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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Tue Nov 11, 2008 9:02 am |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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^ You test is just about 3 builds different. We cant see the evolution of the multiplier when adding 1 int or 1 str.
You didn't understand. Bye
_________________ Playing Age of Wushu, dota IMBA
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elnawawi
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Tue Nov 11, 2008 6:05 pm |
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well Here I tried with my new char on venus : Char lvl : 21, str: 75, INT: 70, weapon phy attack : 155 weapon mag attack : 224 weapon phy reinforce : 68.7% weapon mag reinforce : 98.4% base phy attack (displayed) : 246 base mag attack (displayed) : 292 phy balance ; 77% , mag balance :62% weapon mastery lvl : 19, imbue mastery lvl : 19 Fire phy attack passive : 1% Avatar : 5% damage Skills (all without imbue) Soul spear move(lvl 3) : 62(+250%) ===> 832 damge Dancing demon spear (lvl 5) : 62(200%) ====> 666 damage Ghost spear petal (lvl 1) : 65(220%) ====> 741 damage wolf bite spear (lvl  : 65(160%) ====> 538 damage you can make your calculates, when char lvl up i'll re-do the test and see difference, then will add str and int points and re-do again to see difference, Isn't that what you need??
_________________ Zanthra / lvl 9X Bard/Wizard / venus
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Wed Nov 12, 2008 10:58 pm |
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elnawawi wrote: well Here I tried with my new char on venus : Char lvl : 21, str: 75, INT: 70, weapon phy attack : 155 weapon mag attack : 224 weapon phy reinforce : 68.7% weapon mag reinforce : 98.4% base phy attack (displayed) : 246 base mag attack (displayed) : 292 phy balance ; 77% , mag balance :62% weapon mastery lvl : 19, imbue mastery lvl : 19 Fire phy attack passive : 1% Avatar : 5% damage Skills (all without imbue) Soul spear move(lvl 3) : 62(+250%) ===> 832 damge Phys = (245,764 + 62 * 1.19 - 7) * 0,77976 * 2,5 * 1.06 * 1,276772606 = 824,6Dancing demon spear (lvl 5) : 62(200%) ====> 666 damage Phys = (245,764 + 62 * 1.19 - 7) * 0,77976 * 2 * 1.06 * 1,276772606 = 659,7Ghost spear petal (lvl 1) : 65(220%) ====> 741 damage Phys = (245,764 + 65 * 1.19 - 7) * 0,77976 * 2,2 * 1.06 * 1,276772606 = 733,9wolf bite spear (lvl  : 65(160%) ====> 538 damage you can make your calculates, when char lvl up i'll re-do the test and see difference, then will add str and int points and re-do again to see difference, Isn't that what you need?? Now there is something that isnt working. You said that you have base attacks of 246 but according to the formula and doing the lower value rounding that silkroad made on C char it should be 245. Can you check that?
_________________

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: Wed Nov 12, 2008 11:29 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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The rounding and approximation are not very important. We got the multiplier 1,276772606 is close enough with the one gives real dmg. That multiplier is dependent on Int & Str. That's why i told you to test different int/str case to see how it grows proportionally.
_________________ Playing Age of Wushu, dota IMBA
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elnawawi
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Nov 13, 2008 1:05 am |
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I think the multiplier change depends on difference between char lvl and monster lvl(or between skill lvl and monster lvl) , I have noticed that on Abslute damge skills , although it's supossed to do same damge for everyone it still do less damage on higher lvl ppl and monsters (like a bit less every degree or every 10 lvls not sure exactly)
Multiplier is like 1.29 ~ 1.27 I think depends on lvl difference ,
Btw my build is same as Tomiator has (hybrid 1:1) , if the multipier affected by str or int or balance that's easy to test , Tomiator can strip his set (which have much int/str increase) and may be even his avatar, he will get balances almost as me, and re-try your damage and calculate it, if multiplier stayed same then it's not related to str nor int nor balance and will confirm the theorey about lvls, if multiplier changed then you can get your answer nuclear..
And well, my char now is lvl 22 with free 3 stats points , u think if I did test before adding them then re-test after adding we will get different multiplier??
well I also wanted to ask for the phy and mag balance accurate formula as I see displayed balance not accurate enough and can't get the exact multiplier without know the accurat numbers..
