Afrobean Wrote:Hi guys, I thought I'd pop in and share a few data points from my HP cleric. Only level 35, and only has level 14 heal (ie 140%), but I think the data points are worthwhile given the abnormal nature of the source.Hahaha~ just inputted your data. When you account for the Zombie Mushrooms' defense, the formula actually fits quite well.
Basically, I pumped pure HP from 1~30. At 30, I had it confirmed for myself that HP meant NOTHING, but I kept going with the project with a plan to leach experience using snail throwing. Well, long story short, that dream was killed when they made snail shell throwing require some sort of accuracy.
Using my Maple Staff, I had:
max hit: 42
min hit: 2
magic: 123
int: 66+2
luk: 4
Using a 0 magic weapon:
max hit: 19
min hit: 1
magic: 73
int: 66+2
luk: 4
Also notice: I still miss quite a bit due to my low magic accuracy (see: low int stat), even though I tested on Zombie Mushrooms and that's the lowest undead thing. This may account for an outlier min hit, such as the min of 2 when I was using my full magic gear, because if I recall, along with missing, sometimes hits will come off as UNBEARABLY weak.
So, guys, does that break this formula too? A quick test for me tells me that my max/min with Maple Staff should be 16~59, and it should be 9~35 with my second set of stats posted. Am I wrong?
EDIT: By the way, don't be heartbroken if this proves your formula isn't 100% accurate. None of the formulae are. Being very accurate for normal builds is good enough, really.
Observed | Projected
1-19 | 1-20
2-42 | 1-44
On the contrary, rather than proving it inaccurate, this is very interesting data. It helps confirm that Heal % is multiplied over everything. And it's also helpful as far as order of operations go.
Lemme explain. You didn't see many 1's, right?
And you probably saw a lot more misses than you would've seen with magic claw, right?
Maple does something I call "1-correction" to most damage after defense is applied and whatnot. Basically, it checks whether the damage is within the range of 1-99999, and adjusts it if not. So if a high amount of defense makes your damage go into the negatives, 1-correction turns it into a 1. Hence why most attacks do 1 damage when they can't penetrate defense.
With Heal, however, I believe there either is no 1-correction or it happens before subtracting defense. So after defense, your damage is occasionally negative. This makes no sense to the game, so it turns it into a miss.
It happens with a couple other skills, notably at low levels; I'm not entirely sure whether it's the same case or not.
And Bui, I don't find that strange
assuming the damage is a uniform distribution, you should only see 800+ damage 1 in 17 times anyway. But I haven't really looked at it yet, so we'll see.Anyway, replaced the data with an image. Cleaner.

