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[Pre-BB] MapleStory Formula Compilation
#61
The Scuba Pepe I hit was anomalous, I noticed that it took damage twice in a row every x seconds instead of once every x seconds. I don't know why. I tried a few of them that day with the same result. Upon traveling back, I was doing 46 Web damage to them, not 42.

My Shadow Web is level 19. I'm fairly positive that damage is based on skill level. Lucidas take exactly 500 damage.

EDIT: Oh, it's worth noting that it's not 2.5 seconds from when you Web. If you Web some monsters and then Web other monsters, they'll all take damage at the same time, regardless of when you Web them in relation to the previous set. I'm pretty sure it's also every 3 seconds, not 2.5. It would make sense to do it that way because if the integer division result of the time by 3 is 0, do Web damage.

EDIT2: Come to think of it, it's probably not limited by level difference/avoid either. You can Web those jump quest monsters at the same rate as any other monster and they're level 200 and have 999 avoid (impossible to hit under any circumstance). As an unrelated side note/fun fact: The evil muscle stones in GQ take like 333k damage from a Web hit.
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#62
46 on Scubas is in line with 1430/31. So is your 500 on Lucidas.

I realize that I'm kinda jumping to conclusions, but it looks like it's probably 1/(50-skillLevel) of HP per 3-second tick. That's good enough for me, and I'm putting it up in red, though if you want confirmation you can make a thread in thief section if you like.

Speculation:
Maxed Shadow Web spam will take any monster down to 1 HP in 90 seconds.
If you were to somehow keep 6 Himes Webbed on average at any given time, you'd get about 22%/hour at level 70 with 1 Web (assuming you have something to finish them off with). Rather impractical, and I don't think a hermit could pull it off with low success rates and being hit for 2k damage and whatnot, but just a fun idea to think about. Just like when I timed my crossbowman getting what would be 12%/hour at level 60, killing DTs in 40 hits from safe ledges. XD

That also reminds me.
Poison damage over time.
Those are somewhat more meaningful than Web damage, since people do actually use them to train.
Google again~

Alright, I got it. Sources cited some YT vids as evidence, so I think it's fairly reliable.
Poison Brace/Mist, and Ice/Fire Demon all do 1/(70-skillLevel) per 1-second tick.

Are there any more damage over time skills?
(Inferno used to be one... too bad they took it out a loong time ago...)
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#63
Ninja Ambush, but I think a formula for that has been found already.

EDIT: You'd be better off using Shadow Web on bigger monsters like Skelegons. Plenty of sniping spots, more EXP for the same amount of time, etc.
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#64
Can't seem to find it.

Found this though:
http://www.sleepywood.net/forum/showthre...?t=1125384
Heheheh. To think, that was more than a year until we actually got 4th job. It all seems so...

EDIT: True true. I'm just speculating, after all. I don't have a level 7x hermit Tongue
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#65
http://www.southperry.net/forums/showpos...ostcount=4

Ninja Ambush
Description: A hidden band of thieves strikes suddenly for a fixed duration. The HP of the enemies affected cannot fall below 1. [Effective for up to 6 enemies]
Pre-requisite: Level 5 Shadow Shifter
Formula: (Total STR + Total LUK) * (Skill Damage Percentage * 2)

Right under your nose the whole time, sir!
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#66
Loool.
Whooops.
It looks kinda like the Venom formula, though. Sure they aren't similar in some way? MS seems to like to reuse formulas (most games do), like how Poison has the same damage as Fire/Ice Demon...
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#67
Ambush is a worthless skill. <_<

Poison Damage Formula: 1/(70- Skill level)
By ThunderStrike of SleepyWood.
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#68
Yes. I got it.
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#69
Yeah, well Ambush is still a worthless skill. Let's discuss that.
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#70
There are plenty of more worthless skills out there.
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#71
Okay (sorry for double post, didn't feel like editing that one)
So I believe the following are worth looking into:
- Bow/crossbow knockback rate, normal and PKB
- Multiple monster Heal (already being looked at, mage section)
- Attacking speeds for various skills e.g. Buster (already being looked at, warrior section)
- Stunning skills' rates: Static, or dependent on what?
- Monster damage/accuracy and player defense/avoid (tough one, being investigated somewhat)
- Amount of healing from Heal and Chakra
- Verify everything in blue
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#72
Also something that caught my eye today, is this issue:

The base damage range for thieves, archers and warriors, as they are integers (rounded down to closest integer), would this mean that they are pre-rounded down before skill multipliers are added, or are they in fact not rounded when used in maple before the actual damage output is created?

I know for sure that the average damage is (avgSlash+avgStab)/2 with decimals (that being said, I mean avgSlash and avgStab with decimals) for warriors and the average of max and min dmg with decimals for the 2 other classes though, as a lot of tests with mp increase confirms this (having 9 int as a warrior will give you 4+int/10+random(2) mp per lvlup, or a range of 4-6. However, the chances for getting 5 mp is 50%, 6 is 45% chance and 4 is 5% chance (this due to the int/10 makes 0.9, resulting in a max of 6.9 and a min of 4.9. 4.9 requires less from the random number to increase to 5, so yah.)