_________________ Zanthra / lvl 9X Bard/Wizard / venus
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Nov 13, 2008 2:25 am |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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I'm sure it depends on int/str, but that's the purpose of what we're going to do. It also depends on the difference of level. The graph Tomiotar did is quite informative, it shows that the multiplier decreases by level with a polynomial of 3rd degree. (and strangely, the center is at lvl 45 where 45=90/2)  Or simply a line with equation Y=C*X where C is a constant, because somehow the parry ratio on high lvl didnt let him reach his real maximum dmg, or the difference of (attack rating - parry ratio) is a factor that limit the real maximum dmg. Needed to test:- The maximum dmg deal on a lvl 90 mob - The maximum dmg deal on a lvl 90 mob under electrical shocked (divide parry by half) Absolute dmg:It's actually a bit dependent on the enemy's defense. Why i said that? Because i once tested that skill. Absolute a glaiver lvl 3x (when i was 3x bard). The absolute dmg worked normally. But after that a warrior gave him phy and mag fence and the absolute dmg decreased like 30%. If it's done to a high lvl, dmg is divide by 10. min muliplier = 0.1, max multiplier = 1
_________________ Playing Age of Wushu, dota IMBA
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elnawawi
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Nov 13, 2008 2:55 am |
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NuclearSilo wrote: 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. I retruned to these old pages and re-calculated it and found where were the problem, Quote: 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 .. & pacheon mastery (lvl 7)
IMBUE: Formula = ((base + imbueDmg) * MasteryIncrease - def) * bal * skillmul * buff * constant_multiplier
Imbue : 49~91(+100%) & mastery (lvl 26) ,
SHOT + IMBUE (phyDmg + magDmg)
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.
Notice this char were the only one that have difference between weapon and imbue lvl (weapon lvl 7 and imbue lvl 26) Now look : 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) let's give it a new try so with new theory Int: real = 542 min: dmg = 107 + ((332 + 49) * 1.07 - 10) * 0.90 * 0.84 * 1.00 * 1.29 = 494 max: dmg = 109 + ((333 + 91) * 1.07 - 10) * 0.91 * 0.84 * 1.00 * 1.29 = 546 It works now lol, that's other decent prove that imbue mastery lvl have no effect at all and the thing that affect is only skill mastery lvl (weapon at skills and force(light,cold,fire) at nukes .. well to make more sure I used the formula again with other number I got in that test before Quote: Skill : Anti devil missile 22(+150%) & pacheon mastery (lvl 7) Real damge was : 218 Real damge with imbue was : 995
Phys = (base + (skill_pow * mastery_incr) - Phys def) * balance * skill_mult * buff&passive * multiplier = (181+ (22 * 1.07) - 7) * 0.57 * 1.5 *1.276 = 215.5 (Real 218) All = phy + ((base + imbue_pow )* mastery_incr - Mag def) * balance * skill_mult * buff&passive * multiplier = 215.5 + ((332 + 91) * 1.07 - 10) * 0.9 * 1.5 * 1.287 = 984.5 I used Tomiator multiplier here and numbers are close (not accurate beacuse attack and balance rounded and also char still low lvl and sound that low lvls (different builds) char have a bit higher multiplier than higher lvls when it comes for test on mangyang Now after fixing this pure int thing I think the general formula works (In mangyang test) for all builds (we tried bow and glavie and I doubt it will make any diference with blade) , all lvls, different balances, the only thing that change is the multiplier between 1.27 and 1.29 , At worst we can use the idea of range (min/max multiplier) , let's focus and concentrate on find the variable that indicate the multiplier for mangyang for now, other higher lvls monsters might have something like damge absorb or w/e @ absolute , I asked some high lvl before to totaly strip his set and accesories and tried the absolute and kept giving same number as it give when he has all set and accesories ! If you still believe on it's depends on str/int and wanna make that test u said come help me do it, as I told u, I has caped wiz/bard that can plvl very well but I has no 2nd pc for do it (and i'm not using illagal clients or loaders or w/e ppl use for plvling) , and friends not care about the damage formula as 99% of legits in venus is euro and euro always made as pure build beside JM turned most Variables into constants at euro race, weapon has only mag or phy attack , all phy weapons same lvls and same whites has same stats also mag weapons, all phy skills same lvl has same attack , even mastries made to be 2 only and maxed both , and all builds have 4% attack passive every 4 lvls , so if you look at the formula to compare euro builds u will find: Phys = (base + (skill_pow * mastery_incr) - Phys def) * balance * skill_mult * buff&passive * multiplierSo only things that change the final damge is : how good is ur weapon , and how many str/int points in ur set, and skill_mult(%) so compare damage every build do will not take longer than 5 sec to look at skills bonus at Skills page , ppl realised this easily with no need for formula or anything , there is no unique builds that can be disgned as euro , the unique part you can make as euro is to customize the party formation and arranage buffs , nothing more Edit : about parry/attack rate thing, if it make difference at high lvls it should make difference at low lvls too (things higher than mangyang), even very small difference should be noticable so u think trying with this char (lvl 22) can give the result ?
