002522Z0d21fe Copy that code and paste it in the box when you make a new character.
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Sep 19, 2008 11:00 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Yo. Good job tomiotar. We have advanced one more step in the research of the dmg formula.  After we find a close multiplier, it's possible to use the formula above to find which build deal the best dmg crit+imbue to Mangyang. From your tests above, i have some deduction, that the multiplier is: - independant from the character's level - dependant on the mob level (or type of mob) - dependant on the character's int/str distribution The 3rd deduction, i noticed long time ago. If u check the result with my old formula i posted in page 3-4, u'll see that the 1.29 multiplier work with mangyang for pure Str and hybrid, and not pure int which give a big error. Hypothesis: Is increasing INT increase the magical multiplier (same with STR)? Doesnt the multiplier act like the balance? (one go up, one go down...) Try also to find if it's writen anywhere in the PK2 (characterdata.txt) a value close to the multiplier, it could be a base multiplier.
_________________ Playing Age of Wushu, dota IMBA
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sat Sep 20, 2008 4:18 pm |
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Joined: Oct 2006 Posts: 598 Location:
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This is the list of multipliers that I've used to find these graph: Level Phys multiplier Mag Multiplier Monster 1 1,276772606 1,287004542 Mangyan 10 1,171651277 1,181220622 Decayed yeowa 20 1,071583454 1,080130069 Chakjy 30 0,984744926 0,991719079 Earth ghost magician 30 0,983911534 0,992490493 Hyengocheon 40 0,905604863 0,912703332 Red Scorpion 50 0,831677002 0,837808077 Ujigi 61 0,751189613 0,756244326 Soil Ghost bug 61 0,749117844 0,762497297 Shakram 70 0,678674164 0,688549128 Cloak Mask 80 0,521141074 0,531627141 Wing Tribe 88 0,391522552 0,391718496 Rocky tomiotar wrote: Acording to this correlation the formula to calculate multipliers as a function of the level is: Quote: Phys Mult: 1,29731 - 0,01497 * X + 0,0002 * X^2 - 1,6767*10^(-6) * X^3
Mag Mult: 1,30921 - 0,01543 * X + 0,00021 * X^2 - 1,7788*10^(-6) * X^3
(X= monster level) Take into account that multiplier values calculated by the formula are just aproximations but they will lead to error (you will not get the same value but they will be close). Another interesting point is that the monsters of same level that have higher phys defence than another of same level will have lower phys multiplier (so, he recieve less phys dmg), but it has higher mag multiplier (so, he recieve more mag dmg). I'm not sure about the meaning of this, because maybe the monsters have "balances" to affect the dmg or maybe the mulltiplier is a function too of (phys def)/(mag def) ratio.
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Latest addition Now that I kill them all I can rest in peace ^^
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