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NuclearSilo
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Post subject: Posted: Sun Jan 06, 2008 4:22 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Multiplier:
Punch: 150%
Sword_base: 60% 2times/time
Spear_base: 117%
Bow_base: 84%
There u go, u have everything u need to find a correct formula. <3
_________________ Playing Age of Wushu, dota IMBA
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NuclearSilo
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Post subject: Posted: Sun Jan 06, 2008 5:45 pm |
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Hi, the research for the correct formula is in progress. Atm, my formula works for the punch and normal shot.
Formula : dmg = (base - def) * bal * skillmul * buff * multiplier
multiplier could vary from 1.26-1.29 so i'll fix it at 1.29
All values are taken from elnawawi test:
elnawawi wrote: Yes I did tests before (but forget to post here) and the result was :
Wolf : & black hawk Didn't try
Me : (normal shot) I tried 3 characters with different balances to see :
1st : Pure STR lvl 32 , phy balance 94% , mag balance 32% , phy damge without weapon : 70 , and with weapon : 380 , mag attack 349 , fire passive : +3%
with fist : Real damge was119 damge from the formula = B*2*phyBuff*phyBal-def damge from the formula = (70*2*1.03*0.94) - 8 = 127.55
with weapon : Real damge was 394 damge from the formula =(BPhy-def*2+1)*phyBal*phyBuff*1.155 damge from the formula = (280 - 8*2 + 1) * 0.94 * 1.03 * 1.155 = 408
Imbue : 75~125(+100%) & fire mastery (lvl 31) , Real damge was : 609 damge from the formula =((BMag+ImbueDmg)*mastery)-def*2+1)*magBal*magBuff*1.155+phyDmg damge from the formula = ((349+125)*1.30) - 8*2+1 ) * 0.32 * 1.155 + 394 = 616.2
Skill : Anti devil wave 64~86(+200%) & pacheon mastery (lvl 31) Real damge was : 1221
Skill : Strong Bow 95(350%) Real damge was : 2190
============================================= 2nd : Hybrid lvl 20 , 69:70 balance , phy attack with no weapon : 29 , with weapon : 128 , mag attack : 200 , fire passive : 1%
With fist : Real damge was30 damge from the formula = B*2*phyBuff*phyBal-def damge from the formula = (29*2*1.01*0.69) - 8 = 32.4
with weapon : Real damge was 92 damge from the formula =(BPhy-def*2+1)*phyBal*phyBuff*1.155 damge from the formula = (128 - 8*2 + 1) * 0.69 * 1.01 * 1.155 = 90.9
With weapon + phy attack buff 3% (+ 1% passive) Real damge was 95 damge from the formula =(BPhy-def*2+1)*phyBal*phyBuff*1.155 damge from the formula = (128 - 8*2 + 1) * 0.69 * 1.04 * 1.155 = 93.6
Imbue : 30~51(+100%) & mastery (lvl 13) , Real damge was : 302 damge from the formula =((BMag+ImbueDmg)*mastery)-def*2+1)*magBal*magBuff*1.155+phyDmg damge from the formula = ((200+51)*1.13) - 8*2+1 ) * 0.70 * 1.155 + 92 = 309
Imbue + buff mag attack +4% Real damge was : 310 damge from the formula =((BMag+ImbueDmg)*mastery)-def*2+1)*magBal*magBuff*1.155+phyDmg damge from the formula = ((200+51)*1.13) - 8*2+1 ) * 0.70 * 1.04* 1.155 + 92 = 317.8
Skill : Anti devil missile 35(+150%) & pacheon mastery (lvl 14) Real damge was : 219 ================================= 3rd character : pure int lvl 26 , balance 56% phy (no weapon) , 57% phy (with weapon) 90% mag , phy attack with no weapon : 22 , with weapon : 181 , mag attack 332 & no fire passive ..
With fist : Real damge was16 damge from the formula = B*2*phyBuff*phyBal-def damge from the formula = (22*2*0.56) - 8 = 16.64
with weapon : Real damge was 107 damge from the formula =(BPhy-def*2+1)*phyBal*phyBuff*1.155 damge from the formula = (181 - 8*2 + 1) * 0.57 * 1.155 = 109.3
Imbue : 49~91(+100%) & mastery (lvl 26) , Real damge was : 542 damge from the formula =((BMag+ImbueDmg)*mastery)-def*2+1)*magBal*magBuff*1.155+phyDmg damge from the formula = ((332+91)*1.26) - 8*2+1 ) * 0.90 * 1.155 + 107 = 645
Skill : Anti devil missile 22(+150%) & pacheon mastery (lvl 7) Real damge was : 218 Real damge with imbue was : 995 ==================================== And my highest character is a euro build so we can't use it to calculate ..
