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Papanda

In-Game Math & Mechanics

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Hello, fellow forum members!
In this section, we explore key character stats, parameters, and abilities. Our goal is to explain how the game’s internal mechanics work and what truly determines your character’s performance. We begin with the core stats and their modifiers, then gradually move on to the underlying formulas. This knowledge will help you better understand and ultimately maximize your character’s potential. That said, it’s important not to get lost in the numbers. In real gameplay, it’s impossible to account for every variable or predict every situation. What matters most is understanding the general principle: nearly every stat bonus contributes in some way to your character’s effectiveness. The formulas presented here are not meant to turn the game into a math exercise, but rather to provide insight into how the mechanics function and to highlight the importance of different stats. At the end of the day, it’s still a game. Experience, situational awareness, and composure often have a greater impact than even the best equipment though having strong gear certainly helps.

For convenience, everything below is divided into clickable groups:

 

 

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Basic stats

Each basic parameter is responsible for its own indicators and is involved in various formulas. In addition to the direct influence on the character's indicators, there are modifiers that are subsequently used in formulas.

etc_str_hena_i02.pngSTR - Increases physical attack, increases the chance of a critical attack with a physical skill.

Hidden text

10 => 0.42
11 => 0.43
12 => 0.45
13 => 0.46
14 => 0.48
15 => 0.50
16 => 0.51
17 => 0.53
18 => 0.55
19 => 0.57
20 => 0.59
21 => 0.61
22 => 0.63
23 => 0.66
24 => 0.68
25 => 0.71
26 => 0.73
27 => 0.76
28 => 0.78
29 => 0.81
30 => 0.84
31 => 0.87
32 => 0.90
33 => 0.94
34 => 0.97
35 => 1.01
36 => 1.04
37 => 1.08
38 => 1.12
39 => 1.16
40 => 1.20
41 => 1.24
42 => 1.29
43 => 1.33
44 => 1.38
45 => 1.43
46 => 1.48
47 => 1.54
48 => 1.59
49 => 1.65
50 => 1.71
51 => 1.77
52 => 1.83
53 => 1.90
54 => 1.97
55 => 2.04

etc_dex_hena_i02.pngDEX - Increases attack speed, speed, physical critical strike chance, accuracy, evasion, shield block chance, blow/stab skill success chance, and critical strike chance with blow/stab skills.

Hidden text

10 => 0.92
11 => 0.93
12 => 0.94
13 => 0.94
14 => 0.95
15 => 0.96
16 => 0.97
17 => 0.98
18 => 0.99
19 => 1.00
20 => 1.01
21 => 1.01
22 => 1.02
23 => 1.03
24 => 1.04
25 => 1.05
26 => 1.06
27 => 1.07
28 => 1.08
29 => 1.09
30 => 1.10
31 => 1.11
32 => 1.12
33 => 1.13
34 => 1.14
35 => 1.15
36 => 1.16
37 => 1.17
38 => 1.18
39 => 1.19
40 => 1.20
41 => 1.21
42 => 1.22
43 => 1.24
44 => 1.25
45 => 1.26
46 => 1.27
47 => 1.28
48 => 1.29
49 => 1.30
50 => 1.32
51 => 1.33
52 => 1.34
53 => 1.35
54 => 1.36
55 => 1.38

etc_con_hena_i02.pngCON - Increases maximum HP\CP and their recovery speed, weight limit, resistance to stun, bleeding and poison.

Hidden text

10 => 0.59
11 => 0.61
12 => 0.63
13 => 0.65
14 => 0.67
15 => 0.69
16 => 0.71
17 => 0.73
18 => 0.75
19 => 0.77
20 => 0.80
21 => 0.82
22 => 0.85
23 => 0.87
24 => 0.90
25 => 0.93
26 => 0.95
27 => 0.98
28 => 1.01
29 => 1.04
30 => 1.07
31 => 1.10
32 => 1.14
33 => 1.17
34 => 1.21
35 => 1.24
36 => 1.28
37 => 1.32
38 => 1.36
39 => 1.40
40 => 1.44
41 => 1.48
42 => 1.53
43 => 1.58
44 => 1.62
45 => 1.67
46 => 1.72
47 => 1.77
48 => 1.83
49 => 1.88
50 => 1.94
51 => 2.00
52 => 2.06
53 => 2.12
54 => 2.18
55 => 2.25

etc_int_hena_i02.pngINT - Increases magic attack.

Hidden text

10 => 0.65
11 => 0.67
12 => 0.68
13 => 0.69
14 => 0.71
15 =>0.72
16 => 0.74
17 => 0.75
18 => 0.77
19 => 0.78
20 => 0.80
21 => 0.81
22 => 0.83
23 => 0.85
24 => 0.86
25 => 0.88
26 => 0.90
27 => 0.92
28 => 0.94
29 => 0.95
30 => 0.97
31 => 0.99
32 => 1.01
33 => 1.03
34 => 1.05
35 => 1.07
36 => 1.10
37 => 1.12
38 => 1.14
39 => 1.16
40 => 1.19
41 => 1.21
42 => 1.23
43 => 1.26
44 => 1.28
45 => 1.31
46 => 1.34
47 => 1.36
48 => 1.39
49 => 1.42
50 => 1.45
51 => 1.47
52 => 1.50
53 => 1.53
54 => 1.57
55 => 1.60

etc_wit_hena_i02.pngWIT - Increases casting speed and magic critical attack chance.

Hidden text

10 => 0.61
11 => 0.64
12 => 0.68
13 => 0.71
14 => 0.75
15 => 0.78
16 => 0.82
17 => 0.86
18 => 0.91
19 => 0.95
20 => 1.00
21 => 1.05
22 => 1.10
23 => 1.16
24 => 1.22
25 => 1.28
26 => 1.34
27 => 1.41
28 => 1.48
29 => 1.55
30 => 1.63
31 => 1.71
32 => 1.80
33 => 1.89
34 => 1.98
35 => 2.08
36 => 2.18
37 => 2.29
38 => 2.41
39 => 2.53
40 => 2.65
41 => 2.79
42 => 2.93
43 => 3.07
44 => 3.23
45 => 3.39
46 => 3.56
47 => 3.73
48 => 3.92
49 => 4.12
50 => 4.32
51 => 4.54
52 => 4.76
53 => 5.00
54 => 5.25
55 => 5.52

etc_men_hena_i02.pngMEN - Increases magical defense, maximum MP and its recovery speed, increases resistance to some debuffs, reduces the chance of spells being interrupted by damage received.

