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[Pre-BB] MapleStory Formula Compilation
I used Lucky Seven. I find it easier to keep track of 2 numbers, especially considering that I'm looking for 4 different values (Min, max for both regular and critical). The fewer hits that I have to process, the better.
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Technolink Wrote:Sounds like a confirmation to me. You were using TT no?

*Tries something*
Damage Range 30~50, probability to 2 hit a monster with 80 HP

Let me try to do this via the way you do it with dice.

21^2 = 441 possibilities.

Chances to do 80 damage+ added together:
30/50
31/50
32/50
...
50/50
=21

31/49
32/49
...
50/49
=20

etc etc

49/31
50/31
=2

50/30
=1

=(21*22)/2
= 231 chances, 231/441 = 52.4% chance to 2 hit.
Fix'd.
If your average damage is 40, you should always have a greater chance to 2 hit than 50%. This is because you count 40 as part of the 2-hit range instead of a divider.
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I was bored without internet:


Iron Arrow:
Per-monster Multiplier: 0.9 ^ (monster# - 1)
Cumulative Multiplier: 10 * (1 - * 0.9 ^ monsters)

Piercing Arrow:
Per-monster Multiplier: 1.2 ^ (monster# - 1) * (0.5 + 0.5 * (time charged / 3 sec))
Cumulative Multiplier: (5 - 5 * 0.8 ^ monsters) * (0.5 + 0.5 * (time charged/ 3 sec))
Marked in big am I unsure of is correct or not.

I'm aware that the per-monster multiplier is already stated in, but cumulative may be funky to find out if piercing arrow is comparable with other skills. From what I know as well, time charged is rounded to lowest integer, correct?

Technolink Wrote:
 Spoiler

Mm, I'd do a different approach. Instead of that, give the fact that the estimated damage will be 80 damage. Therefore, we know already that you have 0.5 - [exact 80 dmg chance]/2 for doing over 80 damage, and less than 80 damage. Thus, the damage is 0.5 - [exact 80 dmg chance]/2 + [exact 80 dmg chance] = 0.5 + [exact 80 dmg chance]/2.

The chance for having exact 80 dmg is this:

1st2nd
3050
3149
3248
......
4832
4931
5030

That is, 21 different possibilities of getting 80 dmg.
We have in total 21 * 21 different possibilities. 21/((21*21) * 2) equals 1/42, therefore the chance of 2-hkoing is 1/2 + 1/21 = 22/42 chance of 2hkoing.

(Oh, did I ever tell you I love working with fractions?)

Edit: the above written is only exact if the damage range really IS from 30 to 50, and not 30.2 to 50.7 or something.
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It should be around 0.15 + 0.85 * (time charged / 3)
And it's not rounded to the lowest integer, as far as I know.
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Oh, yes. Yeah, I should remove that. That was an early assumption and needs to be retested with a STR marksman next Tespia.
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Quote:Spell Damage:
Japanese version: (most accurate)
MAX = (Magic *3.3 + Magic*Magic *0.003365 + INT*0.5 ) * Spell / 100
MIN = (Magic *3.3*Mastery *0.9 + Magic*Magic *0.003365 + INT*0.5 ) * Spell / 100

Has there been any work with this one lately? The 0.003365 is a weird, but I've found several different ways to get there, with approximation. Though, the most exact one doesn't really make sense... 0.15^3?

Also, I think magicians need to contribute more to max and minimum damage they do. =[ I'll try to get on and check max and min damage to monsters on my cleric, but I doubt this will help out a lot, lol.
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Yes, I've been looking into it the past couple of days. So far my results have led to the 'Experimental version' under your quote.

I can't say it's significantly more accurate than the Japanese version (it's actually less accurate on their samples, but that's a side effect of using regression), but it gets rid of the messy decimals, and never deviates from the Japanese by more than 0.5% on the samples I have.

My main concern with both of them is that they shear off some of the damage ranges. What I mean is, for example, mine predicts 1495~2154 for one sample, but 1492~2144 was observed. If it was correct, the person should never have been able to hit that 1492.
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How much tolerance is there on that 0.003365? Eg. would 0.0033 be close enough to satisfy the damage ranges...


