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Data Collecting: Mob Damage/Defense Formula - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +--- Thread: Data Collecting: Mob Damage/Defense Formula (/showthread.php?tid=12933) Pages:
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Data Collecting: Mob Damage/Defense Formula - Russt - 2009-06-29 An attempt to find a concrete formula for the damage any monster can deal, given a character and its defense. (Greyed fields are without screenshot or assumed values; if no attack is specified, touch damage assumed. Presented in no particular order)
If you'd like to contribute, all you have to do is post a screenshot showing yourself taking damage from any monster, and your stat screen (required, or at the very least state your DEF; without it is worthless). They don't have to be in the same pic as long as they're the same stats. If you really want to be useful, try and get a range. One pic each for the lowest and highest damages you see from the same thing. But it's not strictly required. Also, if you've already collected some data (Fiel? ), I'll take it. Accompanying screenshots would be nice but I won't require it, however if two data points appear to contradict each other and only one of them has a screenshot... you know which one I'll throw away.-- I've already imported what's been posted in http://www.southperry.net/forums/showthread.php?t=11013 that thread, if no one objects (though I don't see why one would). If there are other such threads, point me to them. Data Collecting: Mob Damage/Defense Formula - Stereo - 2009-06-29 I did some tests that would be difficult to replicate in Global but add useful datapoints... All with 0 w.def. Bain vs. lv.200 Warrior (0 str) (White Knight iirc, I didn't write it down though) 1485-1566 Bain vs. lv.200 Warrior (2000 str) 1519-1604 Bain vs. lv.200 Warrior (5000 str) 1569-1658 Bain vs. lv.200 Beginner (0 str) 1453-1535 Bain vs. lv.200 Beginner (2000 str) 1454-1537 I'll get my Paladin to snails soon to take a SS there.
124 Paladin @ Snails, 0 def = 36 damage
Data Collecting: Mob Damage/Defense Formula - Loose - 2009-06-30
Didn't include Threaten in the table above.
Spoiler
I'll post my other characters with 0 Weapon Defense on Snails later.
Data Collecting: Mob Damage/Defense Formula - Fiel - 2009-06-30 A few things that might make this a lot easier: - Edit Base.wz to set StandardPDD values to 0 - According to my research, all stats have some effect one way or another on damage received. Data Collecting: Mob Damage/Defense Formula - Fiel - 2009-07-02 Apologize for the double post, but I've found these things to be true though some research I just did. 1. The player level has an impact on the amount of damage received. 2. The player level is involved in a multiplier of some sort, but is not a multiplier over the entire equation Data Collecting: Mob Damage/Defense Formula - Kortestanov - 2009-07-08 Ive been doing some researches of my own, and i must say that im extremely close to it. From what I have now, i can see that its an extremely complicated forumula, and its something in the style of: ...many other calculations... (level*multiplier + str*multiplier + int*multiplier + dex*multiplier + luk*multiplier)... more calculations... The only thing im missing is how are the multipliers generated. They are obviously not static because most of them are things like 2.123785135468. I'm hoping to finish and have a formula by today's evening, but it will possibly take another day depending on how complicated generating the multipliers is. On my level 1 equipless beginner with 429 str, 429 int, 50 dex, 50 luk, versus a green mushroom, it was something like (not exact, i have some things missing): variable1 = dex * 0.25 + luk *0.2871941235 + str*0.4 + int * 0.111111111 if (some weird var i dont understand, possibly level < 15) variable1 = variable1 * 0.00125 variable2 = level * 0.0018 + variable1 + 0.28 0-StandardPDD * 1.3 (i have no idea what to do with this line, i cant understand my own handwriting )damage = variable 2 - (some other variable (possibly def) * variable2 * 0.01) however this always produced a static damage of about 61, not a min-max range. so i assume one of these "multipliers" was actually a randomized value. aaannnndddd... im back to debugging. Data Collecting: Mob Damage/Defense Formula - AngelSL - 2009-07-08 Note that the formula IS in the client.. if we had a very good debugger.. Data Collecting: Mob Damage/Defense Formula - D3ath - 2009-07-08 Some more info:
A pattern I found is that the range for each one was 8, so maybe the weapon attack could affect the damage range.
