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[Pre-BB] MapleStory Formula Compilation
LazyBui Wrote:I didn't count my seconds. They were digitally produced. Seems you are right, though. Last time I tried, the only number I came up with was 12.

This time, my trials were between 10 and 14 - with the vast majority being 10 or 11. It may very well just be latency on the server end. I only ended up with 5-10% inside the upper bound of 12-14.

Attacking during the time resets the timer. I'm 100% positive of this. I attacked 9 seconds in and didn't lose 200 units for another 10. If you sit there and don't attack, the minimum amount of time it will take is 10 seconds. Decay happens 200 units at once after this time period is over, not like 16-17 units per second or anything like that.

The latency makes it really hard to tell how long times are supposed to be. My Air Strike says it takes 5 seconds to cool down but in reality seems to take anywhere from 3 to 8.
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Fiel Wrote:Furthermore, I had a hell of a time trying to figure out the formula to match your results. I finally cracked it, though.

Formula for Advance Combo is... kinda dumb >_<
1-5 orbs: Normal combo + Skill% listed
6-10 orbs: 40%+skill%+4%*extra orbs

I wrote all this down on little sheets of paper and ended up using them as bookmarks so I'm not sure where they are now >_< (I had the percentages for finishers, which are crap for 6th-10th orb - something like +45% to Panic per orb)
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Stereo Wrote:Formula for Advance Combo is... kinda dumb >_<
1-5 orbs: Normal combo + Skill% listed
6-10 orbs: 40%+skill%+4%*extra orbs

I wrote all this down on little sheets of paper and ended up using them as bookmarks so I'm not sure where they are now >_< (I had the percentages for finishers, which are crap for 6th-10th orb - something like +45% to Panic per orb)

See... I'd like to challenge that. To me, this formula I've written makes a hell of a lot more sense, and I'd love it if some heroes could test it:

Code:
class AComboAttack:
    def __init__(self):
        self.AComboAttackLevels = [[121, 6], [122, 6],
                                   [123, 6], [124, 6],
                                   [125, 6], [126, 6],
                                   [127, 7], [128, 7],
                                   [129, 7], [130, 7],
                                   [131, 7], [132, 7],
                                   [133, 8], [134, 8],
                                   [135, 8], [136, 8],
                                   [137, 8], [138, 8],
                                   [139, 9], [140, 9],
                                   [141, 9], [142, 9],
                                   [143, 9], [144, 9],
                                   [145, 10], [146, 10],
                                   [147, 10], [148, 10],
                                   [149, 10], [150, 10]]

    def AComboAttack(self, AComboLevel):
        if Level <= 0:
            raise Exception("Level cannot be less than or equal to 0!")
        if Level > 30:
            raise Exception("Level cannot be greater than 30!")
        AComboPercentage, TotalOrbs = self.AComboAttackLevels[AComboLevel-1]
        ComboRegLevel = 30    #Because level 30 combo is required for Advanced Combo
        for EachOrb in range(TotalOrbs):
            #This gets orbs 0, 1, 2, 3, 4
            if(EachOrb < 5):
                ComboAdd = EachOrb * (ComboRegLevel / 6)
                Multiplier = AComboPercentage + ComboAdd
            #Orbs 5, 6, 7, 8, 9
            else:
                #Subtract 4 here because althrough this is the 5th orb
                #(according to the computer), it is still the FIRST advanced
                #combo orb.
                AComboAdd = (EachOrb - 4) * (AComboLevel / 6)
                #ComboAdd is used here because at this point the hero will already
                #have the first five orbs below the advanced combo orbs. See? Makes a hell of a lot of sense
                Multiplier = AComboPercentage + ComboAdd + AComboAdd



MyClass = AComboAttack()
for Level in range(1, 31):
    MyClass.AComboAttack(Level)

I've included below the table I believe is correct for Advanced Combo. The first column represents the level of advanced combo. Each column thereafter represents an orb (second column is first orb, third column is second orb, etc.)

