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[Pre-BB] MapleStory Formula Compilation
Are you certain this isn't another case of Heal recovery = HP * %? Observed several patches ago - when I used a flag (1 WATK) in HPQ, the monsters' defense made me hit 1's all the time. According to that formula, the amount of WATK you have shouldn't affect the percentagewise impact of defense, but I certainly wasn't hitting all 1's with any real weapon.
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Russt Wrote:Are you certain this isn't another case of Heal recovery = HP * %? Observed several patches ago - when I used a flag (1 WATK) in HPQ, the monsters' defense made me hit 1's all the time. According to that formula, the amount of WATK you have shouldn't affect the percentagewise impact of defense, but I certainly wasn't hitting all 1's with any real weapon.

These are numbers I garnered from the official GMS server. I'm sure it's not like before.
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Can you test with a flag/basket, then? With only 1 attack there would be an extreme difference in the formula results, so it would be immediately apparent.
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There's a couple things that I can't seem to find after searching all posts...

Where is the OLD max and min for damage reduction? And I'm a bit confused what the endurance of battleship for slingers is. From that calculation, at level 200, they have 16mil endurance points... and if each point of endurance is 10 hp, isn't that 160mil hp? Hurt

I might have messed up somewhere, but I think it's more likely that I'm missing some info. 160mil and even 16mil seems way too much.

In general, I think it's just time to update the first post. :f6:

Also, is it possible to find a formula for boss physical and magic damage? I believe I saw a formula for their defenses, but not for damage.
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I think you're having a little trouble with order of operations.

Battleship HP is better written as:

2000* ((Character level - 120) + 2*(SP in Ship))

It should be 200k at level 200.
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Dusk Wrote:I think you're having a little trouble with order of operations.

Battleship HP is better written as:

1000* ((Character level - 120) + 2*(SP in Ship))

It should be 200k at level 200.

Level 10 battleship
Level 200

1000 * ((200 - 120) + 2 * 10)
1000 * (80 + 20)
1000 * (100)
100,000

What am I missing here?
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Fiel Wrote:Level 10 battleship
Level 200

1000 * ((200 - 120) + 2 * 10)
1000 * (80 + 20)
1000 * (100)
100,000

What am I missing here?

Oops I meant 2000*
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Dusk Wrote:I think you're having a little trouble with order of operations.

Battleship HP is better written as:

1000* ((Character level - 120) + 2*(SP in Ship))

It should be 200k at level 200.

It should be 2000, not 1000.

Original Formulae:
[(Skill Level * 4000)] + [(Character Level - 120) * 2000]

Edit: Aww, you beat meh.
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Okay, I factored out the 200.

Anything else I should be aware of?

ah.
Quote:Where is the OLD max and min for damage reduction?
That's referring to the damage range before defense is subtracted. I'll make that clearer.
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Yes, that formula is better. I can't get 16mil anymore with that formula. However, I can't remember the formula that did. =P

Anyway I can help build a calculator for monster damage? Besides throwing myself into zak or ht haphazardly.

Edit: And wasn't mp not affected by bonus int from gear unless you use AP to increase mp? As in, mp upon leveling is normal with base int factored in, but when you put into ap, it factors in gear. I think I heard this on a hp-washing topic once.

And another question is, does it factor in int gear when taking ap out of mp, for washing? As in, you'd get... for an example because I'm too lazy to get a real number: 50 mp per ap. Would it take 50 mp out when you take out of mp, or the normal 12?
Now that I think about it, shouldn't I post the hp/mp question in that other sticky? Or is here okay?
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Isn't there a formula to calculate burn/ice damage from FD/ID? I'm not seeing it here.
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I'd like to submit that the newest chain lightning multiplier is 0.7 as concluded from these images provided by BombsAway:

Her Stats:
Level 28 CL
Max Amp
677 INT
+159 MATK
No elemental wand or Maple Warrior

Image #1 - http://img35.imageshack.us/img35/6238/maple0007k.jpg
Image #2 - http://img30.imageshack.us/img30/3538/maple0009m.jpg
Image #3 - http://img193.imageshack.us/img193/2126/maple0010.jpg
Image #4 - http://img41.imageshack.us/img41/1237/maple0011i.jpg
Image #5 - http://img34.imageshack.us/img34/4377/maple0013.jpg

For quick reference:
IMAGE #1 - 11380 / 8855
IMAGE #2 - 11031 / 8857 / 5???
IMAGE #3 - 12566 / 8715 / 5768
IMAGE #4 - 12959 / 8??? / 5594 / 3533
IMAGE #5 - 12545 / 9290

So here are the calculations for Chain Lightning assuming a neutral target and all of BombsAway's stats:

[Image: Point5.png]

0.5 Multiplier - Clearly ruled out by Image #1 on the second mob hit (8855 observed vs. 6709 max calculated). This multiplier is actually ruled out by all five images.


[Image: Point6.png]

0.6 Multiplier - Again, ruled out by Image #1 on the second mob hit (8855 observed vs. 8051 max calculated). Also this multiplier is still ruled out by at least four images.


[Image: Point66.png]

0.66 Multiplier - Clearly ruled out by Image #5 on the second mob hit (9290 observed vs. 8856 max calculated)


[Image: Point75.png]

0.75 Multiplier - The calculations are too high. Ruled out by Image #4 with 3533 observed on the fourth mob hit (versus 4330 minimum calculated) and 5594 observed on the third mob hit (versus 5774 minimum calculated)


So, it is proven with certainty that the multiplier must be between 0.66 and 0.75. The only obvious multiplier remaining is 0.7. This multiplier fits with all of the images, and therefore is my submitted value.

[Image: point7.png]
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Instead of guess and check, you could bound it more definitively by solving an equation.

From Image #5, second hit:
13418 * x > 9290
x > 9290/13418 = 0.6923

From Image #4, fourth hit:
10265 * x^3 < 3533
x < (3533/10265)^(1/3) = 0.7008

[0.6923, 0.7008] is conclusive enough.

(This is assuming that Sand Rats have 0 defense or that the original damage range 10265-13418 includes the defense reduction.)

Fiel Wrote:Isn't there a formula to calculate burn/ice damage from FD/ID? I'm not seeing it here.
Quote:Poison Brace/Poison Mist/Fire Demon/Ice Demon:
Damage per second tick = Monster HP / (70 - Skill Level)
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The .7 is a tight fit, but you should test it with at least 1 other character, that makes it fairly definitive.
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Updated Energy Orb as well.
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Did some testing of the heal formula:
Heal Recovery
MAX = something1 * Magic * Heal Level * Target Multiplier
MIN = something2 * Magic * Heal Level * Target Multiplier

something1 > 0.797
something2 < 0.617

On a limb I would say they are 0.8 and 0.6, but at least this puts a range on them..
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So it's a constant?
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It's kinda a pain to measure this, I assumed the rest of the formula was accurate and did 3 runs
1) 0.065-0.072 (oops, missed a decimal place in my earlier comment... i assume heal max = 3.0 since it's 300%, not level 30 - but the formula says skill level)
2) 0.061-0.073
3) 0.066-0.080

At different matk totals (210, 270, 310) that I could arrange, I did about 15-20 heals and observed max/min quantity..
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Well, for all we know the formula may not be completely correct. I'm pretty sure that it's directly proportional to magic, but I had a very small sample size to work with; I observed that level 6 heal was ~2x as much as level 3 heal was ~3x as much as level 1 heal, so I logically assumed it was proportional to level. The target multipliers match for 1, 2, and 3, but that's all I tested.
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where do i find cast times?
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