_________________ Zanthra / lvl 9X Bard/Wizard / venus
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Nov 13, 2008 3:34 am |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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aha, but it worked only once on pure int doesnt mean it will work on general case, still need more test to prove that point. Quote: Edit : about parry/attack rate thing, if it make difference at high lvls it should make difference at low lvls too (things higher than mangyang), even very small difference should be noticable so u think trying with this char (lvl 22) can give the result ? Yeah, it should work. But it's Farking slow to get the max dmg when testing on mob same/high lvl, u need a lot of tests, unlike mangyang. The best way is to test on mob with same parry ratio as your attack rating. Normally a mob same lvl as yours always has less parry than your weapon. Att rate/ parry rate table : viewtopic.php?f=2&t=64659
_________________ 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 Nov 13, 2008 10:30 am |
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NuclearSilo wrote: aha, but it worked only once on pure int doesnt mean it will work on general case, still need more test to prove that point. Quote: Edit : about parry/attack rate thing, if it make difference at high lvls it should make difference at low lvls too (things higher than mangyang), even very small difference should be noticable so u think trying with this char (lvl 22) can give the result ? Yeah, it should work. But it's Farking slow to get the max dmg when testing on mob same/high lvl, u need a lot of tests, unlike mangyang. The best way is to test on mob with same parry ratio as your attack rating. Normally a mob same lvl as yours always has less parry than your weapon. Att rate/ parry rate table : viewtopic.php?f=2&t=64659On the test I made when I prepare that graphic Im sure that I've use my highest damage. Making the graph for monster at each level was really hard because I had to stay there lot of time to be sure that I got my highest dmg on each monster (but Im sure that I got it). I still have the lvl31 pacheon char with no masteries added, but I didnt connect to the game on las week so I couldn't check nor level it to 32 (I do have 2 pc so lvl a char from 31 to 32 with 0 gap it will not take me much time). I deffinetly believe that att rate/parry isn't a big problem for me against monsters, because I do have a good attack rating on my bow (white stat on bow is 71%)+ blue hawk + pacheon passive + 10% on avatar and I can use +hit scroll to make the graphic (tons of this scrolls saved), so I can finally reach values near 600 attack rating (165 parry for rockys).
_________________

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 Nov 13, 2008 11:58 am |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Quote: @ absolute , I asked some high lvl before to totaly strip his set and accesories and tried the absolute and kept giving same number as it give when he has all set and accesories ! Is it because that your absolute skill is too strong or same lvl as the one you test with? I think this way: when abs dmg >= mag def => full dmg when abs dmg < mag def => little reduce when abs dmg << mag def => dmg/10
_________________ Playing Age of Wushu, dota IMBA
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elnawawi
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Nov 13, 2008 2:31 pm |
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Still no one giving the balance formula? I went to test again at lvl 22 (without adding stats points) then re-tried after adding whole 3 points into str
from these tests I can find out the accurate multiplier for my char and notice the changes that happen to it with adding str or int , give me the formula so it become easier than posting test results and wait 1~2 days every time to give tomiator time to see, calcluate and post , this will save much time
char now is lvl 23 without added the 3 points again ready to do new test at this lvl but I don't wanna do till finish calculating the previous lvl that still need the balance formula
any help ?