Hidden text

10 => 1.11
11 => 1.12
12 => 1.13
13 => 1.14
14 => 1.15
15 => 1.16
16 => 1.17
17 => 1.19
18 => 1.20
19 => 1.21
20 => 1.22
21 => 1.23
22 => 1.25
23 => 1.26
24 => 1.27
25 => 1.28
26 => 1.30
27 => 1.31
28 => 1.32
29 => 1.34
30 => 1.35
31 => 1.36
32 => 1.38
33 => 1.39
34 => 1.40
35 => 1.42
36 => 1.43
37 => 1.45
38 => 1.46
39 => 1.48
40 => 1.49
41 => 1.50
42 => 1.52
43 => 1.53
44 => 1.55
45 => 1.57
46 => 1.58
47 => 1.60
48 => 1.61
49 => 1.63
50 => 1.65
51 => 1.66
52 => 1.68
53 => 1.70
54 => 1.71
55 => 1.73

 

 

image.jpeg There is also a character level modifier mod_lvl

Hidden text

1 => 0.90
2 => 0.91
3 => 0.92
4 => 0.93
5 => 0.94
6 => 0.95
7 => 0.96
8 => 0.97
9 => 0.98
10 => 0.99
11 => 1.00
12 => 1.01
13 => 1.02
14 => 1.03
15 => 1.04
16 => 1.05
17 => 1.06
18 => 1.07
19 => 1.08
20 => 1.09
21 => 1.10
22 => 1.11
23 => 1.12
24 => 1.13
25 => 1.14
26 => 1.15
27 => 1.16
28 => 1.17
29 => 1.18
30 => 1.19
31 => 1.20
32 => 1.21
33 => 1.22
34 => 1.23
35 => 1.24
36 => 1.25
37 => 1.26
38 => 1.27
39 => 1.28
40 => 1.29
41 => 1.30
42 => 1.31
43 => 1.32
44 => 1.33
45 => 1.34
46 => 1.35
47 => 1.36
48 => 1.37
49 => 1.38
50 => 1.39
51 => 1.40
52 => 1.41
53 => 1.42
54 => 1.43
55 => 1.44
56 => 1.45
57 => 1.46
58 => 1.47
59 => 1.48
60 => 1.49
61 => 1.50
62 => 1.51
63 => 1.52
64 => 1.53
65 => 1.54
66 => 1.55
67 => 1.56
68 => 1.57
69 => 1.58
70 => 1.59
71 => 1.60
72 => 1.61
73 => 1.62
74 => 1.63
75 => 1.64
76 => 1.65
77 => 1.66
78 => 1.67
79 => 1.68
80 => 1.69
81 => 1.70
82 => 1.71
83 => 1.72
84 => 1.73
85 => 1.74
86 => 1.75
87 => 1.76
88 => 1.77
89 => 1.78
90 => 1.79
91 => 1.80
92 => 1.81
93 => 1.82
94 => 1.83
95 => 1.84
96 => 1.85
97 => 1.86
98 => 1.87
99 => 1.88

image.png Experience gained depending on the level difference between the character and the monster:

Hidden text
Level difference between
monster and player
(monster level minus player level)
 

Experience penalty
(levels 1–77)

Experience penalty
(levels 78+)

Drop and spoil penalty
(all levels)
+15 and more    85 - 95% 95% 95%
+14    80% 90% 90%
+13    75% 85% 80%
+12    70% 80% 70%
+11    65% 75% 60%
+10    60% 70% 50%
+9    50% 65% 40%
+8    40% 60% 30%
+7    30% 50% 20%
+6    15% 40% 10%
+5    0% 30% 0%
+4    0% 15% 0%
+3    0% 0% 0%
+2    0% 0% 0%
+1    0% 0% 0%
0    0% 0% 0%
-1    0% 0% 0%
-2    0% 0% 0%
-3    0% 0% 0%
-4    0% 0% 0%
-5    0% 15% 0%
-6    0% 30% 10%
-7    15% 40% 20%
-8    30% 50% 30%
-9    40% 60% 40%
-10    50% 65% 50%
-11    60% 70% 60%
-12    65% 75% 70%
-13    70% 80% 80%
-14    75% 85% 90%
-15 and more    80-95% 90 - 95% 95%

image.png Amount of experience required to gain levels: 

Hidden text
Level Experience total Experience
to level
Level Experience total Experience
to level
Level Experience total Experience
to level
1 0 0 31 5.231.246 675,450 61 146.308.200 19,798,547
2 68 68 32 5,981,576 750.330 62 167.244.337 20.936.137
3 363 295 33 6.812.513 830.937 63 189.364.894 22.120.557
4 1.168 805 34 7.730.044 917.531 64 212.717.908 23.353.014
5 2.884 1.716 35 8.740.422 1.010.378 65 237.352.644 24.634.736
6 6.038 3.154 36 9.850.166 1.109.744 66 271.975.263 34.622.619
7 11.287 5.249 37 11.066.072 1.215.906 67 308.443.198 36,467,935
8 19.423 8.136 38 12.395.215 1.329.143 68 346.827.154 38.383.956
9 31.378 11.955 39 13,844,951 1,449,736 69 387.199.547 40.372.393
10 48.229 16.851 40 15,422,929 1,577,978 70 429.634.523 42,434,976
11 71.202 22,973 41 17.137.087 1.714.158 71 474.207.979 44.573.456
12 101,677 30.475 42 18,995,665 1,858,578 72 532.694.979 58,487,000
13 141.193 39.516 43 21.007.203 2.011.538 73 606.322.775 73,627,796
14 191.454 50.261 44 23.180.550 2.173.347 74 696.381.369 90.058.594
15 254.330 62,876 45 25,524,868 2.344.318 75 804.225.364 107.843.995
16 331,867 77,537 46 28.049.635 2,524,767 76 931.275.828 127.050.464
17 426.288 94.421 47 30,764,654 2.715.019 77 1.151.275.834 220.000.006
18 540,000 113.712 48 33.680.052 2.915.398 78 1.511.275.834 360,000,000
19 675,596 135,596 49 36.806.289 3.126.237 79 2.099.275.832 587,999,998
20 835.862 160.266 50 40.154.162 3,347,873 80 4,200,000,000 2.100.724.168
21 1,023,784 187,922 51 45.525.133 5,370,971 81 6,300,000,000 2,100,000,000
22 1.242.546 218,762 52 51.262.490 5,737,357 82 8,200,000,000 1,900,000,000
23 1,495,543 252,997 53 57.383.988 6.121.498 83 11,844,000,000 3,644,000,000
24 1,786,379 290.836 54 63.907.911 6,523,923 84 15,472,880,000 3,628,880,000
25 2.118.876 332.497 55 70.853.089 6.945.178 85 19,827,440,000 4,354,560,000
26 2.497.077 378.201 56 80.700.831 9.847.742
27 2,925,250 428.173 57 91.162.654 10.461.823
28 3,407,897 482,647 58 102.265.881 11.103.227
29 3,949,754 541,857 59 114.038.596 11,772,715
30 4,555,796 606.042 60 126.509.653 12.471.057

image.png Party bonuses:

  • The party bonus is the experience a player receives for being in a group:
    • There is less benefit from leveling up in groups of up to 5 people (the maximum bonus is absent in a group of 2-3 characters);
    • There is more benefit from leveling in groups of 6 or more people (the maximum bonus is in a group of 8-9 characters).
       

skill4111.png RB penalties:

  • Gaining experience is similar to gaining experience from monsters (indicated in the table above);
  • Receiving drops without penalty: -9 / +5 levels relative to the RB level.
    • If your character's level is higher than the RB's level - no penalty up to a difference of 9 levels (inclusive);
    • If the RB level is higher than your character's level by:
      • 1..5 levels - no penalty;
      • For 6 levels - 20% penalty;
      • For 7 levels - 40% penalty;
      • For 8 levels - 60% penalty;
      • For 10 levels - 80% penalty;
      • At 11 or more levels = complete absence of drops.
    • Example:

 

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Character characteristics

First, let's look at character stats, which depend on your buffs, equipment, profession or race.

skill1416.pngMaximum CP

  • Calculated by the formula MAX CP = base * mod_con * sevens_mod * mod_per + mod_diff
Hidden text

base - The base indicator for the profession and level. Parameter specified in the server scripts.
sevens_mod - Upon victory of the Seal of Discord, 1.1 - for winners, 0.9 - for others, otherwise 1.
mod_per - Skills/items that affect the Max CP indicator as a percentage, for example, skill1416.pngPa'agrio's Fist.
mod_diff - Skills/items that affect the Max CP indicator in units, for example, etc_stripe_shirts_s_i05.pngStriped Mithril Shirt or the bonus from LS.
mod_con - Con modifier, can be found under the spoiler in the first post.

