Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Pre-BB] MapleStory Formula Compilation
Russt Wrote:FIEL! Save us! Do what you were born to do!

@ Steve
uhm yeah.

*Confused* Frown
Reply
Rolleyes I'm just messing with you

On topic, Magic * (Magic + 1000) / 30000 seems to fit Stereo's data within 5-10 points without shearing any data off.
Reply
I still like it better in that form. Couldn't say which is more accurate though >_> both are close to the actual formula.
(magic/980 + 1)*magic/30
Reply
New development, DS found a pattern in the Target Multipliers. Turns out GummyBear's fanatic obsession with the sequence paid off in the end.

http://www.southperry.net/forums/showthr...post111655

I did some algebra on it and got:
f(x) = (78 + 18x)/(1 + x)
= (18 + 18x)/(1 + x) + 60/(1 + x)
= 18 + 60/(1 + x)
f(x-1)/12 = 1.5 + 5/x

And we go to the Heal Formula:
MAX = (INT * 4.8 + LUK * 4) * Magic / 1000 * f(x)/48
= (INT * 1.2 + LUK) * Magic / 1000 * f(x)/12 where x = number of targets other than yourself
= (INT * 1.2 + LUK) * Magic / 1000 * (1.5 + 5/x) where x = number of targets including yourself.

So we can define g(x) = 1.5 + 5/x as the new Target Multiplier function, and the new Heal formula as:
MAX = (INT * 1.2 + LUK) * Magic / 1000 * Target Multiplier
MIN = (INT * 0.3 + LUK) * Magic / 1000 * Target Multiplier
Reply
I did some searching on SW for something and found this: http://sleepywood.net/forum/showthread.php?t=1192519
Anyone know if we have an equation to predict hit rates of monsters? :/
Reply
Hm, the info in that thread is interesting. I'll look it over sometime and see what I can figure out.

I know why he wanted to find that out, though. He was a LUK page. lol
Reply
LUK Page? :O Only heard of that one LUK DK. xD
Reply
Simplifying the accuracy hitrate equation:

100% Hit Accuracy = (55.2 + 2.15 * (Level Difference)) * Avoid / 15
Chance to Hit = 2 * (Accuracy - (100% Hit Accuracy / 2)) / 100% Hit Accuracy


2 * (Accuracy - (((55.2 + 2.15 * (Level Difference)) * Avoid / 15) / 2)) / ((55.2 + 2.15 * (Level Difference)) * Avoid / 15)

2 * (Accuracy - (((55.2 + 2.15 * (Level Difference)) * Avoid / 30))) / ((55.2 + 2.15 * (Level Difference)) * Avoid / 15)

30 * (Accuracy - (((55.2 + 2.15 * (Level Difference)) * Avoid / 30))) / ((55.2 + 2.15 * (Level Difference)) * Avoid)

(30 * Accuracy - ((55.2 + 2.15 * (Level Difference)) * Avoid)) / ((55.2 + 2.15 * (Level Difference)) * Avoid)

30 * Accuracy / ((55.2 + 2.15 * (Level Difference)) * Avoid) - ((55.2 + 2.15 * (Level Difference)) * Avoid) / ((55.2 + 2.15 * (Level Difference)) * Avoid)

30 * Accuracy / ((55.2 + 2.15 * (Level Difference)) * Avoid) - 1

No level difference: (level difference = 0)
acc /(1.84 * avoid) - 1


With level difference:
acc/((1.84 + 0.07 * lvldif) * avoid) - 1

If what you get is over or equal 1, then you hit the monster 100%.
Reply
Is this for certain? Or just going off what the thread says?
Reply
Russt Wrote:Is this for certain? Or just going off what the thread says?

It's just simplifying the formula?:f6:

edit: if you don't get it, I simplify the formula the exact same way as x^2/x = x/1 (ignore x = 0 for now thanks)

edit2: Is the orb multiplier for finishers right?
Reply
is the level difference multiplier on damage just for weapon def? or magic damage is reduced the same way?
Reply
Only weapon damage.