_________________ Zanthra / lvl 9X Bard/Wizard / venus
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Nov 13, 2008 2:54 pm |
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maxstat = 28 + lvl * 4 int_balance = 100 * int / maxstat str_balance = 100 - ( 100 * 2/3 * ( maxstat - str ) / maxstat )
_________________ Playing Age of Wushu, dota IMBA
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MaTeJ
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Nov 13, 2008 8:25 pm |
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K I will contribute some data too Lv. 60 Mag. atk 1347 - 1530 Mag. balance 114% Fire 51 Light 51 Ice 51 Bicheon 30 Things to count in: 5% damage from hallowen suit no other buffs (5% applies to final damage and is not somewhere else in formula I also tested without suit and my damage was 1.05 lower ) lv.6 Fire wave arrow 198 - 318 (250%) damage on mangyang no imbue used: 10727 damage on CTF flag no imbue used: 10873 lv.9 Shock Lion Shout 106 - 196 (100%) damage on mangyang no imbue used: 4006 damage on CTF flag no imbue used: 4062 All max damage 
_________________ Come and play Jade Dynasty with me! In Europe Shura, my name is BetaRage. My Inductor ID is 3970070X011807097002324Z3f4d22
PS: I am not powerlvling.
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Thu Nov 13, 2008 11:34 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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MaTeJ wrote: K I will contribute some data too Lv. 60 Mag. atk 1347 - 1530 Mag. balance 114% Fire 51 Light 51 Ice 51 Bicheon 30 Things to count in: 5% damage from hallowen suit no other buffs (5% applies to final damage and is not somewhere else in formula I also tested without suit and my damage was 1.05 lower ) lv.6 Fire wave arrow 198 - 318 (250%) damage on mangyang no imbue used: 10727 damage on CTF flag no imbue used: 10873 lv.9 Shock Lion Shout 106 - 196 (100%) damage on mangyang no imbue used: 4006 damage on CTF flag no imbue used: 4062 All max damage  U are using pure mag attack (nuke) , dun no if it works da same. Using tomiotar's multiplier: on mangyang : (1530 + 318)*1.51 - 10) * 1.15 * 2.5 * 1.05 * 1.287004542 = 10 802 (0.7% error) on flag : (1530 + 318)*1.51 - 0) * 1.15 * 2.5 * 1.05 * 1.287004542 = 10841 (0.3% error) shout/mangyang: (1530 + 196)*1.51 - 10) * 1.15 * 1.0 * 1.05 * 1.287004542 = 4034 (0.7% error) shout/flag: (1530 + 196)*1.51 - 0) * 1.15 * 1.0 * 1.05 * 1.287004542 = 4050 (0.3% error) The right multiplier: mangyang: 1.27800148 ctf flag: 1.29075354 But im aware that it wont give the correct result since they are different objects and you got different build than tomiotar's which is hybrid. In another word, a 10 mag def reduce 0.01275206 off the mag multiplier. And since your are pure int, your mag balance is higher than tomiotar's, it makes sense when your mag multiplier is higher than his. But atm, finding the multiplier is not the point, but understand how it changes with the build and mob defense. Till now, we only got random tests, no one could give me a statistic table int/str/multiplier from 20 int/str to 100 int/str yet. Edit: testes the attack rate/ parry rate thingy. It indeed doesn't increase the dmg. But i notice that only 40 rate in difference, it gives a lot more chance to deal max dmg (~ 4x more chance). So, dont under estimated the Concentration skill of Lightning (as well as pacheon skill).
_________________ Playing Age of Wushu, dota IMBA
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MaTeJ
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Nov 14, 2008 6:25 am |
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NuclearSilo wrote: MaTeJ wrote: Mag. balance 114%
U are using pure mag attack (nuke) , dun no if it works da same. Using tomiotar's multiplier: on mangyang : (1530 + 318)*1.51 - 10) * 1.15 * 2.5 * 1.05 * 1.287004542 = 10 802 (0.7% error) on flag : (1530 + 318)*1.51 - 0) * 1.15 * 2.5 * 1.05 * 1.287004542 = 10841 (0.3% error) shout/mangyang: (1530 + 196)*1.51 - 10) * 1.15 * 1.0 * 1.05 * 1.287004542 = 4034 (0.7% error) shout/flag: (1530 + 196)*1.51 - 0) * 1.15 * 1.0 * 1.05 * 1.287004542 = 4050 (0.3% error) The right multiplier: mangyang: 1.27800148 ctf flag: 1.29075354 Why did u use 1.15  And what exactly is 1,287004542 ?