Code:
[1, 121, 126, 131, 136, 141, 141]
[2, 122, 127, 132, 137, 142, 142]
[3, 123, 128, 133, 138, 143, 143]
[4, 124, 129, 134, 139, 144, 144]
[5, 125, 130, 135, 140, 145, 145]
[6, 126, 131, 136, 141, 146, 147]
[7, 127, 132, 137, 142, 147, 148, 149]
[8, 128, 133, 138, 143, 148, 149, 150]
[9, 129, 134, 139, 144, 149, 150, 152]
[10, 130, 135, 140, 145, 150, 151, 153]
[11, 131, 136, 141, 146, 151, 152, 154]
[12, 132, 137, 142, 147, 152, 154, 156]
[13, 133, 138, 143, 148, 153, 155, 157, 159]
[14, 134, 139, 144, 149, 154, 156, 158, 161]
[15, 135, 140, 145, 150, 155, 157, 160, 162]
[16, 136, 141, 146, 151, 156, 158, 161, 164]
[17, 137, 142, 147, 152, 157, 159, 162, 165]
[18, 138, 143, 148, 153, 158, 161, 164, 167]
[19, 139, 144, 149, 154, 159, 162, 165, 168, 171]
[20, 140, 145, 150, 155, 160, 163, 166, 170, 173]
[21, 141, 146, 151, 156, 161, 164, 168, 171, 175]
[22, 142, 147, 152, 157, 162, 165, 169, 173, 176]
[23, 143, 148, 153, 158, 163, 166, 170, 174, 178]
[24, 144, 149, 154, 159, 164, 168, 172, 176, 180]
[25, 145, 150, 155, 160, 165, 169, 173, 177, 181, 185]
[26, 146, 151, 156, 161, 166, 170, 174, 179, 183, 187]
[27, 147, 152, 157, 162, 167, 171, 176, 180, 185, 189]
[28, 148, 153, 158, 163, 168, 172, 177, 182, 186, 191]
[29, 149, 154, 159, 164, 169, 173, 178, 183, 188, 193]
[30, 150, 155, 160, 165, 170, 175, 180, 185, 190, 195]
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From what I've snipped through, any hero has not been able to get any damage above, uhh, 192.6% or something. However, I'm quite sure that this may or may not be out of the bounds, and vice versa, as it's not THAT well calculated.

Though, it seem to work nicely. It's simple:
Starting at 115, add 1 percent per level on advanced combo. Then add 5 percent for each orb until 5 orbs, and 4 percent for each orb over 5 orbs.
 Spoiler
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er yeah fiel i dont see that table working, i did some calculations back when i first got combo on several different levels of the skill (i seem to have misplaced the spreadsheet) and they came out to work for the formula we use now both in my old thread and here. ive gone through a comp change since then which probably explains it. this is useful..

0oo0 Wrote:
 Spoiler

Take a look at these screen shots. It looks like he's hitting 50384 max and 27863 min (could be 27063 or 27663). Damage range 5692~10395. According to hiddenstreet pepe has 210 defense, this is how i calculate the percentage

Min % should be: 50384 / (10395-210/2) / 260% = 188.3%
Max % should be: 27863 / (5692-210/2) /260% = 191.8%

Purely theoretical though

sunrise tabled it nicely. Glitter

i did the testing you ask for XD
it was very disappointing to me. especially the finishers: nexon didnt change orb multipliers for 6-10 orbs either.
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Uh, wouldn't OooO's post prove my point? If he's hitting 191.8% for combo and your table says 190% should be the max, then what am I missing?
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Fiel Wrote:Uh, wouldn't OooO's post prove my point? If he's hitting 191.8% for combo and your table says 190% should be the max, then what am I missing?

your table has it at 195%

for the last level: red orbs are 4%, not 5, mainly.
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modular Wrote:your table has it at 195%

for the last level: red orbs are 4%, not 5, mainly.

Right, my table has the max multiplier being at 1.95 * his max damage. He just didn't happen to hit his absolute max damage.

I'm not being hard-headed here. I want to understand where you're coming from.
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Using 190% as the maximum % for ACA, the theoretical minimum and maximum damage for that Hero is
27496~50833
Which is well within range of what that screenshot shows. Using 195%, it becomes
28220~52170, which has a minimum damage that exceeds what's being shown in the screenshot.
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Fiel Wrote:Right, my table has the max multiplier being at 1.95 * his max damage. He just didn't happen to hit his absolute max damage.

I'm not being hard-headed here. I want to understand where you're coming from.

indeed, as joe said you missed that the 191.8% is a maximum multiplier. 188.3% is the minimum, the true value lies between the two. the multiplier could be any value from 188.3 - 191.8.

you calculate the max multiplier from his minimum damage and minimum multiplier for the high hit.
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Woah, I see a lot of conversation has happened here. Why didn't this show in New Posts?

