2009-04-27, 09:41 PM
I was thinking about this the other day as I was playing around with the magic damage formula, as people are constantly wondering just how often they're able to XHKO. After pondering just how to calculate it for a little bit (thinking of calculus theory even though it's not even related XD), I think I came up with an extremely simple answer. Mathematically it works (as far as I'm aware), so without further ado, here is the formula:
MAGIC DAMAGE FORMULA
Once you have calculated your Minimum and Maximum damages with your respective ultimate (after factoring in amp, Elemental bonuses, etc.), plug those values and a few others you'll need to research into this formula:
(MAXper - MAXmon)
(MAXper - MINper)
x 100% = your % XHKO.
Terminology:
Common Monster Reference HPs:
Alright, time to explain what the heck this all means. The logic behind the theory is relatively simple: the game uses the magic damage formula with your specific stats in order to create a damage range for whatever skill you may be using. As a player, you're capable of hitting any number damage within that range, and so assuming you would eventually see every single number at least once within the range during training, you can calculate just how often you're able to XHKO. Simply put, the formula subtracts the minimum HP of the monster you're trying to hit from your personal maximum damage in order to see how many numbers within your damage range allow you to either kill the monster or "count" as a whatever-HKO. Then, it sets that value over the TOTAL number of values you can possibly hit (aka, your damage range), and multiplies it by 100% in order to give you a percentage "hittability," we'll say =D.
Now this is just a THEORY, of course, something I came up with on a whim. There are several factors that could completely ruin it, the major one being whether or not the game calculates the amount of damages you hit on a bell curve, or something closer to "the average." In this case, while your damage range will be what the formula gives you, the game may instead allow you to hit most often within the middle 50% or so, completely changing how often you can XHKO, as you'll hit towards the extremes a lot less. However, when I tested this out with my personal data I came up with a 90.911% OHKO ability at Skeles, which seems to be exactly correct just by eyeballing survivors while training.
In any case I wanted to throw this out for people to see; please go ahead and debunk it if you know more than I do, or factor your knowledge into the formula, WHATEVER! I'm curious to see what people have to say, and if it looks like this works out, then good luck with your calculations!
MAGIC DAMAGE FORMULA
Spoiler
Once you have calculated your Minimum and Maximum damages with your respective ultimate (after factoring in amp, Elemental bonuses, etc.), plug those values and a few others you'll need to research into this formula:
(MAXper - MAXmon)
(MAXper - MINper)
x 100% = your % XHKO.
Terminology:
- MAXmon - Maximum HP of the monster. Input full HP to calculate % OHKO, 1/2 full HP to calculate % 2HKO, and so on and so forth.
- MAXper - Maximum personal damage. Calculated using the magic damage formula.
- MINper - Minimum personal damage. Calculated using the magic damage formula.
Common Monster Reference HPs:
Spoiler
Alright, time to explain what the heck this all means. The logic behind the theory is relatively simple: the game uses the magic damage formula with your specific stats in order to create a damage range for whatever skill you may be using. As a player, you're capable of hitting any number damage within that range, and so assuming you would eventually see every single number at least once within the range during training, you can calculate just how often you're able to XHKO. Simply put, the formula subtracts the minimum HP of the monster you're trying to hit from your personal maximum damage in order to see how many numbers within your damage range allow you to either kill the monster or "count" as a whatever-HKO. Then, it sets that value over the TOTAL number of values you can possibly hit (aka, your damage range), and multiplies it by 100% in order to give you a percentage "hittability," we'll say =D.
Now this is just a THEORY, of course, something I came up with on a whim. There are several factors that could completely ruin it, the major one being whether or not the game calculates the amount of damages you hit on a bell curve, or something closer to "the average." In this case, while your damage range will be what the formula gives you, the game may instead allow you to hit most often within the middle 50% or so, completely changing how often you can XHKO, as you'll hit towards the extremes a lot less. However, when I tested this out with my personal data I came up with a 90.911% OHKO ability at Skeles, which seems to be exactly correct just by eyeballing survivors while training.
In any case I wanted to throw this out for people to see; please go ahead and debunk it if you know more than I do, or factor your knowledge into the formula, WHATEVER! I'm curious to see what people have to say, and if it looks like this works out, then good luck with your calculations!