skill1045.pngMaximum HP

  • Calculated by the formula MAX HP = base * mod_con * mod_per + mod_diff
Hidden text

base - The base value for the profession and level. Parameter specified in server scripts.
mod_per - Skills/items that affect Max HP as a percentage, such as skill1045.pngBlessed Body.
mod_diff - Skills/items that affect Max HP in units, such as an HP shirt or an enhancement bonus.
mod_con - Con modifier, see spoiler in the first post.

skill1048.pngMaximum MP

  • Calculated by the formula MAX MP = base * mod_men * mod_per + mod_diff
Hidden text

base - The base value for the profession and level. Parameter specified in server scripts.
mod_per - Skills/items that affect Max MP as a percentage, such as skill1048.pngBlessed Soul.
mod_diff - Skills/items that affect Max MP in units, such as etc_stripe_shirts_s_i05.pngStriped Mithril Shirt or the LS bonus.
mod_men - Men's modifier, can be found under the spoiler in the first post.

skill1305.pngCP regeneration

  • Calculated by the formula Regeneration CP = base * mod_lvl * mod_con * state * mod_per + mod_diff
Hidden text

base - The base indicator for the profession and level. Parameter specified in the server scripts
State:
Run = x0.7
Walk = x1.0
Stand = x1.1
Sit = x1.5

mod_per - Skills/items that affect the regeneration rate as a percentage
mod_diff - Skills/items that affect the regeneration rate in units, for example, the bonus from HP
mod_con - Con modifier, can be found under the spoiler in the first post
mod_lvl - Level modifier, can be found under the spoiler in the first post

skill0212.pngHP regeneration

  • Calculated by the formula : Regeneration HP = base * mod_lvl * mod_con * state * mod_per + mod_diff
Hidden text

base - The base indicator for the profession and level. The parameter specified in the server scripts
State:
Run = x0.7
Walk = x1.0
Stand = x1.1
Sit = x1.5

mod_per - Skills/items that affect the regeneration rate as a percentage, for example, the skill1044.pngRegeneration buff
mod_diff - Skills/items that affect the regeneration rate in units, for example, the passive skill Regeneration or the bonus from LS
mod_con - Con modifier, can be found under the spoiler in the first post
mod_lvl - Level modifier, can be found under the spoiler in the first post

skill1047.pngMP regeneration

  • Calculated by the formula Regeneration MP = [base * mod_lvl * mod_men * state * mod_per + mod_diff] * sigil_mastery 
Hidden text

base - The base indicator for the profession and level. The parameter specified in the server scripts
State:
Run = x0.7
Walk = x1.0
Stand = x1.1
Sit = x1.5

mod_per - Skills/items that affect the regeneration rate as a percentage, for example the skill1355.pngProphecy of Water buff
mod_diff - Skills/items that affect the regeneration rate in units, for example the passive skill skill1047.pngMana Regeneration or the bonus from LS
mod_men - Men modifier, can be found under the spoiler in the first post
mod_lvl - Level modifier, can be found under the spoiler in the first post
sigil_mastery 

skill1068.pngPhysical attack

  • Calculated by the formula pAtk = weaponPAtk * mod_lvl * mod_str * mod_per + mod_diff
Hidden text

weaponPAtk - Weapon's physical attack value
mod_per - Skills/items that affect the weapon's physical attack value as a percentage, such as the skill1068.pngMight
buff mod_diff - Skills/items that affect the weapon's physical attack value in units, such as the HP bonus
mod_str - Str modifier, see spoiler in the first post
mod_lvl - Level modifier, see spoiler in the first post

skill1059.pngMagic attack

  • Calculated by the formula mAtk = weaponMAtk * mod_lvl^2 * mod_int^2 * mod_per + mod_diff
Hidden text

weaponMAtk - Weapon's magical attack value
mod_per - Skills/items that affect magical attack value as a percentage, such as the skill1059.pngEmpower buff
mod_diff - Skills/items that affect magical attack value in units, such as the HP bonus
mod_int - INT modifier, see spoiler in the first post
mod_lvl - Level modifier, see spoiler in the first post

skill1040.pngPhysical defense

  • Calculated by the formula pDef = (4 + ArmorPDef) * mod_lvl * mod_per * pvp_bonus + mod_diff
Hidden text

ArmorPDef - Sum of armor's physical defense indicators
mod_per - Skills/items that affect physical defense as a percentage, such as skill1040.pngthe Shield buff
mod_diff - Skills/items that affect physical defense in units, such as the HP bonus
pvp_bonus - Multiplication of PvP defensive bonuses, such as belt inserts
mod_lvl - Level modifier, see spoiler in the first post

skill1036.pngMagical defense

  • Calculated by the formula mDef = accMDef * mod_lvl * mod_men * mod_per * pvp_bonus + mod_diff
Hidden text

accMDef - Sum of jewelry magical defense indicators
mod_per - Skills/items that affect magical defense indicator in percentage terms, for example, skill1036.pngthe Magic Barrier buff
mod_diff - Skills/items that affect magical defense indicator in units, for example, the LS bonus
pvp_bonus - Multiplication of PvP defensive bonuses, for example, belt inserts
mod_lvl - Level modifier, can be found under the spoiler in the first post
mod_men - Men modifier, can be found under the spoiler in the first post

  • Mage defense of empty jewelry slots:
    • 9 - earrings
    • 5 - rings
    • 13 - necklace

skill1240.pngAccuracy

  • Calculated by the formula Accuracy = sqrt(DEX) * 6 + level_bonus + mod_diff
Hidden text

sqrt(DEX) - Square root of the Dex value .
level_bonus - Level bonus. From levels 1 to 70 inclusive, it gives +1 per level, from 71 to 78 it gives +2 per level, from 79 to 85 it gives +3 per level .
mod_diff - Other bonuses. Buffs, passive skills, clan skills, set bonuses.

skill1087.pngEvasion

  • Calculated by the formula Evasion = sqrt(DEX) * 6 + level_bonus + mod_diff 
Hidden text

sqrt(DEX) - Square root of the Dex value .
level_bonus - Level bonus. From levels 1 to 70 inclusive, it gives +1 per level, from 71 to 78 it gives +2 per level, from 79 to 85 it gives +3 per level .
mod_diff - Other bonuses. Buffs, passive skills, clan skills, set bonuses.

skill0111.pngSkill evasion

Hidden text

All skill evasion bonuses stack and work cumulatively. If you have two or more skills with this bonus, for example, skill0111.pngUltimate Evasion level 1 (25% skill evasion chance) and skill0769.pngWind Riding level 1 (50% skill evasion chance), the total evasion chance will be 75%.
The "Evasion" parameter is not related to the chance to evade skills and does not affect the chance.
If you used skill0769.pngWind Riding
 level 2 (75% skill evasion), there is little point in using additional self-effects like skill0111.pngUltimate Evasion simultaneously due to the upper limit of 80%. A more beneficial option would be to use them sequentially.

*Minimum skill evasion threshold is 0%
**Maximum evasion threshold is 80%. If the sum of the effects is above 80%, the effect will still work with an 80% chance.
***Evasion is only possible from skills that deal damage without additional effects.