Or something like magic*1.1*(3[*mastery*0.9]+magic*0.003(06))
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The 0.00336 is too excely for my tastes. I should help with this................
Tomorrow.
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Here, I'll show you a comparison.

[spoiler=Copypasta'd for reference]Japanese version: (most accurate)
MAX = (Magic *3.3 + Magic*Magic *0.003365 + INT*0.5 ) * Spell / 100
MIN = (Magic *3.3*Mastery *0.9 + Magic*Magic *0.003365 + INT*0.5 ) * Spell / 100

Russt's version:
MAX = ((Magic²/1000 + Magic)/30 + INT/200) * Spell Attack
MIN = ((Magic²/1000 + Magic * Mastery * 0.9)/30 + INT/200) * Spell Attack
[Note this could also be rewritten as: (compare to Japanese version)
MAX = (Magic *3.3333 + Magic*Magic *0.003333 + INT*0.5 ) * Spell / 100
MIN = (Magic *3.3333*Mastery *0.9 + Magic*Magic *0.003333 + INT*0.5 ) * Spell / 100]


Kyran's version:
MAX = ((.005979 x Magic)² + (.0359 x Magic)) * Spell Attack
MIN = ((.005979 x Magic)² + (.0359 x Magic x Spell Mastery)) * Spell Attack[/spoiler]

and Stereo's revised formula:
(Magic*K[*0.9]*(3[*Mastery] + Magic*0.003)+INT/2)*Spell/100


ObservedRusst'sKyran'sJapaneseStereo's (K=1)K=1.111...
4 - 154 - 152 - 154 - 154 - 154 - 15
7 - 317 - 316 - 337 - 316 - 316 - 31
35 - 6237 - 6341 - 6737 - 6336 - 6337 - 63
10 - 4710 - 4810 - 5210 - 4710 - 4710 - 48
13 - 5013 - 5110 - 5213 - 5013 - 5013 - 51
15 - 5215 - 5210 - 5215 - 5214 - 5214 - 52
56 - 9556 - 9665 - 10456 - 9555 - 9555 - 96
62 - 10162 - 10265 - 10462 - 10161 - 10162 - 102
65 - 10465 - 10565 - 10465 - 10464 - 10464 - 105
160 - 251161 - 253168 - 259160 - 251156 - 250158 - 253
1483 - 21351486 - 21451526 - 21771483 - 21351422 - 21251435 - 2145
1492 - 21441495 - 21541526 - 21771492 - 21441431 - 21341444 - 2154
??? - 1031399 - 1057361 - 1084401 - 1053368 - 1036437 - 1112
??? - 1539590 - 1579533 - 1617593 - 1572543 - 1546656 - 1669
??? - 1270888 - 1292932 - 1323887 - 1287843 - 1271902 - 1334
??? - 21491514 - 21821587 - 22391512 - 21731439 - 21531503 - 2224
??? - 1321912 - 1321948 - 1344911 - 1316866 - 1300923 - 1363
??? - 22151540 - 22151614 - 22741538 - 22071463 - 21861528 - 2258
8817 - 121118812 - 121329305 - 125318816 - 121048284 - 119598711 - 12422
7014 - 93617002 - 93837378 - 97337008 - 93666583 - 92966643 - 9383
7176 - 94657163 - 94897536 - 98367172 - 94746720 - 94006782 - 9489
73197 - 9248177530 - 9280883847 - 9886477899 - 9302671064 - 9181172301 - 93258


So far I haven't been able to come up with anything that can satisfy all of the damage ranges without shearing off a single point, especially Cyanne's gigajuice (the last one). It's pretty difficult to make the range turn out like that given the observations that LUK does nothing, INT has a static multiplier, etc etc.

