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Author Topic: Observed Formulas  (Read 1029 times)
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Lyrael
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« on: July 14, 2008, 11:43:27 AM »

(Jonny Posting... I should really get my own account on here)

Formulas we've observed so far:

HP = Base+HPMods+((Level-1)*3)+(0.5*BaseDef) - note that def mods don't affect this.

Attack Power = Modded Str * (weapon power/100)

Mob %reduction = Mob Level/10 up to level 350, then mob level/5 for additional levels beyond that (caps at 45%)

Player %reduction = Total Armour Power (armour + accesories)/10 - the cap for this one is unknown, but presumed to be 50% (full accesories + 280 super armour). I'll confirm this when I know for sure.

----SPELLS---

The following is for the basic spell of each tree (Hydro Jet, Crumble, Shock, Firebolt, Vampiric Bite)

Water/Earth spell damage = INT*Rank Mod (rank mod ranges from 1 to 2 at realistic skill levels)

Fire spell damage = Rank Base + INT*Rank Mod (rank mod is low, ranging from 0.1 to 1 at realistic skill levels - Rank base is generally very high)

Lightning = INT*0.25, Damage cap = (Rank-1)*10 (exception of rank 1, which is a cap of 5)

Shadow = *work in progress*
« Last Edit: August 13, 2008, 10:03:20 PM by Lyrael » Logged
Lyrael
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« Reply #1 on: July 14, 2008, 12:03:04 PM »

http://spreadsheets.google.com/ccc?key=pbzZF6WsNLE7GwZvUYLcCQw&hl=en

Got bored, made a small widget for working out what spell rank you should be using for best efficiency. Its publically editable here and I have a private backup, but please don't screw with it outside of the intended use since I won't be fixing it myself unless i'm actively updating it. Its currently built for water mages, but should also work for earth. I'm working on seperate widgets for other trees. Feel free to make a copy of that one if you want.
« Last Edit: July 14, 2008, 12:34:19 PM by Lyrael » Logged
Keseka
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« Reply #2 on: July 14, 2008, 09:48:58 PM »

HP = Base+HPMods+((Level-1)*3)+(0.5*BaseDef) - note that def mods don't affect this.

Attack Power = Modded Str * (weapon power/100)

Mob %reduction = mob level/10 (caps at 45%)

The powers of observation never cease to amaze me. Useful post, I guess, for those that refuse to look around, though.
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Lyrael
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« Reply #3 on: July 15, 2008, 08:14:51 AM »

HP = Base+HPMods+((Level-1)*3)+(0.5*BaseDef) - note that def mods don't affect this.

Attack Power = Modded Str * (weapon power/100)

Mob %reduction = mob level/10 (caps at 45%)

The powers of observation never cease to amaze me. Useful post, I guess, for those that refuse to look around, though.

They were added for the sake of completion. I open the floor for further trolling.
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Lyrael
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« Reply #4 on: July 19, 2008, 05:13:20 AM »

http://spreadsheets.google.com/pub?key=pbzZF6WsNLE5BhNGHbxSLJw&gid=0

If anyone wants to see a list of spell caps and base damage that we have so far, nowhere near completion as you can see. (apart from Earth/Water, if you can't see the pattern by that point you never will.)
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JonnyMonroe
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« Reply #5 on: July 19, 2008, 06:04:32 AM »

Please note the tables above were done with relatively small samples and therefor may be a couple of % off. If I can get on the QMS today i'll get more samples (turn head, spit). If you want to help, PM me on here with some samples. What I need is spell rank, your INT, mobs defense, mobs %redux and hit value. At least 4 samples per rank per int value would be appreciated, and please try and make sure you're hitting below the cap for your rank or the sample is worthless  Cry
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Celestia
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« Reply #6 on: July 24, 2008, 07:53:15 PM »

Isn't there a chance to hit formula?  That's the one I'm most interested in.  I assumed and then someone told me that DEX affects chance to hit but none of the descriptions of DEX confirm that.  Or does it have more to do with attack skill?
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JonnyMonroe
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« Reply #7 on: July 24, 2008, 08:32:03 PM »

Isn't there a chance to hit formula?  That's the one I'm most interested in.  I assumed and then someone told me that DEX affects chance to hit but none of the descriptions of DEX confirm that.  Or does it have more to do with attack skill?

I have no data on DEX affecting dodge but I would assume its a simple mechanic of ratio; your dex versus mob dex. Considering the difficulty in getting reliable for given values, I think the best bet is to just track a lot of fights, dodge amounts and dex values and plot it all and see if theres some clear correlation.

I'll do it once this bug is fixed and find out for ya.
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Celestia
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« Reply #8 on: July 24, 2008, 08:40:53 PM »

I think I know what you're saying but just for clarification, when tyou say "dodge" i assume it's character dodge, but i mean hit chance.  That was what you were referring to, right?  As long as your dex is higher than the mobs your fighting, you would say you're ok?
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JonnyMonroe
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« Reply #9 on: July 24, 2008, 10:15:57 PM »

my interpretation of the notes for version 5.0 is that both you and the mob have a flat 5% chance to avoid damage, or 'miss'. After that, whichever of you has higher DEX gains additional 'dodge' chance whilst the other does not. (XXX is too dexteritous for you - note for the devs, dexteritous isn't a word. You want 'Dextrous'  Wink  )

This is all theory, mind, but I would imagin it to work something along these lines:

Yourdex:mobdex <---as ratio
2:1 = 10% for you to dodge
3:1 = 20% for you to dodge
6:1 = 50% for you to dodge
1.5:1 = 5% for you to dodge
1:1 = nobody dodges
1:2 = 10% for the mob to dodge YOU.

Thats my theory based on precicely 0 sample data, so really take it with a grain of salt. I think thats how the PATTERN might work but the hard numbers will almost certainly be different.
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Magical Trevor
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« Reply #10 on: April 11, 2009, 04:04:54 PM »

Thought this would be a good place to post this. Not really a formula per se...

The level of item drops is roughly 74%-75% of the monster's level. (Based off of four samplings from four different monster levels.)

The numbers I got ranged from 74.1% - 74.5%.

EDIT: To expand on this, I've continued to collect data and now have more than 40 samples. I haven't yet encountered two drops from the same level mob that are a different level, so there's not really a range.

The points of data I have now make a full range from 74.1% to 75%, and I have more 75% pieces of data than any other. I think it's safe to say, and I'm convinced that, monster drops are 75% of the monster's level.
« Last Edit: April 13, 2009, 05:36:59 AM by Magical Trevor » Logged
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