So like I know that you can put audio files onto a 360 by connecting it to your PC, but is there a way to get them on there without having to use a network adapter?
Some of you probably know me, either from GameFAQs (SonofRah, Management, some other accounts that got banned) back in the day, SW.net (Just1ce), Basil (Management), or even in game (IGNs were Vend, Management, Tribade, MoaningLisa).
From a game developer's point of view, such a formula is impractical and would never be implemented. (Yeah, I'm no game developer, but it's fairly easy to step into one's shoes and realize this.) So about a week ago, I set out to find another one.
This is what I have, and it's 100% accurate so far on single target: MAX = (INT * 4.8 + LUK * 4) * Magic / 1000 * Heal % * Target Multiplier MIN = (INT * 1.2 + LUK * 4) * Magic / 1000 * Heal % * Target Multiplier
Unconfirmed Target Multipliers:
48/48 on 1 target
38/48 on 2 targets
33/48 on 3 targets
30/48 on 4 targets
28/48 on 5 targets
These don't match universally, though.
My data:
Spoiler
*NEW PROJECT*
Heal recovery.
Right now I'm just working with some early data points here.
136 INT, 7 LUK, 157 Magic, level 1 Heal heals 34-41 HP.
136 INT, 7 LUK, 136 Magic, level 1 Heal heals 29-36 HP.
136 INT, 7 LUK, 136 Magic, level 1 Heal heals two for 18-21 HP.
It seems roughly proportional to Magic, just like Heal damage is. However, my calculated Heal damage with these stats is 3-10, so it's not quite the same equation.
Technolink Wrote:Well I noticed that we have quite a lot of maplestory's formulas cracked, the problem is between sleepy, lolbasil, mapletip, hidden-street, etc, its very hard to find a formula. I've even seen two people from different sites working on the same formula.
I hope to eventually put this thread on all sites so maplestory knowledge can be spread and easily accessed from everywhere.
Unsolved formulas will be detonated in red so perhaps we could get to work on those next!
Please point out any errors that I have made, or equations you know of that aren't here. I will update this periodically with any new information.
Equations/expressions/values in blue have not been verified and may be outdated
Equations/expressions/values in red are incomplete, unconfirmed, or experimental
General Damage Calculation
In general, damage is calculated this way:
{((BaseDamage * A) - (Defense * rand(0.5, 0.6))) * (Skill * B + Critical) * C} * D
where:
- BaseDamage is a random number selected from a base damage range (see Base Damage Equations),
- A, B, C, and D are modifiers (see Modifiers),
- Defense is PDDamage for physical attacks and MDDamage for magic attacks; also see Level Disadvantage under Modifiers > A which has a defense-like effect,
- Skill and Critical are expressed as decimals, such that a 260% damage skill is 2.6 (see Critical),
- Skill is equal to 1 if no skill or a magic skill is used, and
- {X} restricts the value of X to the range [1, 199999] and removes its fractional part.
There are certain exceptions to the general formula, outlined below:
No critical: Blizzard, Shadow Meso, Assassinate first 3 hits
Ignores defense (but not dLevel modifier): Assaulter, Sacrifice, Demolition, Phoenix/Frostprey/Octopus/Gaviota
Base Damage Equations
Weapon Damage:
Max = (Primary + Secondary) * WeaponAttack / 100
Min = (Primary * Mastery * 0.9 + Secondary) * WeaponAttack / 100
where:
Primary and Secondary vary depending on the weapon (see Weapon Modifiers below),
Mastery is weapon mastery as a decimal, such that 60% mastery is 0.54, and
WeaponAttack is the sum of all equips, and includes projectiles if and only if they are consumed during the attack.
For the rest of this post I will use the notation: rand(min, max). Using this convention the general Weapon Damage equation can be expressed in one line:
(Primary * rand(Mastery * 0.9, 1) + Secondary) * WeaponAttack / 100
Heal Damage:
(INT * rand(0.3, 1.2) + LUK) * Magic / 200 * TargetMultiplier
The % listed in the skill description (300% at max) acts as the Skill value (see General Damage Calculation above)
Bare Hands:
(STR * J * rand(0.09, 1) + DEX) * WeaponAttack / 100
WeaponAttack equals floor((2*level+31)/3) and is capped at 31.
J equals 3.0 for Pirates and 4.2 for all 2nd+ job Pirates.
A = LevelDisadvantage * ElementAttribute * Charges * ArrowBomb
Level Disadvantage:
For physical attacks, LevelDisadvantage = 1 - 0.01 * dLevel,
where dLevel = MobLevel - CharLevel if MobLevel > CharLevel and 0 otherwise.
For magic attacks, LevelDisadvantage = 1.
Element Modifier:
ElementAttribute = 1 + X_i * E_i
where for each element i:
X_i = portion of the skill used that has that element, and
E_i = 0.5 if weak, 1 if neutral, -0.5 if resistant to that element.
Element examples:
Fire Arrow has X = 1 for Fire only
I/L Composition has X = 0.5 for both Ice and Lightning
Level 1 Holy Charge has X = 0.43 for Holy (see Skill Tables)
Charges: Dual charging?