  • skill0997.pngCrushing Strike and skill1339.pngFire Vortex are abilities that cannot be dodged.
  • skill0315.pngCrush of Doom and skill1235.pngHydro Blast - dodgeable

skill1077.pngChance to deal physical critical damage

  • Calculated by the formula pCritical = weaponCrit * mod_dex * (1 + mod_per) + mod_dif
Hidden text

weaponCrit - Base critical strike chance of a weapon
mod_per - Skills/items that affect the physical critical strike chance as a percentage, such as skill1077.pngthe Focus buff
mod_diff - Skills/items that affect the physical critical strike chance in units, such as the HP bonus or set bonus
mod_dex - Dex modifier, can be found under the spoiler in the first post

Basic values of physical. weapon crit:
weapon_type=sword critical=80
weapon_type=blunt critical=40
weapon_type=dagger critical=120
weapon_type=bow critical=120
weapon_type=pole critical=80
weapon_type=dualfist critical=40
weapon_type=fist critical=40
weapon_type=dual critical=80
weapon_type=crossbow critical=100
weapon_type=ancientsword critical=80
weapon_type=rapier critical=100
weapon_type=etc. critical=80
weapon_type=dualdagger critical=120
weapon_type=dualblunt critical=60

Some clarifications:

  • Physical Critical Chance only applies to normal weapon attacks.
  • In the character status window, this indicator is displayed in units, where 1000 units corresponds to 100%, i.e. 10 units = 1%
  • There is a cap on critical hit chance, it is 500 units or 50%
  • Considering that there are skills like skill1364.pngEye of Pa'agrio, it makes sense to increase the critical attack chance above 500 in stats, since "capping" occurs last.

skill1303.pngMagic critical chance

  • Calculated by the formula mCritical = mod_wit * 5 * mod_per + mod_diff
Hidden text

mod_per - Skills/items that affect the magic critical strike chance as a percentage, such as dominance_32.pngthe Rhythm of Dominance buff
mod_diff - Skills/items that affect the magic critical strike chance in units, such as skill1303.pngWild Magic
mod_wit - Wit modifier, see under the spoiler in the first post
*Base magic critical strike damage multiplier in PVP - x2.5
*Base magic critical strike damage multiplier in PVE - x3
**Minimum magic critical strike chance - 0
**Maximum magic critical strike chance - 25%
**Base magic critical strike chance - 5%

skill1086.pngAttack speed

  • Calculated by the formula pSpd = attack_speed * mod_dex * mod_per + mod_diff
Hidden text

attack_speed - Weapon attack speed
mod_per - Skills/items that affect attack speed as a percentage, such as the skill1086.pngHaste buff
mod_diff - Skills/items that affect magic attack speed in units
mod_dex - Dex modifier, see spoiler in the first post

Weapon Attack Speed:
433 - Very Fast
379 - Fast
325 - Normal
293 - Slow
227 - Very Slow
300 - Unarmed

Number of hits per second (for dual weapons 2 times more often)
hit_per_second = 1000 / delay
delay
- Delay between hits (lower cap = 333)

For normal weapons:
delay (500,000 / pSpd)

For bows:
delay (reuse_delay * 666 * 227 / attack_speed / pSpd) - 75 .
reuse_delay and attack_speed - Parameter specified in server scripts

skill1085.pngSpell casting speed

  • Calculated by the formula mSpd = 333 * mod_wit * mod_per + mod_diff
Hidden text

mod_per - Skills/items that affect spell casting speed as a percentage, such as the skill1085.pngAcumen buff
mod_diff - Skills/items that affect magic spell casting speed in units
mod_wit - Wit modifier, see spoiler in the first post

skill0297.pngSkill casting time

  • For physical ones, it is Calculated by the formula CastTime = skill_hit_time / (pSpd/333)
Hidden text

pSpd - Character's physical attack speed
skill_hit_time - Specified in the skill description
*Please note that some skills may have a static cast time.
**The base cast time for a skill is displayed in the skill information in the client. 

  • For magic, it is Calculated by the formula CastTime = skill_hit_time / (mSpd/333) / SS
Hidden text

SS - Blessed SpiritShot - if enabled = 1.5, if not = 1
mSpd - Character spell casting speed
skill_hit_time - Specified in the skill description
*Please note that some skills may have a static casting time.
**The base skill casting time is displayed in the client in the skill information. 

skill1204.pngMovement speed

  • Calculated by the formula Spd = base * mod_dex * mod_per + mod_diff
Hidden text

base - Parameter specified in server scripts
mod_per - Skills/items that affect the speed indicator as a percentage, for example, skill1363.pngthe Chant of Victory buff
mod_diff - Skills/items that affect the speed indicator in units, for example, skill1204.pngWind Walk
mod_dex - Dex modifier, can be found under the spoiler in the first post

*Running speed cap is 250 units
** There are skills that allow you to “break through” this cap, such as stone_8_i00.pngetc_level_panel_lv3.pngUnlimited Running

 

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Shield Block / Magic Resistance

skill1243.pngShield block rate

  • Calculated by the formula Chance = shieldRate * mod_DEX * mod_per + weapon_type
Hidden text

shieldRate - Chance to block with an equipped shield. All shields have a 20% chance.
mod_per - Skills/items that affect the shield block chance as a percentage, such as skill1243.pngthe Bless Shield buff.
weapon_type - Bonus chance depending on damage type: +30 for arrows, +12 for knife damage.
mod_dex - Dex modifier, see spoiler in the first post.

Example:

A 30 Dex mage with a shield equipped and a buffed skill1243.pngBless Shield being shot at by an archer.
The block chance is 20 * 1.1 * 1.3 + 30 = 58.6%.

skill1304.pngShield block power 

  • Calculated by the formula Shield Defense = base_shield_pdef * mod_per + mod_diff
Hidden text

base_shield_pdef - Physical defense of the equipped shield
mod_per - Skills/items that affect the shield's blocking power as a percentage, such as skill1304.pngthe Advanced Block buff
mod_diff - Skills/items that affect the shield's blocking power in units

When blocking physical damage, the character's shield defense is added to the physical defense, i.e. your actual physical defense is increased by the value indicated on the shield, enhanced by the mod_per and mod_diff parameters
P.Def = P.Def + Shield Defense


Example:
A mage with an shield_imperial_crusader_shield_i00.png Imperial Crusader Shield equipped and buffed with skill1304.pngAdvanced Block has a physical defense of 1400. Let's figure out what it will be when the shield is triggered.
290 x 1.5 + 0 = 435. Add this to the mage's physical defense, and we get 1400 + 436 = 1836. Damage will be calculated based on this defense when the block is triggered.

A shield can also block incoming magical nukes, such as a sorceress's Prominence or a SH's Hurricane. Nukes that hit a character from above or below, such as Hydroblast, are unblockable.
When blocking magical damage, the shield's defense is added to the character's magical defense, meaning your actual magical defense is increased by the value indicated on the shield, plus mod_per and mod_diff.

M.Def = M.Def + Shield Defense

skill0153.pngPerfect shield block

  • Calculated by the formula PerfectBlock = 2 * mod_dex
Hidden text

When a perfect shield block is triggered, the character takes 1 damage.
mod_dex - Dex modifier, see under the spoiler in the first post. 