So now let's test the accuracy of my formula:
Mangyang: phydef = 7, magdef = 10
PUNCH: multiplier = 150%
Str: real = 119
min: dmg = (70 - 7) * 0.94 * 1.5 * 1.03 * 1.29 = 118
max: dmg = (71 - 7) * 0.95 * 1.5 * 1.03 * 1.29 = 121
Hybrid: real = 30
min: dmg = (29 - 7) * 0.69 * 1.5 * 1.01 * 1.29 = 29
max: dmg = (30 - 7) * 0.70 * 1.5 * 1.01 * 1.29 = 31
Int: real = 16
min: dmg = (22 - 7) * 0.56 * 1.5 * 1.00 * 1.29 = 16
max: dmg = (23 - 7) * 0.57 * 1.5 * 1.00 * 1.29 = 17
NORMAL SHOT - BOW: multiplier = 84%
Str: real = 394
min: dmg = (380 - 7) * 0.94 * 0.84 * 1.03 * 1.29 = 391
max: dmg = (381 - 7) * 0.95 * 0.84 * 1.03 * 1.29 = 396
Hybrid: real = 92
min: dmg = (128 - 7) * 0.69 * 0.84 * 1.01 * 1.29 = 91
max: dmg = (129 - 7) * 0.70 * 0.84 * 1.01 * 1.29 = 93
Int: real = 107
min: dmg = (181 - 7) * 0.57 * 0.84 * 1.00 * 1.29 = 107
max: dmg = (182 - 7) * 0.58 * 0.84 * 1.00 * 1.29 = 109
IMBUE:
Formula = ((base + imbueDmg) * MasteryIncrease - def) * bal * skillmul * buff * constant_multiplier
SHOT + IMBUE (phyDmg + magDmg)
Str: real = 609
min: dmg = 391 + ((349 + 75) * 1.31 - 10) * 0.32 * 0.84 * 1.00 * 1.29 = 580
max: dmg = 399 + ((350 + 125) * 1.31 - 10) * 0.33 * 0.84 * 1.00 * 1.29 = 617
Hybrid: real = 302
min: dmg = 91 + ((200 + 30) * 1.13 - 10) * 0.70 * 0.84 * 1.00 * 1.29 = 280
max: dmg = 93 + ((201 + 51) * 1.13 - 10) * 0.71 * 0.84 * 1.00 * 1.29 = 304
Int: real = 542
min: dmg = 107 + ((332 + 49) * 1.26 - 10) * 0.90 * 0.84 * 1.00 * 1.29 = 565
max: dmg = 109 + ((333 + 91) * 1.26 - 10) * 0.91 * 0.84 * 1.00 * 1.29 = 625
I dont know why it doesnt work with pure int... hope he doesnt forgot to add the mag buff. Otherwise, there is a slight difference in the multiplier which depends on the balance of your Str/Int. A multiplier of 1.22 will work.
Formula for skill also works, but im lazy to post the result
The final formula will be:
TotalDmg = (((weapPhyPower + Str*phyReinforce + phySkillPower)*(1 + weapMastery) - phyDef) * phyBalance * skillMultiplier * phyBuff * multiplier) + (((weapMagPower + Int*magReinforce + magImbuePower)*(1 + forceMastery) - magDef) * magBalance * skillMultiplier * magBuff * multiplier)
If u are debating which is stronger between pure str and hybrid str, it's time to use this formula
If u want to find the strongest build vs HP, use Excel and make a graphic, only 1 variable needed : Str
Just replace Int and phy/mag balance:
Int = 40 + (Level - 1)*5 - Str
the balance depends on Str, but i forgot the formula (so u have to search in this forum)
_________________ Playing Age of Wushu, dota IMBA
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elnawawi
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Post subject: Posted: Tue Jan 08, 2008 5:18 am |
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cool to find something , thx for your time ..