167 ~ 175
159 ~ 167
9 ~ 17
Data Collecting: Mob Damage/Defense Formula - MasPan - 2009-07-08 D3ath Wrote:Some more info: Forgot Zhelm and PAC def/mdef. Data Collecting: Mob Damage/Defense Formula - Kortestanov - 2009-07-08 AngelSL Wrote:Note that the formula IS in the client.. if we had a very good debugger..of course the formula is in the client, and of course im using a debugger. how do you think i got all the data? Data Collecting: Mob Damage/Defense Formula - D3ath - 2009-07-08 MasPan Wrote:Forgot Zhelm and PAC def/mdef. Oh right, forgot to change it. Don't have info on here (On PSP) Data Collecting: Mob Damage/Defense Formula - Kortestanov - 2009-07-08 Okay guys, im almost finished! below is a beta algorithm I made in c# that calculated the damage recieved based on the character's level, standardPDD,def,str,int,luk,dex and a random value. note that the formula, as I said, is very complicated, and is being splitted into many paths. so for this to succeed, your character's def must be lower than the standardPDD for it. I tested it on a level 10 beginner with 429 str 50 dex 400 int 57 luk and 7 def. It's recommended to do the same because as i said its still only a first version and there might be some bugs here and there. Ill post it in a new topic along with explanations and non-programmed formulas when im finished with it. Code: using System;Data Collecting: Mob Damage/Defense Formula - Nikkey - 2009-07-08 Why in the world would the formula be like that? Are you serious that the formula works like that in-game? O.o (Uh. How am I going to get a character with those stats without hacking or having a pserver?) Data Collecting: Mob Damage/Defense Formula - Kortestanov - 2009-07-08 Devil's Sunrise Wrote:Why in the world would the formula be like that? Are you serious that the formula works like that in-game? O.oNo, the formula is MUCH, MUCH more complicated (as i commented in the source, there are scenarios that have completely different formulas, for example if def > standardpdd). You want me to post the ripped assembler code here? I think it's beyond the max post size. EDIT: lol, its 5 times bigger than the max post size. Data Collecting: Mob Damage/Defense Formula - Dusk - 2009-07-08 You'd think with such a complicated formula they would have made defense more useful ![]() "We've perfected the defense formula! It is balanced and will now react to even the most subtle change in stats!" "Great. So how much damage should we make Pink Bean do?" Data Collecting: Mob Damage/Defense Formula - Kortestanov - 2009-07-08 Dusk Wrote:You'd think with such a complicated formula they would have made defense more useful Actually if you look at the formula, stats barely do anything at all. and as suspected, str is the most "critical" stat, followed by dex, then luk in an extremely small difference, and int. int is about 4 times less than str. Data Collecting: Mob Damage/Defense Formula - Stereo - 2009-07-08 Kortestanov Wrote:No, the formula is MUCH, MUCH more complicated (as i commented in the source, there are scenarios that have completely different formulas, for example if def > standardpdd). You want me to post the ripped assembler code here? I think it's beyond the max post size. Does it include the avoidability/miss formula in that? I think it would be useful to at least get a ballpark figure for that, right now the only thing people know is "more avoid = more misses". Data Collecting: Mob Damage/Defense Formula - Fiel - 2009-07-08 Stereo Wrote:Does it include the avoidability/miss formula in that? I think it would be useful to at least get a ballpark figure for that, right now the only thing people know is "more avoid = more misses". There's another fact - No matter how much avoid you have, a 100% miss rate is not possible. Data Collecting: Mob Damage/Defense Formula - Kortestanov - 2009-07-08 Stereo Wrote:Does it include the avoidability/miss formula in that? I think it would be useful to at least get a ballpark figure for that, right now the only thing people know is "more avoid = more misses".Yes, it does. I'm almost finished with creating a damage simulator (will probably finish in the next 10 mins and take an hour to test it) and then ill go for the miss formula. Data Collecting: Mob Damage/Defense Formula - Paracelsus - 2009-07-08 couldn't you post all of the code by enveloping it in the 'code' code? or maybe set it up as a spoiler? |