Example 1:
Our character has 35 DEX, the chance of a perfect block will be 2*1.15=2.3%

skill0146.pngFull and partial resistance to magic

  • Calculated by the formula Chance = 0.5 * mod_per + level_diff for total resistance 
  • Calculated by the formula Chance = 5 * mod_per + level_diff  for partial resistance (half damage)
Hidden text

level_diff = 3 * (Level of the attacked - Level of the attacker)
If level_diff is less than or equal to 0, then we substitute level_diff = 0 into the formula.
If level_diff is greater than zero, then we substitute the resulting value into the formula. level_diff = level_diff
mod_per - Skills\items that affect the magic resistance chance indicator in percentage terms; if there are none, we substitute 1.

Example:
A level 60 mage attacks a level 72 character without any additional resistance buffs. Calculate the chance of partial resistance:
5*1+(3*(72-60))=41%.

Example 2:
A level 80 character attacks another level 80 character equipped with shield_imperial_crusader_shield_i00.png the Imperial Crusader Shield, which provides a +2 chance to resist magic.
The resulting chance is calculated as follows: 0.5 x 1 + 2 = 2.5%.

 

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Skills: Damage, Efficiency, Cooldown, MP Consumption

skill0315.pngPhysical skill damage 

  • Calculated by the formula Damage = 77 * (power + pAtk) * SS / pDef
Hidden text

power - Power of physical skill
pAtk - Physical attack of the character
SS - If soushlots are on, then = 2, if off, then = 1
pDef - Physical defense of the attacked target

Example:
A Warlord with 2222 physical attack and shots on deals skill0921.png Cursed Pierce to a Mage with 1500 physical defense.
77*(3849+2222)*2/1500=623

skill0050.pngDamage from charge-based skills

  • Calculated by the formula Damage = 77 * (power + pAtk) * SS * chrgBonus / pDef
Hidden text

chrgBonus = 0.8 + 0.2 * Charge level
power
- Strength of physical skill
pAtk - Physical attack of the character
SS - If soushlots are enabled, then = 2, if disabled, then = 1
pDef - Physical defense of the attacked target

Example:
Tyrant with 2345 physical attack, shots enabled, and a charge level 7 deals skill0284.png Hurricane Assault to a mage with 1500 physical defense.
77*(3196+2345)*2*(0.8+0.2*7)/1500=1251

skill0030.pngDamage with dagger skills (blow\stab)

  • Calculated by the formula  Damage = 77 * (power + pAtk + staticCritDmg) * SS * mod_per / pDef 
Hidden text

power - Strength of a physical skill
pAtk - Physical attack of a character
staticCritDmg - Static bonus to physical attack during a critical hit, for example CA Critical Damage
SS - If soushlots are enabled, then = 1.5, if disabled, then = 1
pDef - Physical defense of the attacked target
mod_per - Skills/items that affect the critical attack power indicator in percentage terms, for example the skill1242.pngDeath Whisper buff

Example:
Dagger, physical attack 1234, buff skill1242.pngDeath Whisper with shots enabled and equipped weapon_naga_storm_i01.pngNaga Storm deals skill0263.pngDeadly Blow to a mage with 1500 physical defense.
77 * (5479 + 1234 + 201) * 1.5 * 1.35 / 1500 = 718

skill1340.pngDamage from magical skills

  • Calculated by the formula  Damage = 91 * sqrt(mAtk) * sqrt(SS) * power * soul_bonus / mDef 
Hidden text

soul_bonus = 1 + soul_count * 0.06
soul_count
- Number of souls spent on the skill (max. 5 souls), = 0 if there are no souls, or the skill does not use them
sqrt(mAtk) - Square root of the magical attack
SS - spiritshot_bonus = 1 with disabled, 2 with spiritshot, 4 with blessed spiritshot
power - Strength of the magical skill
mDef - Magical defense of the attacked character

For Curse Death Link, multiply by the modifier:
mult_power = (maxHP - HP) / maxHP * 1.8

Example:
MM, with a magic attack of 4321, who hits skill1235.pnga Hydro Blast target with a def of 1000, the spiritshots are on.
91 * 65.7 * 2 * 108 * 1/1000 = 1291

skill1398.pngMP Burn in PVP

  • Calculated by the formula Damage = 1.41 * power * cbrt(mAtk) * cbrt(SS) * sqrt(maxMp) / mDef
Hidden text

power - Skill power
cbrt(mAtk) - Cube root of magical attack
SS - spiritshot_bonus = 1 with disabled, 2 with spiritshot, 4 with blessed spiritshot
sqrt(maxMp) - Square root of target's maximum MP
mDef - Magical defense of the attacked character

Example:
EE with 2222 magic attack, with spiritshots enabled, uses the skill1398.pngMana Burn skill on a target with 1000 magic defense and 3456 mana pool.
1.41 * 162 * 13 * 1.58 * 15.1 \ t1000 = 71

skill1398.pngMP Burn in PVE

  • Calculated by the formula Damage = 45.48 * power * sqrt(mAtk) * sqrt(SS) / mDef
Hidden text

sqrt(mAtk) - Square root of magic attack
sqrt(SS) - Square root of spiritshot bonus (spiritshot_bonus = 1 with disabled, 2 with spiritshot, 4 with blessed spiritshot)
power - Power of magic skill
mDef - Magic defense of the attacked character

Example:
Bishop with 3333 magic attack and spiritshots enabled uses skill1398.pngthe Mana Burn skill on a mob with 1000 magic defense
45.48*162*57.7*2/1000=850

skill1307.pngHealing effectiveness

  • Calculated by the formula Heal HP = (power + sqrt(mAtk)) * SS * mod_per + mod_diff
Hidden text

power - Magic skill power
sqrt(mAtk)  - Square root of the healing character's magical attack
SS - Blessed Spiritshot - if enabled = 1.5, if not = 1
mod_per - Skills/items that affect healing effectiveness as a percentage, such as skill1307.pngthe Prayer buff
mod_diff - Skills/items that affect healing effectiveness in units

*A very important point is how effects that increase healing power work. They only work on incoming healing. So, if this effect is affecting you (LS, Epic Jewelry), then your healing will also increase. 
**

Example:
Bishop with a magic attack of 2222 and spiritshots turned on heals skill1401.png a party member with Major Heal under skill1307.pngPrayer 
(946+47)*1.5*1.12+0=1668

skill0285.pngMP recovery efficiency

  • Calculated by the formula  Heal MP = power + p_mana_charge
Hidden text

power - Skill power
p_mana_charge - Skills that affect mana recovery in units, such as skill0285.pngHigher Mana Gain

Please note that there is a cap on one-time mana restoration.

Max heal MP = power * 1.7
power
- Skill power

Example :
EE uses skill1013.pngRecharge on a mage with the maximum level of skill0285.pngthe Higher Mana Gain skill
: 136+81=217

skill1397.pngMP consumption by skills

  • Calculated by the formula skill_cost = (mp_consume2 * mod_clarity * song_penalty) + mp_consume1
Hidden text

mp_consume2 + mp_consume1 - specified in the skill description, most often this is an 80/20 ratio. Some skills only have mp_consume1, like skill0793.pngRush Impact, which is why clarity effects do not work on it.
mod_clarity = The sum of all effects that reduce/increase mana consumption for a specific skill type (physical/magic/dance or song), for example, 30% + 30% = 0.7 * 0.7 = 0.49
song_penalty = Usually = 1, if it is a dance or song, then song_penalty = 1 + (song * 0.5) , where song is the number of songs/dances already applied

Example:
When using a physical skill with  mp_consume2 = 100, mp_consume1 = 10 and skill1397.pngClarity buff,  the final mana cost will be (100*0.7*1)+10=80

skill0312.pngMP consumption by toggle

  • Calculated by the formula cost = level / 2.5 * c_mp_by_level
Hidden text

c_mp_by_level - Toggle's base mana consumption, can be found in Skilldata.txt
level - Character level

There are plans to add c_mp_by_level to skill descriptions soon. 