but ,
Quote: NORMAL SHOT - BOW: multiplier = 84% Str: real = 394 min: dmg = (380 - 7) * 0.94 * 0.84 * 1.03 * 1.29 = 391 max: dmg = (381 - 7) * 0.95 * 0.84 * 1.03 * 1.29 = 396
Quote: SHOT + IMBUE (phyDmg + magDmg) Str: real = 609 min: dmg = 391 + ((349 + 75) * 1.31 - 10) * 0.32 * 0.84 * 1.00 * 1.29 = 580 max: dmg = 399 + ((350 + 125) * 1.31 - 10) * 0.33 * 0.84 * 1.00 * 1.29 = 617
also it don't work for int : Quote: Int: real = 542 min: dmg = 107 + ((332 + 49) * 1.26 - 10) * 0.90 * 0.84 * 1.00 * 1.29 = 565 max: dmg = 109 + ((333 + 91) * 1.26 - 10) * 0.91 * 0.84 * 1.00 * 1.29 = 625
this time may be i made something wrong .. i still have the character at same lvl with same weapon (in other account) and can go check again and when you used imbue damge at imbue formula you made mistake by using min and max damge of skill (imbue) .. beacuse my real damge was MAX damge i can do no more even 1 damge so this must make us use max damge in imbue too .. i still can't trust this formula .. The most intersting thing in your work is : Quote: Multiplier:
Punch: 150% Sword_base: 60% 2times/time Spear_base: 117% Bow_base: 84%
what told you that ? and how you discovered it ? in fact i can't belive that sword (total 2 times) and spear have that much higher than bow ...
the only thing that can prove all these things is haveing diffrent characters in lvls and stat testing this make sure that it's true ..
_________________ Zanthra / lvl 9X Bard/Wizard / venus
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NuclearSilo
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Post subject: Posted: Tue Jan 08, 2008 12:11 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Well, for the imbue, i need more tests. As for the phy dmg part, it works in all test, yet it's not the max dmg.
Quote: what told you that ? and how you discovered it ? in fact i can't belive that sword (total 2 times) and spear have that much higher than bow ...
It's from media.pk2 file. All character's skill and mob skill multiplier are written there.
U can also make test from different mob. So we can easily deduce the formula. Mangyang's def is too much low so we cant see much difference. I got the mob def list, so dont worry.
_________________ Playing Age of Wushu, dota IMBA
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Apr 10, 2008 9:36 am |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Need someone to do some more tests, not with Mangyang Oo
_________________ Playing Age of Wushu, dota IMBA
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JohnPayne
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 03, 2008 10:11 pm |
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Joined: Sep 2007 Posts: 57 Location:
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Attachment:
calc.gif [ 14.31 KiB | Viewed 7063 times ]
I guess i have here the closest values with a logic formula. phy_damage = (phy_atk * balance_phy + skill_phy_damage * skill_phy%) - monster_def_phyI use the multiplier of the phy damage instead of the muliplier of the embue if i use the phy. weapon skill with the embue, just logic to use that. mag_damage = (mag_atk * balance_mag + skill_mag_damage * skill_phy%) - monster_def_magI use for all stats up there only the highest values and the ingame damage is the highest value that this character was able to reach. Before you ask: The mag_atk. in the calculation table is not the mag_atk that you would see in the statmenu of that character. The ingame statmenu doesnt add the mastery bonus to the mag. atk. cuz it doesnt know if you use fire, light or ice embue, but it will add the mastery bonus to the phy. atk in the statmenu if the weapon is equiped. There the system know which mastery bonus it have to add. That means that you would never see that mag_atk. for that character in my character menu, but i need it for the calculation. Whatever, my formula is quite correct, just one last thing is to add, but i dont know how exactly. It have to do with the lvl of the character, probably the lvl of the enemy/monster too. I made some tests which gave me the proof that the character lvl is a variable in the damage formula. I dont have that in my damageformula but i fight against same lvl monsters, what means that the lvl doesnt matter that much how you can see, but it still give some extra damagepoints. If he would fight now against Mangyangs, then he would do a lot higher damages. The highest damage on a Mangyang was 9978 physical damage with that skill used in my calculation above. So i guess it is some kind of calculation with the difference of the character lvl to the lvl of the enemy/monsterI hope there are some smart ppl. out there who could help there. greetz, Payne
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magisuns
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 03, 2008 10:39 pm |
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Joined: Apr 2007 Posts: 3303 Location: パズドラ
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when i get home i think i'll play around with these formula's a bit. Thanks alot for your effort silo and payne 
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 03, 2008 10:55 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Quote: mag_damage = (mag_atk * balance_mag + skill_mag_damage * skill_phy%) - monster_def_mag
The only thing im sure is that the skill_phy% multiply to everything, and not just skill_mag_damage Ex: lvl 90 mag_atk = 2500 balance_mag = 100% use imbue lvl 1 book 1 ~ 24 dmg normal shot skill_phy = 100% so: skill_mag_damage * skill_phy% = 24 only but if he uses strongbow 350% the overall dmg will be multiply with 3.5, and not just the skill_mag_damage If u can explain why a tiger with base dmg only around 70, can deal 3-4 dmg to a lvl 90, even though his defense is 1000, then 1/3 of the dmg formula is explained =)