Edit:

[Image: secondspermob.png]

Estimated amount of seconds per mob.
HKO(max) is maximum amount of hits to KO the whole mob
HKO(min) is minimum amount of hits to KO the whole mob
HKOn (or simply n) is the amount of hits to KO the whole mob
P(X = HKOn) is the probability (which seems to have a rather difficult formula if you want to include the hit-rate on the monster) to KO the whole mob on n hits
attack/second is the attack/second multiplier (can be multipled in after you've summed up everything)
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#73
I've been wondering this too...
I'd like to think that Maple does no rounding (except for display rounding, like in the stat window) until the actual damage output is created. So for a guy with 10 STR/DEX, 10% mastery, and a 15 attack 1h sword, the damage range would look like 2~7 but actually be 2.04~7.5. Meaning the chance of hitting 3, 4, 5, and 6 is 1/5.46, the chance of hitting a 2 is 0.96/5.46, and the chance of hitting a 7 is 0.5/5.46. It wouldn't be too difficult to find this; make a new character and whack snails for a while to observe the distribution. Then again, you'd need a pretty big sample size...

And then, with the same stats using Power Strike, your max damage would be 19.5 without intermediate flooring and 18.2 with.

Also, I'm quite curious as to where 1-correction comes in, in the order of operations. I know it's applied after the random integer is chosen.
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#74
Ive always thought that the rounding was display only and last in the equation. Syb and I actually ran into this once, assuming my wdef formula is true, her cal was displaying a few above my observed min, but by apply the rounding at the end it was corrected.
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#75
About that defense formula...

An illegitimate source (you can probably guess) says that a level 10 with a damage range of around 100k~150k hit only 1's on Thanatos. But, when he leveled to 13, he was able to do around 8-13k damage a hit afterward.

(108-13)/(200-108) = 1.032609, so he should've still been doing around -0.03x his damage (aka all 1's) at level 13.

At least we know the formula follows the right idea.

Oh, and the same illegitimate source seems to indicate that Heal damage divides magic by an even 1000, not 999. That may change some things.

(!)
Another something. About that order of operations.
I'm starting to think even more that all multipliers are lumped together before subtracting defense. Because that would include one extra multiplier: the level multiplier.
Right now our level multiplier is 1 - (Monster level - Character level)/(200 - Monster level), but it may be slightly off somewhere.
I'm still trying to find a version that doesn't require extra coding to make sure (Monster level - Character level) is nonnegative...
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#76
I'm really not sure if this has been covered, but I didn't see it in any of your formulae listed, and it's not exactly 100% clear-cut in my opinion.

For the Sharp Eyes skill, I've noticed that it has two different effects for damage boosts, mainly differing between magic damage and weapon damage.

For all physical classes, it simply adds 110% + (Skill Level)% damage. For example, maxed Sharp Eyes adds 140% damage. This is why warriors see such a huge gap in damage with a critical Shout, it adds 140% to a skill that normally does less than 50% damage.

This also applies to classes that normally crit: Night Lord and Archer crits go from +100% damage to +240% damage.

For magician classes, however, it only adds 40% damage, as the skill's description denotes. This is probably because magician skills don't have a clear skill multiplier, and making their damage increase by 140% would be obscenely overpowered.

I'm sorry if this was already common knowledge but I found the skill's description to not give very clear hints to the above.
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#77
Oh, yeah. I should mention that. I'm going to clean up order of operations too, as soon as I get the confusing mess sorted out.

I wonder... since Heal does have a damage % of some sort, would it do 1.4x (450%), or +140% (440%)?

They're pretty close, anyway, so it would hardly matter. The real advantage in finding out would be to see whether Heal's % acts like all other damage %'s or is in a category of its own.
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#78
Rand Wrote:I'm really not sure if this has been covered, but I didn't see it in any of your formulae listed, and it's not exactly 100% clear-cut in my opinion.

For the Sharp Eyes skill, I've noticed that it has two different effects for damage boosts, mainly differing between magic damage and weapon damage.

For all physical classes, it simply adds 110% + (Skill Level)% damage. For example, maxed Sharp Eyes adds 140% damage. This is why warriors see such a huge gap in damage with a critical Shout, it adds 140% to a skill that normally does less than 50% damage.

This also applies to classes that normally crit: Night Lord and Archer crits go from +100% damage to +240% damage.

For magician classes, however, it only adds 40% damage, as the skill's description denotes. This is probably because magician skills don't have a clear skill multiplier, and making their damage increase by 140% would be obscenely overpowered.

I'm sorry if this was already common knowledge but I found the skill's description to not give very clear hints to the above.
Do you mean 110% + Skill% or 100%+Skill%? I'm pretty sure it's the latter and since you said max SE = +140% (max SE description = +40%), I think that's what you meant, too.
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#79
Uh.
He simply defined it a different way.
110% + (30)% = 140%. 30 is the max level of SE.
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#80
Oh, never noticed that. :f6:
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