Example:
With toggle enabled with c_mp_by_level = 0.4, on a character at level 80, the consumption will be
80/2.5*0.4=12.8, the consumption is indicated for 5 server ticks lasting 0.666 sec, i.e. 12.8 mana in 3.33 seconds

clarity_32.pngSkill cooldown

  • Calculated by the formula Reuse = reuse_delay * mod_refresh
Hidden text

reuse_delay = Basic skill cooldown, indicated on the skill or can be found in Skilldata.txt
mod_refresh = Multiplied effects affecting the cooldown of a specific type of skill.

Example:
The Mage casts skill1417.pngAura Flash, the Mage is affected by skill11372.pngGift of Seraphim, don't forget about the skill0164.pngQuick Recycle passive
4.5*0.65*0.8=2.34

*Also, don't forget about debuffs; they work both ways. For example, skill1248.pngSeal of Suspension increases cooldown. Since this skill increases cooldown by 200%, its mod_refresh will be 2.
**Always pay attention to the type of skills the buff affects. For example, skill11372.pngGift of Seraphim  reduces the cooldown of magical skills only, while ls_refresh.pngItem Skill: Skill Refresh only reduces the cooldown of physical skills.

skill0297.pngSkill casting time

  • For physical, it is Calculated by the formula CastTime = skill_hit_time / (pSpd/333)
Hidden text

pSpd - Character's physical attack speed
skill_hit_time - Can be found in the client or in the skilldata.txt file (search for HF, some skills have been changed)
*Please note that some skills may have a static cast time.
**The base skill cast time is displayed in the client in the skill information (the time specified in skilldata.txt is shown)

Example:
Destroyer deals skill0315.pngCrush of Doom, attack speed 817
2.7/(817/333)=1.1

  • For magic, it is Calculated by the formula CastTime = skill_hit_time / (mSpd/333) / SS
Hidden text

SS - Blessedal SpiritShot - if enabled = 1.5, if not = 1
mSpd - Character's spell casting speed
skill_hit_time - Can be found in skilldata.txt (search for HF, some skills have been changed)
*Please note that some skills may have a static casting time.
**The base skill casting time is displayed in the skill information in the client (the time specified in skilldata.txt is shown)

Example:
Wark with a casting speed of 1231 uses skill1006.pngChant of Fire, shots enabled.
2.5/(1231/333)/1.5 = 0.45

 

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Success rates

skill1263.pngApply chance of negative spells (debuffs)

  • Calculated using a seemingly scary formula: Chance = (30 + clamped_dl * lv_bonus_rate + activate_rate - basic_property_value) * magic_multiplier * trait_res_multiplier * debuff_res_multiplier * attribute_part / trait_atk_multiplier 
Hidden text

*The maximum number of slots for debuffs is 10
**Character resistance (buffs, equipment bonuses) reduces the duration of the debuff
***At the Interlude and Gracia stage:

  • Minimum chance of passing - 0%
  • Maximum chance of passing is 95%

***At the HF and MWE stage:

  • Minimum chance of passing is 10%
  • Maximum chance of passing is 90%

This formula won't be useful to most players, as many of the variables are unknown in combat conditions (target resistance/level, magic defense, etc.). The formula itself and modifiers are provided to understand the dynamics of the change in the chance of passing due to changes in variables, so that players understand where to spend resources first for maximum efficiency.

clamped_dl:

Hidden text

clamped_dl = magic_level - target_level + 3
magic_level — Magic level of the debuff, specified in the client (usually equal to the level of study, changes when sharpening)
target_level — Target level

If clamped_dl is greater than zero, then clamped_dl = clamped_dl.
If clamped_dl is less than or equal to zero, then clamped_dl = 0.

lv_bonus_rate — Parameter specified in server scripts.
activate_rate  — Basic chance of completion. Parameter specified in server scripts.
basic_property_value  — Basic CON/MEN/STR parameter of the target. Specified in the debuff description.
magic_multiplier skill:

Hidden text

If it's a physical skill or LS, then magic_mulplier = 1.
If it's a magical skill, then magic_multiplier = 11 * sqrt(spiritshot_bonus * matk) / mdef.
sqrt  is the square root of what's in brackets.
spiritshot_bonus  is 1 without shots, 2 with spiritshot, 4 with blessed spiritshot.
matk  is the caster's magical attack.
mdef  is the target's magical defense.

trait_res_multiplier: 

Hidden text

trait_res_multiplier = 1 / resist 
trait_res_multiplier 
— The target's resistance to a certain type of debuff

debuff_res_multiplier: 

Hidden text

debuff_res_multiplier = (100 - debuff) / 100
debuff_res_multiplier 
— Target resistance to all types of debuffs

attribute_part - Specified as a coefficient, 10% = 1.1, 20% = 1.2... 90% = 1.9
trait_atk_multiplier:

Hidden text

trait_atk_multiplier  — Bonus to the attacker's chance of passing a certain debuff from equipment/abilities. Without bonuses, it's equal to 1.
trait_atk_multiplier = (100 - epic_per) / 100.
epic_per  — Percentage specified in the skill or item.
For example, Bless Zaken and Antaras earrings each add 30% to the stun chance:
trait_atk_multiplier = ((100 - 30) / 100) * ((100 - 30) / 100) = 0.49

skill1056.pngCanceling positive effects: Ban, Cancel, Block.

  • Calculated by the formula Chance = 2 * (difference in magic levels between cancellation and the buff being removed) + base chance (25 for cancellation) + (buff duration) / 120000.  Chance is calculated for each buff separately using the formula above.
Hidden text

Given the influence of both the Cancel's magic level and the effect being removed, skill enchant is crucial for both removing positive effects and protecting against cancellation.
When applying a skill, the calculations for each specific buff are performed from the end to the beginning. If a character has a full buff, in most cases, the maximum number of positive effects will be canceled due to their large number. This means that the effectiveness of resistance to canceling positive skills decreases as the number of buffs on the character increases. There are a number of exceptions; some skills cannot be canceled, for example, skill1557.pngServitor Share
*Minimum chance of cancellation: 25%
*Maximum chance of cancellation: 75%
**Rhythm counts as 2 buffs.
Example of skills that increase resistance to spell cancellation.

  • skill0110.pngUltimate Defense
  • skill0111.pngUltimate Evasion
  • skill1362.pngChant of Spirit
  • skill1374.pngHeroic Valor

Important!!!
100% cancel resistance is calculated like this:

If the base cancel chance is 60% and the target has 100% resistance and all other variables do not affect, then the final chance will be 30%.

Example:
A level 74 mage casts a cancel on a target. Let's consider the chance to remove the last skill1242.pngDeath Whisper buff on the list:
2*(74-56)+(25)+1200/120000=61%.

skill1078.pngChance of interrupting spell casting with damage dealt

  • The chance is equal to % of the damage dealt from your character's Max HP.
Hidden text

Example:
You're a mage with 6,000 HP. You take 2,000 damage while casting a spell.
6,000/100 = 60 - we know that 1% of your HP pool = 60 HP. Next, divide 2,000/60 = 33.333, meaning you've found the % of damage received from your total HP and the base chance of interrupting the spell.