Regarding Advanced Combo: Anything I should know? In particular, is this correct or does it have to be changed:
Quote:Combo Multiplier, 1-5 orbs = Combo Attack % + Advanced Combo % + floor((orbs - 1) * (Combo level / 6)%)
Combo Multiplier, 6-10 orbs = Combo Attack % + Advanced Combo % + 20% + (orbs - 5) * 4%

Regarding the energy decay, is it possible that it follows the same patterns as HP regeneration? A fixed amount every 10 seconds while inactive, which resets after any attack (or movement, in HP regen's case).

Also, I've just realized the MP recovery formula is not here. It's trivial, but it ought to be.
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Fiel Wrote:See... I'd like to challenge that. To me, this formula I've written makes a hell of a lot more sense, and I'd love it if some heroes could test it:

Sense it may make but it is not what they did.

I tested level 1, 6, 11, and 30 (and then got bored) it always adds 4% per orb. I was using a damage range of 10000~10000 with normal whacks on snails so it just showed me the percentages directly (190% = 19000)
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russ, the combo formulas are fine as they are.

Stereo Wrote:Sense it may make but it is not what they did.

I tested level 1, 6, 11, and 30 (and then got bored) it always adds 4% per orb. I was using a damage range of 10000~10000 with normal whacks on snails so it just showed me the percentages directly (190% = 19000)

lmfao. i did the same, but with a range somewhere from 2.5k-4.5k or something stupid and had to do actual statistics/number crunching Sad
i also tested something like lvl 1, 2, 3, 6, 11, and realized it followed the theory and got bored. :/
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Damn. Oh well, it was worth a shot. Thanks for looking into it for me. Chin
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Ok, the party to exp bit makes no sense.

EXP received by the highest damager = Monster EXP * (0.2 + 0.8 * Player level / Total party level) * Party's portion of EXP (see 'When not partied') * Party bonus

First off, it says 0.2 + 0.8 * Player level / total party level. Clearly that means 1 * Player level / total party level, in which the one there is useless. Do they mean 0.2 + (0.8 * Player level) / Total party level or something?

Lastly, what's "Party's portion of EXP"? Couldn't find a way to make that make sense.
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Xephia Wrote:Do they mean 0.2 + (0.8 * Player level) / Total party level or something?
Yes. Order of operations puts the multiplication first.

Party's portion of EXP is the amount of experience the party would get if it was treated as one person not partied with anyone else. I don't know how to make that simpler.
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Xephia Wrote:Do they mean 0.2 + (0.8 * Player level) / Total party level or something?

Lastly, what's "Party's portion of EXP"? Couldn't find a way to make that make sense.

yes, follow order of operations and it makes perfect sense.

party's portion of exp is whats left over after the person who did the most damage takes out his bit. whats left is divided among everyone else according to level.

edit: omg, ninja'd
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modular Wrote:yes, follow order of operations and it makes perfect sense.

party's portion of exp is whats left over after the person who did the most damage takes out his bit. whats left is divided among everyone else according to level.

edit: omg, ninja'd

No, it represents how much your entire party got. Say there are two parties attacking Zakum. The exp after it dies is split among the two parties as if they were two characters ksing each other. Party A may get 60% of the experience, while party B gets 40%. The 60% party A gets is then split according to the rules, and the same goes for party B.
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Dusk Wrote:No, it represents how much your entire party got. Say there are two parties attacking Zakum. The exp after it dies is split among the two parties as if they were two characters ksing each other. Party A may get 60% of the experience, while party B gets 40%. The 60% party A gets is then split according to the rules, and the same goes for party B.

thats a completely different example. if you assume there is 1 party attacking some monster what i said pretty much falls in line.
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modular Wrote:thats a completely different example. if you assume there is 1 party attacking some monster what i said pretty much falls in line.

What you're saying has nothing to do with the formula above. That formula is for the person that did the most damage to the monster. The formula for everyone else is

Monster EXP * (0.8 * Player level / Total party level) * Party's portion of EXP (see 'When not partied') * Party bonus

The person that does the most damage doesn't take his/her bit and run. Everyone splits the 80% of the "total exp" according to level and the highest damager gets an extra 20% on top.

"Party's portion of EXP" is what I posted above. It's usually equal to the monster EXP, but if someone in another party attacks the monster, then the exp is divided between parties before it's divided between each individual in a party.
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