Arrow Bomb:
ArrowBomb = 0.5 for impact hits and SkillDamage% for splash hits. "Skill" for Arrow Bomb is always 1.
(As an aside, this causes critical to act as multiplicative on Arrow Bomb rather than additive.)
B
B = ComboModifier * FinisherModifier * Barrage
Combo Attack and Finishers:
ComboModifier 1-5 orbs = ComboAttack% + [(Orbs - 1) * (ComboLevel / 6)]%
ComboModifier 6-10 orbs = ComboAttack% + 20% + [(Orbs - 5) * 4]%
where:
ComboLevel refers to the Crusader skill, and
[X] denotes X rounded down to the nearest integer.
FinisherModifier is applied for Panic and Coma only, as follows: 1 orb = 1.0
2 orbs = 1.2
3 orbs = 1.54
4 orbs = 2.0
5 - 10 orbs = 2.5
Barrage:
Barrage = 1 for 1st-4th hit, 2 for 5th hit, 4 for 6th hit
C
C = KeyDown modifier for Big Bang/Pierce/Screw Punch
C = 10% + 90% * KeyDownTime / FullChargeTime
D
D = chain lightning effect
'OrderHit' refers to, e.g., 1 for the first hit, 2 for the second, etc. 'NumHits' refers to the number of hits in total.
Energy Orb:
D = (2/3) ^ (OrderHit - 1)
Cumulative damage = 3 * (1 - (2/3) ^ NumHits)
Critical
Critical is normally additive to the skill percentage. For the canonical example, Double Shot is 130% with no critical, and 230% with +100% critical.
Sharp Eyes adds an additional 100%, for +140% to base critical when maxed. When combined with Stun Mastery, a further 100%, totalling to Stun Mastery + Sharp Eyes + 200%, or +300% when both are maxed.
Corsair's Elemental Boost also acts as "critical" in that it is additive to the skill percentage, so it is +200% when maxed.
Other Damage Equations (damage per tick, healing, etc)
Venom:
Damage per second tick = (rand(8.0, 18.5) * [STR + LUK] + DEX * 2) / 100 * BasicAttack
Ninja Ambush:
Damage per second tick = (STR + LUK) * (1.5 + (SkillLevel * 0.05))
Leech conditions: At least one of the following must be met in order to share a cut of party EXP
1. Deal at least 1 damage to the monster.
2. Be within 5 levels of the monster.
3. Be within 5 levels of a party member that fulfills 1 or 2.
EXP received when partied = Monster EXP * (0.4 * Player level / Total party level + 0.6 * Damage dealt / Monster HP) * Party bonus
(Total party level = sum of the levels of all players that satisfy leech conditions. When not partied, you count as your own party, i.e. you get all the EXP.)
(In order words, 60% is split proportional to damage dealt and 40% is split proportional to character level.)
EXP recieved when not partied = Monster EXP * (Damage dealt / Monster HP)
(In order words, all EXP is split proportional to damage dealt.)
If your party is not the only one who dealt damage:
EXP received when partied = Monster EXP * (Damage your party dealt / Monster HP) * (0.4 * Player level / Total party level + 0.6 * Damage dealt / Damage your party dealt) * Party bonus
(It's the same as treating each party as a separate unpartied individual and then splitting within each party.)
Hands = DEX + INT + LUK (used for Maker skill in KMS, thanks GW2000 for pointing that out)
Misc/Constants
Caps: (most of these are trivially common knowledge, but they're here for reference anyway)
Level: 200
HP/MP: 30000
STR/DEX/INT/LUK: 999
Weapon/magic attack/defense: 1999
Accuracy/avoid: 999
Meso: 2147483647 (or 2^31-1, the maximum value of a signed int)
Damage in one hit (normally): 199999
All of the above also apply to mobs, if the stat applies.
(non-thieves)
Min Miss Rate: 2%
Max Miss Rate: 80%
(thieves)
Min Miss Rate: 5%
Max Miss Rate: 95%
EXP lost on death:
Warriors/Mages/Pirates' = (5 + 20 / Base LUK)%
Bowmen/Thieves' = (5 + 8 / Base LUK)%
Battleship Durability: Battleship level * 5000 + (Character level - 120) * 3000
Each point of durability is equivalent to 1 HP.
Energy Charge:
10000 units = 1 fully charged meter
Charge rate: Skill % * 100 units per monster per hit. In other words, at maximum level, it charges 192 units per monster per hit.
Energy Charge decay: 200 units / 10 seconds while inactive
[COLOR="DarkRed"]Well this thread is really for my bl/guild If you noticed i haven't been on for about a week and i just wanted to say that i won't be online for a bit.I'll still be on southperry at times.Well thats all<3
p.s Buddies don't delete;[
p.s.s Computer=poopoo
~Emi/Ribgolrenji~[/COLOR]
Go into your User CP and change your e-mail address. Your confirmation should be sent to the new address. I'm currently working out a solution to this issue.