_________________ Playing Age of Wushu, dota IMBA
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JohnPayne
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 03, 2008 11:09 pm |
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NuclearSilo wrote: The only thing im sure is that the skill_phy% multiply to everything, and not just skill_mag_damage
To everything? that would multiply the basic magic damage by 3,5 if i use strong bow, the damageoutput would be way to high. NuclearSilo wrote: Ex: lvl 90 mag_atk = 2500 balance_mag = 100% use imbue lvl 1 book 1 ~ 24 dmg normal shot skill_phy = 100% so: skill_mag_damage * skill_phy% = 24 only but if he uses strongbow 350% the overall dmg will be multiply with 3.5, and not just the skill_mag_damage
To use the embue would activate the mag base damage, so it would just add 24dmg to the mag. base damage of the character, yes. NuclearSilo wrote: If u can explain why a tiger with base dmg only around 70, can deal 3-4 dmg to a lvl 90, even though his defense is 1000, then 1/3 of the dmg formula is explained =) No idea... Well, but how i said i tested the damage on 2 low lvl chars of mine, one was lvl 84 and the other lvl 76. I put off accessory and made it that both chars have the same defense values. A lvl 90 was killing them with one skill all the time. He was able to do more damage on the lvl 76. So, maybe your lvl is anyhow implemented in the end defense of your character that you doesnt see in the stats or the difference to the attacker have to do with that. That would fit to that formula i use, but your question with the 70 damage against 1000 defense is kinda right. Probably you have to calculate the defense on other ways from the damage, but that doesnt change something on the fact that i can still can already calculate very accurate the difference between a pure str and a hybrid char. Cuz this formula fits for attacking same lvl mobs for all characters. You make a lil bit more damage on the monsters of course, but that doesnt matter. Its just about to compare something. A 100% complete or correct formula would be nice of course.
_________________
Last edited by JohnPayne on Wed Sep 03, 2008 11:18 pm, edited 1 time in total.
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 03, 2008 11:16 pm |
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Quote: To everything? that would multiply the basic magic damage by 3,5 if i use strong bow, the damageoutput would be way to high. Well, sadly it is. Some nuker plvl use lvl 1 book 1 only just to activate the imbue. So when they cast a physical skill. The mag base dmg will be multiply with the skill multiplier, and the output dmg is not too weak compare to a high lvl imbue.
_________________ Playing Age of Wushu, dota IMBA
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JohnPayne
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 03, 2008 11:27 pm |
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I will test that. I will use my lvl 75 imbue of lightning with strongbow and then the lvl 1 ice imbue with strongbow. Then you see what difference it make. If my theory is right, then the damage will go down a lot. If your theory is right then it should be lower, but still ok. But i dont do that now, i go to sleep now.
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Sep 03, 2008 11:34 pm |
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JohnPayne wrote: I will test that. I will use my lvl 75 imbue of lightning with strongbow and then the lvl 1 ice imbue with strongbow. Then you see what difference it make. If my theory is right, then the damage will go down a lot. If your theory is right then it should be lower, but still ok. But i dont do that now, i go to sleep now. pure int only pure str imbue is too weak to notice
_________________ Playing Age of Wushu, dota IMBA
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Stress
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 04, 2008 9:23 am |
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Joined: Oct 2006 Posts: 4599 Location: Studying Computer Science, Vienna
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NuclearSilo wrote: JohnPayne wrote: I will test that. I will use my lvl 75 imbue of lightning with strongbow and then the lvl 1 ice imbue with strongbow. Then you see what difference it make. If my theory is right, then the damage will go down a lot. If your theory is right then it should be lower, but still ok. But i dont do that now, i go to sleep now. pure int only pure str imbue is too weak to notice Correct. I have something to add. When a physical skill is not involved, the damage only goes down by the difference between the actual imbue damage. So, according to sro.mmosite.com: Max Ice Imbue (lv 89) 537 ~ 806 (100%) Max Fire Imbue (lv 89) 658 ~ 1097 (100%) Therefore, a nuke (or lion shout) with ice imbue should only be ~200 dmg weaker than one with fire imbue. The difference with physical skills should be much bigger, though. I haven't had the time to carefully read through all of the formulas, but this observation should be valid, and the formula should supply the following: For comparing the same (purely) magical attack with different imbues, the only variable should be the base imbue damage. (on the same character with the same buffs, of course). Check your formula for that. If it applies, then part of it is certainly verified. Hope this is of some use. 