_________________ Come and play Jade Dynasty with me! In Europe Shura, my name is BetaRage. My Inductor ID is 3970070X011807097002324Z3f4d22
PS: I am not powerlvling.
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Nov 14, 2008 9:40 am |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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damn, i thought it's 115% balance 
_________________ 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: Fri Nov 14, 2008 1:36 pm |
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MaTeJ wrote: NuclearSilo wrote: MaTeJ wrote: Mag. balance 114%
U are using pure mag attack (nuke) , dun no if it works da same. Using tomiotar's multiplier: on mangyang : (1530 + 318)*1.51 - 10) * 1.15 * 2.5 * 1.05 * 1.287004542 = 10 802 (0.7% error) on flag : (1530 + 318)*1.51 - 0) * 1.15 * 2.5 * 1.05 * 1.287004542 = 10841 (0.3% error) shout/mangyang: (1530 + 196)*1.51 - 10) * 1.15 * 1.0 * 1.05 * 1.287004542 = 4034 (0.7% error) shout/flag: (1530 + 196)*1.51 - 0) * 1.15 * 1.0 * 1.05 * 1.287004542 = 4050 (0.3% error) The right multiplier: mangyang: 1.27800148 ctf flag: 1.29075354 Why did u use 1.15  And what exactly is 1,287004542 ? Can you tell us how many ints points do you have or use this formula: maxstat = 28 + lvl * 4 int_balance = 100 * int / maxstat to have less error on the calculation? The 1,287004542 value is that we call the "multiplier", and to find the true nature of multiplier is last step to get the final formula. At the moment we just find it by testing but we dont have the true expression.
_________________

Latest addition Now that I kill them all I can rest in peace ^^
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MaTeJ
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Nov 14, 2008 4:22 pm |
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Sry I am bit late ... 
_________________ Come and play Jade Dynasty with me! In Europe Shura, my name is BetaRage. My Inductor ID is 3970070X011807097002324Z3f4d22
PS: I am not powerlvling.
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tomiotar
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Fri Nov 14, 2008 9:21 pm |
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MaTeJ wrote: Sry I am bit late ...  So if we use the balance formula we get that your mag balance is 114,179, so now we applied the formula again: on mangyang : ((1530 + 318)*1.51 - 10) * 1.14179 * 2.5 * 1.05 * 1.287004542 = 10 725,4 on flag : (1530 + 318)*1.51 - 0) * 1.14179 * 2.5 * 1.05 * 1.287004542 = 10 764,0 shout/mangyang: ((1530 + 196)*1.51 - 10) * 1.14179 * 1.0 * 1.05 * 1.287004542 = 4005,9 shout/flag: ((1530 + 196)*1.51 - 0) * 1.14179 * 1.0 * 1.05 * 1.287004542 = 4021,4 So the formula works really good on the mangyan (10725,4 predicted vs 10727 real and 4005,9 predicted vs 4006 real), but it fail considerably againts the **** pole. I have no idea how it works damage on the flag pole or if we have to take into account just mag def= 0 or something else, but I will not worry much about the flag pole considering that is inmortal from the beginning  .