Let's look at how Concentration works, using the example above and a 33.3% chance of interrupting the spell. Concentration gives a -53% chance of interrupting the spell, meaning:
33.3% - 53% = a value less than zero, a negative value is impossible. As a result, we have a 0% chance of interrupting the spell with this amount of damage. However, it's worth remembering:

*The minimum chance of interrupting a spell cast by dealing damage is 5%.
**The maximum chance of interrupting a spell cast by dealing damage is 98%.
 

Bottom line: Concentration is a very important buff, but you shouldn't pay too much attention to such effects, as the lower threshold of 5% cannot be overcome. 

image.jpeg Chance to deal critical damage with a physical skill

  • For normal skills, it is Calculated by the formula Chance = base * mod_str
Hidden text

baseThe base chance of a skill's critical attack, usually 15%
mod_str - Str modifier, you can see it under the spoiler in the first post

Example: 
Gladiator with 44 STR gives 
skill0261.pngTriple Sonic Slash with a base critical chance of 15%
The final chance will be 15 * 1.38 = 20.7%

*Chance in PvP and PvE is separate; they are two different metrics.
*Critical strike chance with a skill in PvP is generally independent of skill level and enchantment.
*Critical strike chance with a skill in PvE increases with skill level and is increased by enchanting the skill.
**Critical damage does not scale and is always x2 of the skill's normal damage.

Reducing the critical strike chance of skills in PvE at early levels and increasing it at higher skill levels and during skill enchantment improves farming comfort and makes upgrading PvE skills more worthwhile. At early levels, some monsters are killed with the first skill cast and without a critical strike, but at later levels, the situation is different, and critical strike chance in PvE is more significant. 

An example of what this looks like in average values:

Archer level 52: 50 STR, casts Burst Shot = Deals a vacuum 100% damage to both the player and the monster. 
Base chance of P. Crit. Atk. for Burst Shot: 15% in PVP, 8% in PVE. 
0.15 (base chance) x 1.71 (modifier from 50 STR) = 0.2565 = 25.65% chance of x2 Critical Attack in PVP.
0.08 (base chance) x 1.71 (modifier from 50 STR) = 0.2565 = 13.68% chance of x2 Critical Attack in PVE.
Total average damage taking into account Crit. Atk. The result will be: (3 x 100 + 1 x 200) / 4 = 500 / 4 = 125% damage in PvP. 
The final average damage taking into account Crit. Atk. will be: (6.3 x 100 + 1 x 200) / 7.3 = 500 / 4 = 113.7% damage in PvE

Archer level 85 , 50 STR, casts Burst Shot +30. = Deals a vacuum 100% damage to both the player and the monster. 
Base chance of P. Crit. Atk. for Burst Shot: 15% in PVP, 25% in PVE. 
0.15 (base chance) x 1.71 (modifier from 50 STR) = 0.2565 = 25.65% chance of x2 Critical Attack in PVP.
0.25 (base chance) x 1.71 (modifier from 50 STR) = 0.4275 = 42.75% chance of x2 Critical Attack in PVE.
The final average damage taking into account Crit. Atk. will be: 125.65% damage in PVP. 
The final average damage taking into account Crit. Atk. will be: 142.75% damage in PVE. 

  • For blow\stab skills, it is Calculated by the formula Chance = base * mod_dex
Hidden text

baseBasic critical strike chance of a skill, usually 15%
mod_dex - Dex modifier, you can see under the spoiler in the first post

*Chance in PvP and Pve may differ
**Critical damage does not accelerate and is always x2 of the normal skill damage

Example :

Dagger with 33 DEX hits skill0263.pngDeadly Blow with a base critical strike chance of 15%
The final chance of x2 damage will be 15 * 1.13 = 16.95%

skill1240.pngAccuracy, chance to hit with a normal physical attack

  • Calculated by the formula  Chance = 88 + 2 * (accuracy - evasion)
Hidden text

accuracy - Your accuracy
evasion - Evasion of the attacked target
*Maximum chance to hit the target is 98%
**Minimum chance to hit the target is 28%

Example:
You are an archer with 130 accuracy, you shoot at a dagger with 150 evasion, the chance to hit will be 
88 + 2 * (130 - 150) = 48

skill0330.pngSkill Mastery proc chance

  • For warriors, it is Calculated by the formula Chance = mod_str * (1 + focusSkillMastery)
Hidden text

focusSkillMastery  = 10 if Focus Skill Mastery is enabled, if disabled = 0
mod_str - Str modifier, you can see it under the spoiler in the first post

Example:
An archer with 44 STR casts a skill with skill0334.png Focus Skill Mastery enabled
. The chance to use the skill without a cooldown will be 1.38*(1+10)=15.18%.

 

  • For mages, it is Calculated by the formula Chance = mod_int
Hidden text

mod_int  - INT modifier, see spoiler in first post

Example :
A Mage with 40 INT casts fear, the chance that the duration will be x2 is 1.19%

*When triggered for a positive effect, the duration is increased x2
*When triggered for a negative effect, the duration is increased x2
**When triggered for an offensive skill, allows you to use the skill again without recharging

 

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Damage modifiers

Damage modifiers are always applied at the end of formulas, and there are the following types:

etc_fire_stone_i00.pngAttribute bonus

Hidden text

The attribute system works according to the HF:
You need to determine the difference in attributes to understand your damage bonus. If your attack attribute minus your target's defensive attribute = 
0-19 - no bonus;
20-49 - a gradual increase from 8% to 20% damage;
50-149 - a static increase of 20% damage;
150-299 - a static increase of 40% damage;
300+ - a static increase of 70% damage.

It is important to remember that attribute attacks are provided by buffs and skill enhancements.

Hidden text

For second professinon skills:
+1 We get +1 ATT additional attack
+2 We get +3 ATT additional attack
+3 We get +5 ATT additional attack
...
+11 We get +18 ATT additional attack
+12 We get +20 ATT additional attack
+13 We get +21 ATT additional attack
...
+22 We get +36 ATT additional attack
+23 We get +38 ATT additional attack
+24 We get +40 ATT additional attack
...
+28 We get +46 ATT additional attack
+29 We get +48 ATT additional attack
+30 We get +50 ATT additional attack

For third profession skills:
+1 = +4 
+2 = +7 
...
+8 = +27
+9 = +30
...
+14 = +47
+15 = +50

To summarize: In the early stages, it's crucial to maximize your attribute attack, both through skill enhancement and buffs. In later stages, it's more beneficial to re-engineer skills for PVP damage.
For a clear example of this relationship: Example: Let's say you're a destroyer with a +150 Fire Attribute weapon and a buffed Dark Form. Your target has +20 Fire Attribute armor and a buffed Resist Fire. Your 170 Attack Attribute minus your opponent's 40 Defensive Attribute = 130 difference . Therefore, you'll deal 20% additional damage.
image.jpeg

skill0355.pngPositional bonus

Hidden text

Physical Damage:
Front - x1
Side - x1.1
Back - x1.2

Physical Critical Attack Chance:
Front - x1
Side - x1.2
Back - x1.3
*No more than 500 units or 50%

Accuracy:
Front - x1,
Side - x1.2,
Back - x1.3.

Chance of success with "blow/stab" skills:
Side - 1.1,
Back - 1.3.

Shield block chance:
Without additional skills, blocking works in a 90° sector in front of the character, i.e., 45° from the direction the character was/is moving. With skills like Aegis Stance, Aegis shield blocking works at 360°.