_________________ Carry your cross, and I'll carry mine.
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JohnPayne
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 04, 2008 12:43 pm |
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200 damage lower would be kinda funny. It would make the damage of fire not that high how it is in game. I have no character which have both imbues to test exactly that ingame. It's kinda useless atm to try to calculate the imbue with nukes and phy skills with imbue. I can just say that it would never just go 200 damage points lower:
Ingame damages: Ice imbue low lvl with 55 max mag. damage(without the phy damage of the strong bow skill): 3395 dmg
Lightning imbue with 628 mag damage(again without the phy damage of the strong bow skill): 5113
My theory would make it 2005 damage points lower. Ingame it is 1718 points lower. Well, so im not sure if Nuclear Silo is maybe right and the skill% is used on the whole mag damage and not just on the imbue or skill(nuke). There is no way to figure that out now. So better stick to the phy damage values and results. I just made that mag damage thingy into my calculation table to be able to play around with it and it's maybe not correct, but still give ya a output which is able to use it to compare int to str hybrids.
Whatever, better dont think anymore about the mag. damage and just think about the phy. damages. First figure that out before starting to climb another mountain.
We have these values: lvl: 76 str: 211 skill_phy_damage: 389 skill_phy%: 350 balance_phy% 75,7 phy_atk. 2291,27 monster_lvl: 76 (1) monster_def_phy: 689 (7)
And we have to make a formula which get as result: 2638 phy damage on the lvl 76 monster 9978 phy damage on the lvl 1 monster
These are the max. damage values that this character have and the highest possible damage that this character do on these monsters.
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Last edited by JohnPayne on Thu Sep 04, 2008 12:45 pm, edited 1 time in total.
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Stress
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 04, 2008 12:45 pm |
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Joined: Oct 2006 Posts: 4599 Location: Studying Computer Science, Vienna
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If your formula fails for the simpler pure magical damage skill, then it's certainly going to fail for the more complicated physical damage one. I'm logging into my hybrid for the nuke damage test. Results coming right up  EDIT: got results  No screenshots (my computer lags horribly when I do them), but you can believe my word  I won't post detailed pictures of my stats and masteries. I'm not into the formula itself. All I'm trying to do is prove a point. Skill used: Level 1 Horse's Thunderbolt. - Level 1 Soul Fire Force (lv 65): 307~511 (100%) -> Highest hit: 10169 - Level 3 Thunderking Force (lv 49): 138~256 (100%) -> Highest hit: 9895 So I'm hitting basically the same! Now, let's substract  511 - 256 = 255 10169 - 9895 = 274 I'd be glad if someone could prove this to be wrong and find the right formula, but it appears that imbue makes very little difference as far as magical attacks are concerned. Here's another point (not as important): Conclusions: - Pure force builds should get ice imbue!
- Builds that use weapon skills extensively should strive to get fire imbue. That might be impossible for pure INT builds, but, IMO, it makes hybrids who skill fire very strong compared to those who skill lightning. Never EVER should any build with magical balance lower than 87% leave fire out.
_________________ Carry your cross, and I'll carry mine.
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JohnPayne
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 04, 2008 1:36 pm |
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Ya, sounds interesting and probably true. I never was looking for pure magical damages till now, cuz i was sure that this would be very different to calculate. You say that phy damage calculating is more complicated? I guess no, how should be mag. damage calculating easier if it use probably the skill% of the phy skill for the embue? You have more variables for calculating mag. damage then for calculating phy damage. So just aim for the phy damage only now, without imbue. It's easier to do a formula which doesnt have that many values. But the first step would be to calculate the defense into the damage formula, cuz it can't be right just to substract it. Mangyangs have the lowest defense, but probably will be your lvl get calculated into the damage anyhow, thats why i wanted to stick to same lvl monsters.