I could incorporate something like magic^1.1 in there to make it fit a bit better, but that would just be drifting further from the truth, since there's no way the formula has fractional exponents. Way too messy.
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I've tried to make the japanese one more "understandable":

max: (magic * 3.3 + (magic * 0.9 * 0.1)^2 + int/2)*spell/100
min: (magic * 3.3 * mastery * 0.9 + (magic * 0.9 * 0.1 * mastery)^2 + int/2)*spell/100

I'll check it out later on, not enough time now. v,v
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Not pleased with the format, but I'd revise mine to something like that to take into account the giga juice one:

(Magic*1.1*(3[*Mastery] + Magic*0.00306[*K])+INT/2)*Spell/100

Likely K being around 0.8-0.9 (all items in [] are minimum damage again)
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The format of what? The chart?
Fiel said something about using the noparse tag with tables, but it's displaying fine on my browser... Iunno.

Edit: Well. K=0.9 fits the gigajuice quite well, as well as most of the high ones, but it shears quite a bit off of the 2-3 digit ones. If you put a K on the 3.3 as well, it doesn't shear anything, though it tends to underestimate.

Updating chart with the following:
(Magic*1.1[*K]*(3[*Mastery] + Magic*0.003)+INT/2)*Spell/100
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The above formula, I'd presume.
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Russt Wrote:The format of what? The chart?
Fiel said something about using the noparse tag with tables, but it's displaying fine on my browser... Iunno.

Edit: Well. K=0.9 fits the gigajuice quite well, as well as most of the high ones, but it shears quite a bit off of the 2-3 digit ones. If you put a K on the 3.3 as well, it doesn't shear anything, though it tends to underestimate.

How about like that then o.o

(Magic*K[*J]*(3 + Magic*0.00306)+INT/2)*Spell/100

K around 1.1~1.15, J around 0.9.


& originally I had something stupid like [1-(1-mastery)/10] to try to compensate but I decided a constant K was easier. Which is why I'd said I didn't like the format.
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I noticed that if I tag a 0.9 on the same part of my equation, it's basically the same as your general one with K=1.11111 repeating, if you round 0.00306 to 0.003.
I really want to assume J=0.9; it already underestimates as it is, so it can't be much lower, and making it tighter creates a messy decimal (0.92xx)

That leaves us with this:
((1[*Mastery] + Magic/1000)*Magic*K[*0.9] + INT/2) * Spell/100.
with our only unknown being K, which is around 3.2~3.4.

Again, this is assuming a lot and may not fit at all.

Edit: Ran more numbers.

The 35-62 is weird, I can't get it to fit with the rest of the samples. But disregarding it (...maybe I'll double check the Japanese site), the above equation loosely predicts everything else if K is between 3.325 and 3.375. Tight fit; my guess of 3.333 repeating fits in there, but I dunno.

The other thing that can be adjusted is the 1 in front, but 1/1000 seems too right for me to touch. You could try moving it up and down a bit, but I don't think it'll make anything special happen.

Edit @ below post: Dividing by 1.1 makes the lower bound on the gigajuice one really really close (73106)
Otherwise, it doesn't make a noticeable difference on most of the other ones.

Update: I really don't know what's up with the 35-62.
Quote:レベル30(INT20・LUK142・魔力43
使用スキルMC20(魔攻40・熟練度60%
ダメ幅35~62
Maybe he hit a red snail or something :/
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If you want it a bit higher then divide by 1.1 instead of multiplying by 0.9 >_> 1/1.1 = 0.9090...
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The noparse tags are only required if you want to have every cell [noparse][align=center]'d[/noparse].

I'll see what I can do about getting a debugger on my localhost PServer to get the exact calculation for MATK. After having PServers for so long and with Maple being several years old, there should be no reason why there is not a correct formula.
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Really, those with private servers should be helping us out, whether by testing a 999 luk mage or a 999 matk one, it can go a long way.

That's how the PKB formula was finalized, a STR bowman, but we had to do it the hard way >_>. Least this is using PSs for a good cause ^^
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If private servers can find formulas, can they help find droprates of things by tweaking and testing them? I'm not too informed on this private server stuff, so don't laugh if it's obviously impossible D:
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