@ DS
I don't know. It was posted on the first page and I only copypasta'd.
Reply
If I recall correctly, Elemental Wands are
Base Range * (Elemental Amp + Elemental Wand Bonus)
or is it
Base Range * Elemental Amp * Elemental Wand Bonus?
Reply
I've always assumed it was multiplicative.
Reply
Stereo Wrote:Just tested level based damage reduction

It's exactly 1% per level. If you're level 80 vs. 100 monster, you take a 20% base penalty. And so on.


tested:
20 vs. 30 monster - 10% reduced
20 vs. 32 monster - 12% reduced
20 vs. 42 monster - 22% reduced
20 vs. 80 monster - 60% reduced
50 vs. 80 monster - 30% reduced

I felt no need to go further >_>

Why does that make so much more sense >_>

GJ =P

I guess my formula went wrong because the MASSIVE bulk of my data (like 98% of it) came from newts, which are level 105.
Reply
Answer my question =(

Or do I have to make a thread in the Magician section and have 10 people give me 4 different answers and then have to ask for screen shots and deduct the correct formula myself?
Reply
Alright, did some work on assassinate to figure out how the hell it works.

First of all, I thought I should mention that the strings are completely wrong in the game, and it's necessary to go by what the variables say within the WZ files.

From what I'm seeing after about 15 - 20 minutes of working with the skill, Assassinate has several different stages.

Stages:
First of all, the first three hits are separate from the final hit. Each stage of Assassinate progresses in a tick-tock fashion, meaning every odd stage will affect the last hit, and every even stage will affect the first three hits.


StageHit 1Hit 2Hit 3Final Hit
0+0%+0%+0%+0%
1+0%+0%+0%+100%
2+100%+100%+100%+100%
3+100%+100%+100%+200%
4+200%+200%+200%+200%
5+200%+200%+200%+300%


First of all, everything here works off of what I call Effective Damage. So if you have a range of 1000 ~ 1000 and 170% damage for Assassinate, each +100% in the table will increase your damage by 1700.

From the moment you activate Dark Sight, that activates stage 0. If you use Assassinate directly after using Dark Sight, it is a direct multiplier for all four hits.

DAMAGE_RANGE * ASSASSINATE_MULTIPLIER (All four hits)

At 1 second, you progress to stage one. Thereafter, every 2 seconds you are in Dark Sight you progress one stage.

Examples
Since this can be kind of confusing, let me present a few examples.

You have a damage range of 1000 ~ 1000 and level 1 assassinate which is 170% damage. You quickly activate Dark Sight and use Assassinate immediately after. Your damage will look like...

1700
1700
1700
1700

For your second trial, you activate Dark Sight and wait 1 second (which progresses you to stage 1). Your damage will look like...

1700
1700
1700
3400

If you got to 3 seconds it would be...

3400
3400
3400
3400

5 seconds...

3400
3400
3400
5100

So on and so forth as you progress through the stages.

How Criticals Work:
Criticals only happen on the final strike of Assassinate. Therefore, its only the odd stages that will help you attain this good damage. Criticals also do NOT use the damage multiplier for the assassinate skill.

To calculate criticals, you must understand that each odd stage adds 100% to your damage total. So if your damage range is 2500 ~ 2500, the damage used for crits at stage 1 would be 5000 ~ 5000. Criticals work off of this damage range.

Here's the formula for crits:

DAMAGE_RANGE * ((CRIT_VALUE_IN_STRING - 100) / 100)

So, if you have an effective damage range of 2500 ~ 2500 and the string shows a critical of 155% working from stage 0.

(2500 * ((155 - 100) / 100)
(2500 * (55) / 100)
(2500 * .55)
1375 crit damage

Working from stage 1...

(5000 * ((155 - 100) / 100)
(5000 * .55)
2750 crit damage
Reply
Will SE increase the crit rate just the same way it affects BMs and NLs?
Reply
Fiel Wrote:tl;dr

Condensed version:

- Assassinate's "base damage" is five times the value listed in the description.
- Actual damage is the base damage multiplied by the charge multiplier, which starts out at 1 for all four hits as soon as you hit Dark Sight.
- Once 1 second is spent in Dark Sight, and every 4 seconds thereafter, the multiplier on the final hit increases by 1.
- Once 3 seconds are spent, and every 4 seconds thereafter, the multiplier on the other three hits increases by 1.
- Assassinate critical only happens on the final hit, and adds description%-100% to its base damage.
Reply
SE affects the final crit hit. However, SE will never ever apply to the first three hits. I performed over 300 assassinates and never was there a crit on the first three hits.
Reply


Forum Jump:


Users browsing this thread: 4 Guest(s)