One thing to remember: If you test damages ingame, then always hit the same lvl monster always with the same skill, till youre sure that you got the highest possible damage. After you reached the highest damage that you saw 5x on the same monster, you can be sure that there is not more possible. If you didnt do that, then you have gained useless values there. Cuz the first hit was maybe a lower hit of your damage range and the second a higher hit of your possible damage.
Edit: I made some tests and it confirm your theory, that the imbue have more effect with weapon skills. With weapon skills and imbue is it really not important if you have a high lvl skill with 350% or a low lvl skill with 350%. Just the lil physical damage will be lower. If you use only mag attack, then it wont matter that much if i use the low lvl imbue or high lvl imbue, but didn't tested that good enough. I can play a ff pure int lvl 90 nuker with ice and lightning imbue. I will make some tests with that to be sure, but not now.
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 04, 2008 4:46 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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It's better to test with human on high lvl. We dont know if mob have absorption or not.
Result of tomiotar : (assumming mangyang has no def and absoprtion se we'll try to put that with diffenrent test on higher lvl mob)
no imbue = (3492 + 608*1.84) * 0.86 * 3.5 * 1.23 * 1.29 = 22020
meaning: (base + skill_pow * mastery_incr) * balance * skill_mult * buff&passive * multiplier
1.29 is a multiplier relative to mangyang. It should work in most test with mangyang.
The problem is where to put the defense, and how to calculate the relative 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: Thu Sep 04, 2008 5:21 pm |
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NuclearSilo wrote: It's better to test with human on high lvl. We dont know if mob have absorption or not.
Result of tomiotar : (assumming mangyang has no def and absoprtion se we'll try to put that with diffenrent test on higher lvl mob)
no imbue = (3492 + 608*1.84) * 0.86 * 3.5 * 1.23 * 1.29 = 22020
meaning: (base + skill_pow * mastery_incr) * balance * skill_mult * buff&passive * multiplier
1.29 is a multiplier relative to mangyang. It should work in most test with mangyang.
The problem is where to put the defense, and how to calculate the relative multiplier. The problem with human is that there is a factor of difference of lvl between players. I`ve checked that lvl affects damage receive because I did some test with a glavier hitting me (when I was 80-81, don't rememeber excactly) on garment and bad accesorys and same glavier hiting another glavier on protector but lvl 77 or 76 (dont rememeber exactly). A full farmed glavier was hitting clearly higher on the lvl 76 pure str than on me, even when has higher phys defence than me and better accesories. Thats why I beleive that first we have to start getting the formula for low lvl mobs that we know exactly the data, and is possible to reproduce the test for different people on different servers.
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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: Thu Sep 04, 2008 6:10 pm |
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Quote: Weapon skill: 52991 strong bow with fire imbue 46141 strong bow with light imbue 21911 strong bow without imbue => mag part = 52991 - 21911 = 31080 Using the same formula above: mag dmg = (3030 + 913) * 1.84 * 0.79 * 3.5 * 1.2 * 1.29 = 31053 27 dmg error
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Stress
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Sep 04, 2008 9:10 pm |
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Joined: Oct 2006 Posts: 4599 Location: Studying Computer Science, Vienna
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tomiotar wrote: Just 27 is almost like said nothing, more considering that there is an empirical factor as multiplier on the damage formula and that the mag balance is rounded to lowest number. Now the main problem is consider the effect of the defence and absorptions and look if that multiplier can be applied to other monsters or, in case that there is a variation on this multiplier, find this value as a function of monster level. The empirical factor itself doesn't pose a problem. Once the rest of the formula is figured out, all you need to do is divide, and, maybe, double check with other skills/buffs/masteries. If the result is pretty much the same, that has to be the empirical factor we're talking about. That's the least of the concerns.