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Latest addition Now that I kill them all I can rest in peace ^^
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elnawawi
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sat Nov 15, 2008 4:36 pm |
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Ok here we go Quote: Soul spear move(lvl 3) : 62(+250%) ===> 832 damge Phys = (245,764 + 62 * 1.19 - 7) * 0,77976 * 2,5 * 1.06 * 1.289092 = 832.536
Dancing demon spear (lvl 5) : 62(200%) ====> 666 damage Phys = (245,764 + 62 * 1.19 - 7) * 0,77976 * 2 * 1.06 * 1.289092 = 666.028753
Ghost spear petal (lvl 1) : 65(220%) ====> 741 damage Phys = (245,764 + 65 * 1.19 - 7) * 0,77976 * 2,2 * 1.06 * 1.289092 = 741.000013
wolf bite spear (lvl : 65(160%) ====> 538 damage Phys = (245,764 + 65 * 1.19 - 7) * 0,77976 * 1.6 * 1.06 * 1.289092 = 538.9091
Now trying at lvl 22 before adding stats : Soul spear move(lvl 3) : 62(+250%) ===> 824 damge Phys = (246.58228+ 62 * 1.19 - 7) * 0,77011 * 2,5 * 1.06 * 1.289092 = 824.3 Dancing demon spear (lvl 5) : 62(200%) ====> 659 damage Phys = (246.58228+ 62 * 1.19 - 7) * 0,77011 * 2,0 * 1.06 * 1.289092 = 659.5 Ghost spear petal (lvl 1) : 65(220%) ====> 733 damage Phys = (246.58228+ 65 * 1.19 - 7) * 0,77011 * 2,2 * 1.06 * 1.289092 = 733.7 wolf bite spear (lvl : 65(160%) ====> 533 damage Phys = (246.58228+ 65 * 1.19 - 7) * 0,77011 * 1.6 * 1.06 * 1.289092 = 533.6 Still working well , now let's add 3 str points and see : Soul spear move(lvl 3) : 62(+250%) ===> 849 damge Phys = (249.03487+ 62 * 1.19 - 7) * 0.78735* 2,5 * 1.06 * 1.289092 = 849.4 Dancing demon spear (lvl 5) : 62(200%) ====> 679 damage Phys = (249.03487+ 62 * 1.19 - 7) * 0.78735* 2,0 * 1.06 * 1.289092 = 879.5 Ghost spear petal (lvl 1) : 65(220%) ====> 755 damage Phys = (249.03487+ 65 * 1.19 - 7) * 0.78735* 2,2 * 1.06 * 1.289092 = 755.9 wolf bite spear (lvl : 65(160%) ====> 549 damage Phys = (249.03487+ 65 * 1.19 - 7) * 0.78735* 1.6 * 1.06 * 1.289092 = 549.7 Multiplier still working
_________________ Zanthra / lvl 9X Bard/Wizard / venus
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Sat Nov 15, 2008 5:45 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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uhm, k Let's do another test when you level up then. I don't believe it's just a constant works with all char.
Hawk dmg: (hawk_power * (1.pacheon_mastery) - mob_def) * 0.7752 * 1.276772606 where 0.7752 is hawk's attack multiplier (approximation)
Tested the mangyang multiplier on my bow char, doesnt work
_________________ Playing Age of Wushu, dota IMBA
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elnawawi
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Mon Nov 17, 2008 1:58 am |
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here we go lvl 25 , str 82 (9 stat points left)
Soul spear move(lvl 3) : 62(+250%) ===> 826 damge Phys = (251.48746+ 62 * 1.19 - 7) * 0.7604166* 2,5 * 1.06 * 1.289092 = 826.7
Dancing demon spear (lvl 5) : 62(200%) ====> 661 damage Phys = (251.48746+ 62 * 1.19 - 7) * 0.7604166* 2,0 * 1.06 * 1.289092 = 661.4
Ghost spear petal (lvl 1) : 65(220%) ====> 735 damage Phys = (251.48746+ 65 * 1.19 - 7) * 0.7604166* 2,2 * 1.06 * 1.289092 = 735.7
wolf bite spear (lvl : 65(160%) ====> 535 damage Phys = (251.48746+ 65 * 1.19 - 7) * 0.7604166* 1.6 * 1.06 * 1.289092 = 535
Still working Now let's add more 3 str stats : str 85
Soul spear move(lvl 3) : 62(+250%) ===> 850 damge Phys = (253.94005+ 62 * 1.19 - 7) * 0.776041667* 2,5 * 1.06 * 1.289092 = 850.2
Dancing demon spear (lvl 5) : 62(200%) ====> 680 damage Phys = (253.94005+ 62 * 1.19 - 7) * 0.776041667* 2,0 * 1.06 * 1.289092 = 680.2
Ghost spear petal (lvl 1) : 65(220%) ====> 756 damage Phys = (253.94005+ 65 * 1.19 - 7) * 0.776041667* 2,2 * 1.06 * 1.289092 = 756.5
wolf bite spear (lvl : 65(160%) ====> 550 damage Phys = (253.94005+ 65 * 1.19 - 7) * 0.776041667* 1.6 * 1.06 * 1.289092 = 550.2
works too , there were mag part of test but i feel lazy to post
_________________ Zanthra / lvl 9X Bard/Wizard / venus
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Mon Nov 17, 2008 2:09 am |
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ok, thx for sharing, that's enough. If int/str don't involved in that multiplier, what could it be then? Weapon You don't have the same multiplier as tomiotar's.