Now let's break down what constitutes the face, back, and sides:

Hidden text

image.jpeg

Example:
It's very simple here. We take the metric we're interested in, for example, we're dealing 500 damage to a RB in the face and want to understand how much a change in position will affect the base damage.
500 x 1.1 = 550 damage for a side attack,
500 x 1.3 = 650 damage for an attack from behind.

image.png PVP damage bonuses

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For physical weapon attacks: p_pvp_physical_attack_dmg_bonus

For physical skill attacks: p_pvp_physical_skill_dmg_bonus

For attacking with magical skills: p_pvp_magical_skill_dmg_bonus

Example: (for 1000 physical damage with a weapon):

Damage = 1000* [1.05 * 1.05 * 1.05 * 1.05 * 1.05] = 1276.28

Special Ability: Haste lvl.3 (sa in weapon) - {p_pvp_physical_attack_dmg_bonus;5;per}

Special Ability: PvP (pvp insert) - {p_pvp_physical_attack_dmg_bonus;5;per}

Item Skill: Duel Might (active PvP Might) - {p_pvp_physical_attack_dmg_bonus;5;per}

Duel Might (passive pvp might) - {p_pvp_physical_attack_dmg_bonus;5;per}

Top-grade Magic Ornament Mithril Belt lvl.4 (physical attack belt) - {p_pvp_physical_attack_dmg_bonus;5;per}

Defensive PvP bonuses are calculated in pDef, mDef

weapon_infinity_rapier_i00.pngDamage spread

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weapon_type=sword random_damage=10
weapon_type=blunt random_damage=20
weapon_type=dagger random_damage=5
weapon_type=bow random_damage=5
weapon_type=pole random_damage=10
weapon_type=dualfist random_damage=5
weapon_type=fist random_damage=5
weapon_type=dual random_damage=10
weapon_type=crossbow random_damage=10
weapon_type=ancientsword random_damage=15
weapon_type=rapier random_damage=40
weapon_type=etc. random_damage=10
weapon_type=dualdagger random_damage= 10
weapon_type=dualblunt random_damage= 20 

Random_damage is specified as a % expression and is calculated as +- to the total damage.

Example: the total damage Calculated by the formula is 1000.
With random_damage=10, the damage will range from 900 to 1100.
With random_damage=20, the damage will range from 800 to 1200.

weapon_dual_sword_i00.pngDual Weapon Damage

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Dual weapons deals two hits, while common weapon hit once.
The left and right weapons can deal critical damage, hit, and miss independently.
The left and right weapons in any duals may deal different percentages of total damage, but the total will always be 100%.

Example:  Knight's Sword*Elven Long Sword deals 36% + 64%, Katana*Katana deals 50% + 50%, and dual daggers usually deal 60% + 40%. Fists always deal 50% + 50%.


*Damage from skills is always calculated only from the total attack of the weapon and the physical attack of the character; the above-mentioned features do not apply to it.

 

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Physical damage

image.png Basic attacks

  • For ranged damage use formula Damage = 70 * pAtk * SS / pDef
  • For melee damage use formula  Damage = 77 * pAtk * SS / pDef
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pAtk - Physical attack of the attacking character
SS - Soulshot bonus, if enabled then = 2, if not = 1
pDef - Physical defense of the attacked target

Example:
An archer with 1234 physical attack and a target with 321 defense, shots are enabled.
The damage will be equal to 70 * 1234 * 2 / 321 = 538

skill1242.pngCritical damage

  • Calculated by the formula Damage = 77 * (pAtk + staticCritDmg) * SS * 2 * mod_per / pDef
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pAtk - Physical attack of the attacking character
staticCritDmg - Static bonus to critical damage, for example CA Critical Damage
mod_per - Skills\items that affect the critical damage power indicator in percentage terms, for example the skill1242.pngDeath Whisper buff
SS - Soulshot bonus, if enabled then = 2, if not = 1
pDef - Physical defense of the attacked target

Example:
A destroyer with 1234 physical attack and a target with 321 defense, shots are enabled, skill1242.pngDeath Whisper is buffed and accessory_ring_of_queen_ant_i00.pngRing of Queen Ant is equipped.
The damage will be equal to 77*(1234+0)*2*(1.35*1.15*2 base crit multiplier)\321=1838

skill0113.pngDamage bonus from shot distance

  • Calculated by the formula DistRatio = Dist / AttackRange * 100
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DistRatio — Variable that determines damage to a target depending on the distance to it.
Dist — Distance to the target at the time of a specific shot.
AttackRange — Maximum available firing range of the shooter.
 

Let's take a closer look at this mechanic:
The standard attack range of a bow is 500 units, it is increased by the sum of passive and active skills, for example Archery, Archer Will, Long Shot, Snipe.
Bow in this case = crossbow.

Let's consider two typical situations:
Archer - Hawk Eye with a Draconic Bow (500 base range) in his hands, 
having passive effects:
Long Shot Lv. 2 (+400)
Archer's Will Lv. 2 (+85)
Archery Lv. 3 (+100)
and active effects: 
Snipe Lv. 8 (+200)
Counter Snipe Shot Lv. 3 (+75)

Has a firing range of: 

  • AttackRange = 1,360

Situation_1:

  • Distance to target = 300

Situation 2:

  • Distance to target = 1000


We substitute into the formula: 

First situation:
DistRatio = Dist / AttackRange * 100

  • Dist = 300
  • AttackRange = 1360
  • DistRatio = 300 / 1360 * 100 = ~22.05
  • Substituting the X-axis value (22) into the graph, we get: 

Damage reduction by ~8%.


Second situation:
DistRatio = Dist / AttackRange * 100

  • Dist = 1000
  • AttackRange = 1360
  • DistRatio = 1000 / 1360 * 100 = ~73.53
  • We substitute the X-axis value (73) into the graph and get: 

Increased damage by ~16%

(Graph for clarity)

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image.png

skill1242.pngChance of Blow/Stab skills hit

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  • The base chance of passing a skill is specified for a specific skill in the Skilldata.txt file.
  • The chance of a skill being successful is affected by the position relative to the character being attacked (described in the modifiers section)
  • There are a number of skills that affect the chance of passing, for example, skill0410.pngMortal Strike, works on all dagger skills
  • There is a skill completion cap:
    • For skill0030.pngBackstab and knivesout.pngKnives Out 3% in the front hemisphere/front and 100% in the rear hemisphere/back
    • For all other skills 80%, for example for skill0263.pngDeadly Blow

Example: 

Let's consider the aforementioned skill0030.pngBackstab and skill0263.pngDeadly Blow if struck from the specified position in relation to the attacked target:

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image.jpeg

For a base chance of 50% completion for both skills, we get:

  • For skill0030.pngBackstab, since we are hitting from the side, the coefficient will be 1.1 to the base chance, i.e. 55%, but since there is a 3% cap for this skill to hit from the front, the actual chance of hitting will be 3%.
  • For skill0263.pngDeadly Blow we also have a positional coefficient of 1.1, but the cap is 80%, the actual chance of passing will be 55%.

For attacking from another position and when using skill0410.pngMortal Strike +10 Chance

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image.jpeg

  • For skill0030.pngBackstab, since it deals damage to the back, we get a 1.3 multiplier. There's also a 1.3 multiplier from our skill0410.pngMortal Strike +10 chance buff and a 100% cap since it's a rear hemisphere attack. So, we get a 50% * 1.3 * 1.3 = 84.5% completion chance.
  • For skill0263.pngDeadly Blow we also get 50%*1.3*1.3=84.5% chance of passing, but the upper cap is 80%, the final chance will be 80%.

 

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  • Kimdracula изменил заголовок на In-Game Math & Mechanics
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