_________________ Carry your cross, and I'll carry mine.
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Sep 05, 2008 10:41 pm |
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Ok, new data. I went to kill some monsters again and this time I try to get info at equidistances points of the cap, so these were the selected monsters: 1) At lvl 30 earth ghost magician and hyeongchong 2) At lvl 61 Soil ghost bugs and shakrams and finally 3) lvl88 rockys Results: earth magician 39866 with fire imbue 16525 without imbue hyeongchong 16467 without imbue 39889 with fire imbue soil ghost bug 11718 without imbue 28287 with fire imbue Shakran 11641 without imbue 28347 with fire imbue Rocky 12494 with fire imbue 5204 without imbue I dind't find the post with the values of defense, hp, parry and attack rating that I remember was posted by NuclearSilo more than 1 year ago, so I couldn't try to use them on the formula (I choose 2 different monster at lvl 30 and 60 to see the diference on deffence but I don't have the values  ). Again the skill that I use it was strong bow, fire imbue, same buffs, bow and gear. May be someone who know a bit of pk2 can extract me this defense values to make some calculations (on silkroadaddiction's wiki there are some but not all of values). With this values we have at lvl 1, lvl30, lvl60 and lvl90 to check from lowest until highest possible defense on mobs ^^.
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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: Sat Sep 06, 2008 12:19 pm |
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reddragonz
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sat Sep 06, 2008 12:40 pm |
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attack rating on weapon should be in there,
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sat Sep 06, 2008 4:32 pm |
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reddragonz wrote: attack rating on weapon should be in there, Attack rating don't change maximum damage, just how frequently you get it. I've been working with the numbers and trying to consider deff of the mobs. That I did it was change the formula like this: 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 problem is that I found a variation on the multiplier that depend on the level but I didn't get a good correlation because I don't have many points to analyze. For mobs of same lvl the variation is really small, but for different lvls I've found this values of multiplier: 1,28 at lvl1, 0,98-0,99 at lvl30, 0,74-0,76 at lvl61 and 0,39 at lvl88 (there is a trend but with a bad correlation's coeficient). If I manage to login on the game (something really dificult without premium on weekend with event) I will try to get values of monsters at lvls 15, 45 and 75 or 10, 20, 40, 50, 70 and 80 (depending on my mood ^^), in order to get a better correlation of multiplier. EDIT: I still couldn`t enter the game, but if you change the values of fire imbue by the ones of light imbue on my previuos post I got ¡¡¡¡¡¡EXACT!!!!!! dmg value ^^ (using excel to make the numbers so they aren`t rounded) with this formula. Boys we got the estructure of damage formula including defence values, now we need best possible empirical formula for multiplier to complete it  .
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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: Sat Sep 06, 2008 5:11 pm |
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uhm i found a close formula, but there is smt that missed Quote: earth magician 39866 with fire imbue 16525 without imbue ((3492 + (608-109) * 1.84)*0.86)*(1-109/(2505)) * 3.5 * 1.23 = 15617((3030 + 913-194) * 1.84)*0.79)*(1-194/(3943)) * 3.5 * 1.2+(((3492 + (608-109) * 1.84)*0.86)*(1-109/(2505)) * 3.5 * 1.23) = 37379Quote: soil ghost bug 11718 without imbue 28287 with fire imbue 3492 + (608-426) * 1.84)*0.86)*(1-426/(2505)) * 3.5 * 1.23 = 11 758((3030 + 913-682) * 1.84)*0.79)*(1-682/(3943)) * 3.5 * 1.2+(((3492 + (608-426) * 1.84)*0.86)*(1-426/(2505)) * 3.5 * 1.23) = 28 224Quote: Rocky 12494 with fire imbue 5204 without imbue ((3492 + (608-1045) * 1.84)*0.86)*(1-1045/(2505)) * 3.5 * 1.23 = 5800((3030 + 913-1672) * 1.84)*0.79)*(1-1672/(3943)) * 3.5 * 1.2+(((3492 + (608-1045) * 1.84)*0.86)*(1-1045/(2505)) * 3.5 * 1.23) = 13785And your dmg associated with mob      Try on a random mob (fully buffed yourself), then compare with the stats given. If it's close, we can move to a next step. If not, consider the formula given is wrong.
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sat Sep 06, 2008 7:45 pm |
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it's the sum of the power. uhm, when u kill very low lvl mob, the formula should give higher dmg result, but with high lvl mob, it should give a lower result. How to balance it? 
_________________ Playing Age of Wushu, dota IMBA
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doomas
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sat Sep 06, 2008 9:05 pm |
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Where did that multiplier 1,23 come from? And yes, the lvl of the mob matters. It's either that, or they have absorbtion of some sort... For ex. I hit ~18k ignore dmg on my own lvl mobs, yet I do ~24k on ongs
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