_________________ Playing Age of Wushu, dota IMBA
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Plutonium
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Mon Nov 17, 2008 3:12 am |
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a few days ago, I went to a math professor who is also game designer and I asked him how to solve the formula to calculate the damage done in a game. he told me I'd have to use PDE (partial differential equations, no idea what it was), and that I'd have to solve a differential equation something like f(x,y,z...) = dx + dy + dz ... for all the variables that would affect the damage. He said if we can like figure out how the change in damage changes with respect to all the dynamic variables etc, then we should get a working formula that is accurate AND universal that works for every mobs and every class, chinese and euro.... He also gave me a PDF copy of a PDE book so we can learn how to do it. But the subject seems too difficult for me. So I've attached the book so hopefully there will be a smart whiz here who can figure out and solve the formula for dmg. PDE Adobe Acrobat PDF book: http://www.yousendit.com/download/Y2ovU ... NitGa1E9PQi dont believe we are currently on the right track. the damage formula isn't as simple as JohnPayne wrote: (base + (skill_pow * mastery_incr) - Phys def) * balance * skill_mult * buff&passive * multiplier i'd don't think we'd get a universal damage formula from whacking mangyangs. We might get a formula that will work for mangyangs, but it won't be universal and works for all mobs and people. It will work only for mangyangs. do you guys see what im seeing? we can start by studying existing formula already created... NuclearSilo do u happen to have the SP chart formula that d2a created? ifwe can reverse that and see how he did it, then perhaps we will be on the right track. anyways heres the book again. u need adobe acrobat to open it http://www.yousendit.com/download/Y2ovU ... NitGa1E9PQheres the def of PDE from wikipedia Wikipedia wrote: In mathematics, partial differential equations (PDE) are a type of differential equation, i.e., a relation involving an unknown function (or functions) of several independent variables and its (resp. their) partial derivatives with respect to those variables. Partial differential equations are used to formulate, and thus aid the solution of, problems involving functions of several variables; such as the propagation of sound or heat, electrostatics, electrodynamics, fluid flow, elasticity. Interestingly, seemingly distinct physical phenomena may have identical mathematical formulations, and thus be governed by the same underlying dynamic. now who has the time and motivation and a brain to read the attached pdf book and finally cracking the secret to the dmg formula?
_________________ Level 84 5:3 Lightning S/S Nuker *INACTIVE Level 42 Full INT Wiz *ACTIVE
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Mon Nov 17, 2008 10:42 am |
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i'm not pro math, that's your task  Even what variable affect the dmg, we don't know, what can you do? Don't talk about D2A, he used reverse engineering technic to get all the codes in sro.
_________________ 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: Mon Nov 17, 2008 1:54 pm |
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Plutonium wrote: a few days ago, I went to a math professor who is also game designer and I asked him how to solve the formula to calculate the damage done in a game. he told me I'd have to use PDE (partial differential equations, no idea what it was), and that I'd have to solve a differential equation something like f(x,y,z...) = dx + dy + dz ... for all the variables that would affect the damage. He said if we can like figure out how the change in damage changes with respect to all the dynamic variables etc, then we should get a working formula that is accurate AND universal that works for every mobs and every class, chinese and euro.... He also gave me a PDF copy of a PDE book so we can learn how to do it. But the subject seems too difficult for me. So I've attached the book so hopefully there will be a smart whiz here who can figure out and solve the formula for dmg. PDE Adobe Acrobat PDF book: http://www.yousendit.com/download/Y2ovU ... NitGa1E9PQi dont believe we are currently on the right track. the damage formula isn't as simple as JohnPayne wrote: (base + (skill_pow * mastery_incr) - Phys def) * balance * skill_mult * buff&passive * multiplier i'd don't think we'd get a universal damage formula from whacking mangyangs. We might get a formula that will work for mangyangs, but it won't be universal and works for all mobs and people. It will work only for mangyangs. do you guys see what im seeing? we can start by studying existing formula already created... NuclearSilo do u happen to have the SP chart formula that d2a created? ifwe can reverse that and see how he did it, then perhaps we will be on the right track. anyways heres the book again. u need adobe acrobat to open it http://www.yousendit.com/download/Y2ovU ... NitGa1E9PQheres the def of PDE from wikipedia Wikipedia wrote: In mathematics, partial differential equations (PDE) are a type of differential equation, i.e., a relation involving an unknown function (or functions) of several independent