Posting Freak
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Technolink, you may be interested to know that through certain illegit investigations, I've found that the PKB formula isn't 100% accurate...
I think it was either bows or crossbows that were slightly off. Forgot which one.
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[COLOR="Red"]I heard the exp loss formula was:
5% + (20/Luk) = Exp lost.
Not sure if it's completely right, but it feels like it. Didn't see it up there.[/COLOR]
Posting Freak
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That's what it used to be.
It depends on job now.
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I think private servers for research are like LSD for truth seirum. Illegal by itself, but not in the field it is applied to (granted the LSD truth seirum didn't work... but the point stands).
Anyways, yea, pservers are a great way to test formulas, and even drop rates (though it would be a little tedious). A way to test drop rates would be at x1000 (or big number) how many rare drops you get in a certain number of kills, then proportionalize... proportionally?
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Drop rates are determined by the server, since no private server (afaik) has stolen Nexon's running server code, they don't have the Global drop rates either. Anything on a private server has been made up by the person who created it. Damage is done in the client which is why it can be determined on a private server.
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Fiel Wrote: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.
I thought the damage was made in the client, and then given to the server? o.O
You could "just" reverse engineer the client, and then find all the exact formulas.
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Big "just". I don't see a source code anywhere, and if one surfaced, Nexon could potentially make a huge fuss.
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Devil's Sunrise Wrote:I thought the damage was made in the client, and then given to the server? o.O
You could "just" reverse engineer the client, and then find all the exact formulas.
That's what we've all been doing with normal MS. Getting the damages and reverse engineering formulas. Granted, it would be easier with a private server to check out if extreme builds fit the formula, and get tons of info at once.
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Technolink Wrote:That's what we've all been doing with normal MS. Getting the damages and reverse engineering formulas. Granted, it would be easier with a private server to check out if extreme builds fit the formula, and get tons of info at once.
By reverse engineering, I mean uncompile the MapleStory.exe file back into source code.
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Fairly sure it has SOME sort of protection or else that would have been done long ago.
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Technolink Wrote:Fairly sure it has SOME sort of protection or else that would have been done long ago.
If it can run, it can be disassembled. That is, put in assembly language instead of machine code. You can't "decompile" it back into C or whatever.
Furthermore, if it has been stripped of its symbol table (something normally done for release versions of proprietary software), the disassemled program would be very hard to figure out. Variables and subroutines would only have addresses, not names, so finding the code-block that deals with magic attack damage would be like finding a needle in a haystack.
It can be done, if you've got your "metal detector".
One can use an assembly-level debugger to map out which instructions are carried out between the user pressing the (e.g.) "Magic Claw" button and numbers appearing above the monster.
One can do the same for other magical attacks, and for physical attacks, and thus find the code segment(s) that are common to all magical attacks and only magical attacks.
And then try to (manually) decompile this specific code path.
Also, I believe Fiel posted a while back that Nexon actually have the unstripped client (with debug info, at that) in a publically accessible location. That would make things much much easier.
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I know assembly, not sure how it would relate and all. And again, if it was possible someone would have figured it out by now, especially with Fiel, Rick, and Issac snooping around so much =P
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2008-10-19, 05:12 PM
(This post was last modified: 2008-10-19, 05:37 PM by Russt.)
Fiel Wrote: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. Any update on this?
If not I guess I'll start doing extensive testing...
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Double post please remove
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Sap, the PKB % came up again. I think we should launch another investigation into that. Want me to spearhead?
Kev found that for unflinch, the PKB% was true, and if the monster flinched from PKB damage its PKB%+bow%. On a monster lower lvl then him of course. I'm starting my leveling again come this weekend (after MIT app is in), so I can get some data on Nest Golems and the like.
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2008-10-21, 09:29 PM
(This post was last modified: 2008-10-22, 05:14 AM by Russt.)
EA?
I'm hoping it ties in with my stun idea (non-KB = twice failure) but it might not. If a lower leveled char tested on Nightmares or Red Slimes (1 KB) and Jr Pepes (1000 KB) it'd be good.
Back to the magician damage, I did a good half hour or so of 162 MA, 141 INT, 40 spell, 60% mastery, 30 MDEF.
162~261, the far right formula predicted 158~264
I hit the 162 on seven separate occasions and nothing below, so I'm almost certain that's the real min. I only hit the 261 three times, though, so it could either be fractional or not the real max.
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3 times is fairly consistant. When testing my wdef ranges (as always, asuming my formula is correct) I only hit the max 3 or 4 times.
Half an hour is a great sample size, don't beat yourself up.
If PKB is damage based for the KB, our damage formula (which needs some fixing) would prove pretty useful.
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How potent is Zakum's MDEF up?
That 73197 is still giving me headaches.
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Quote:4. Subtract defense (see Defense Reduction).
Quote:Weapon Defense - credits to AGF
MAX = WDEF*.5
MIN = WDEF*.6
So this means you take a monsters wdef and multiply it by one of those multipliers and then subtract it, or do you outright subtract the monster's wdef, because it seems kinda odd that max and mins would have different defense reduction multipliers
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WolvenZX Wrote:So this means you take a monsters wdef and multiply it by one of those multipliers and then subtract it, or do you outright subtract the monster's wdef, because it seems kinda odd that max and mins would have different defense reduction multipliers Yes, they do have different defense reduction multipliers.
Example. 10000~10000 damage range. 3000 DEF.
Max: 3000*.5 = 1500 reduction. 10000-1500 = 8500 damage.
Min: 3000*.6 = 1800 reduction. 10000-1800 = 8200 damage.
So your real damage range ends up as 8200~8500.
It's been tested with tight damage ranges. More defense spreads the min and max out.
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