variables and its (resp. their) partial derivatives with respect to those variables. Partial differential equations are used to formulate, and thus aid the solution of, problems involving functions of several variables; such as the propagation of sound or heat, electrostatics, electrodynamics, fluid flow, elasticity. Interestingly, seemingly distinct physical phenomena may have identical mathematical formulations, and thus be governed by the same underlying dynamic. now who has the time and motivation and a brain to read the attached pdf book and finally cracking the secret to the dmg formula? I have my engineer title and my PhD so I know what that professor is talking about, but isnt as easy as you said apply partial diffential equation when you have some many variables and no idea of the effect of each variable nor the starting points. You are doubting about this expression to be too simple: Quote: (base + (skill_pow * mastery_incr) - Phys def) * balance * skill_mult * buff&passive * multiplier but I already did lots of test and I know that the expression is perfectly accurated on how they work on every factor with the only exception of the multiplier and maybe the defense value. Morover, I do know that this expression (with the right multiplier) it works for every monster from mangyan to rockys, because I DID the tests and I check it changing skills and imbues always with great results. My only 2 doubts are if I have to take defense values form where it is now and include it on multiplier or not. Im not playing that often as I use to do it, thats why Im not finishing working on the formula, but Im sure that if we have to make any change on the formula as we have it now, that change it can be to include def value and maybe NPC accesories of same levl of the monster to find the true expression of multiplier. With the formula as we have it now and using the graphic and the tables of multiplier that I provide some page ago you can already calculate your damage really accurated for every monster, even when isn't totally finnished.
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Latest addition Now that I kill them all I can rest in peace ^^
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Plutonium
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Mon Nov 17, 2008 3:03 pm |
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NuclearSilo wrote: i'm not pro math, that's your task  Even what variable affect the dmg, we don't know, what can you do? Don't talk about D2A, he used reverse engineering technic to get all the codes in sro. lol i suck at math also. to find out what variables affect damage, we run some tests by whacking some mobsLOL. i dont think that's something that need to be reverse engineeer but can anyone on this forum capabable of everse engineering also? what is his occupation? i already gave you all the correct key to unlock the secret door, now it's yall job to wield the key and bring it to the door, insert it in the lock, and open it  all the secret is in that book. have u taken a look at it yet? @tomitar: well it's been 1 year, 1 month since this thread begun and no real progress  hopefully this will give a boost to get us on the right path
_________________ Level 84 5:3 Lightning S/S Nuker *INACTIVE Level 42 Full INT Wiz *ACTIVE
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NuclearSilo
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Post subject: Re: CALCULATING DAMAGE, help to make a correct formula! Posted: Mon Nov 17, 2008 3:36 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Ok, we can now make a list of what could affect that multiplier. Since we know that it changes for every char, so it's not purely monster related. Green = needed to verify, red = doesnt involve: monster defense (needed to test with warlock/force debuff) monster attack (sounds stupid, but meh) (need debuff) monster absorption (unknown value) (notice the ignore defense dmg not the same as mangyang)hit ratio parry ratio int/str balance (int/str affect balance) weapon level, degree weapon attack power, reinforce weapon type (bow, spea, ...)character skin, gender (sounds stupid, but meh)imbue/force type (fire,ice,light)weapon skill type (bicheon, heuksal, pacheon)skill type (soul spear, ghost spear, strongbow...)Go, help me to list all things possible could affect it. Quote: i already gave you all the correct key to unlock the secret door, now it's yall job to wield the key and bring it to the door, insert it in the lock, and open it all the secret is in that book. have u taken a look at it yet? Too bad after that door, is a labyrinth, show me the right path then?
_________________ 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: Mon Nov 17, 2008 4:16 pm |
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Okay, tomorrow I'll have some free time. I'll be able to plvl 3 characters to 24 (I'll get level 24 weapons with high AR). STR, INT and 1:1. After that I'll submit the excel file that was requested a long time ago. Sorry for the delay. ^^ Edit: I'll write down this... Quote: level str int wpn phy atk wpn mag atk phy rein mag rein char phy atk char mag atk ms (balance) phy bal mag bal skill phy atk skill mag atk skill % skill name Something more I should add?
_________________ << banned for proof of botting. -cin >>
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