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[Pre-BB] MapleStory Formula Compilation
It changes KSing, getting in the last hit is less important than just dealing lots of damage. Makes FPs pretty annoying since they can take all the mobs in your map down to 1hp and you have to clear them for 1 exp each before better ones will spawn.
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the description for this code is confusing... Hurt

Weapon Defense - credit to AGF/Stereo
MAX damage = (MAX before defense) * (1 - 0.01*D) - WDEF*.5
MIN damage = (MIN before defense) * (1 - 0.01*D) - WDEF*.6
where D is (monster level - player level) if (monster level) > (player level), and 0 otherwise.


what does it mean by (MAX before defense) and (MIN before defense)

where are these 2 values obtain from?


////////////////////////////////////////////

is there any formula for avoidability?
like how to not get hit by monster if your character has X amount of avoidability and monster have X amount of accuracy?
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hmm no reply?

the code below is pretty messy

A = Modifier + 0.28
B = (Modifier*28/45 + (Character Level)*7/13000 + 0.196) if WDEF >= StandardPDD
= (Modifier + (Character Level)/550 + 0.28) * C if WDEF < StandardPDD
C = 1/(1 + (Character Level - Mob Level)/13) if Character Level >= Mob Level
= 1.3 if Character Level < Mob Level

//////////////////////

A = Modifier + 0.28

B = (Modifier*28/45 + (Character Level)*7/13000 + 0.196)

if WDEF >= StandardPDD
= (Modifier + (Character Level)/550 + 0.28) * C

if WDEF < StandardPDD
C = 1/(1 + (Character Level - Mob Level)/13)

if Character Level >= Mob Level
= 1.3 if Character Level < Mob Level

OR

///////////////////////

A = Modifier + 0.28

B = (Modifier*28/45 + (Character Level)*7/13000 + 0.196) if WDEF >=

StandardPDD = (Modifier + (Character Level)/550 + 0.28) * C if WDEF < StandardPDD


C = 1/(1 + (Character Level - Mob Level)/13) if Character Level >= Mob

Level = 1.3 if Character Level < Mob Level

which of the following above is correct? russt could you please tidy these codes? its confusing Frown
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Cleaned it up a bit. Sometime I'm going to make a much simplified quick approximation for that thing; it's exceedingly ugly.
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is there any monster drop formula? like how to calcualate the chances of an item being dropped?
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rainbowBean Wrote:is there any monster drop formula? like how to calcualate the chances of an item being dropped?
Monster drop chances are server side data, so we cannot extract that. There was a big extraction of said data in another version where it was leaked, but that disappeared off this forum quickly. Some people may still have it, but it doesn't have all the monsters. Mostly just the main stuff (Ludi, Orbis, Nath, Leafre monsters).
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since its server sided, i think its still possible to extract right?

or else how would the private servers work? like vana/officialms/odinms

they have already done it with all those monster drop.

so i was thinking there should be a formula on how those items are drop
crystal ibli = probability rate 0.00001
bronze ore = probability rate 0.01

drop formula might be based on player level, monster level, item category (ore/common/warrior equip/etc)

then multiply with world drop rate or (2x drop rate coupon) or something else
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Private servers made it up by looking at MapleTip or something, and just guessed at the chance of dropping (they weren't accurate anyway).

If you ever tried Zakum on odin he could only drop 10 items, which is not much like in GMS.
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rainbowBean Wrote:drop formula might be based on player level, monster level, item category (ore/common/warrior equip/etc)
I still have the extractions from when they were leaked a while ago. I'm pretty sure they're static. Though Fiel would be better able to answer this question than I am. Anyway, even if we did find out what you want to know, I don't think it'd be legal to post it here.
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The drop formula is the same as the random item received formula. You have a certain percent chance to receive a certain item from a mob, and all items received from a mob are explicitly stated.
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And most mobs have a .001% chance of dropping most things, iirc.
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Fiel, what is the random item received formula?
Does each drop have their own percentage?
Or is it a category base percentage?

Takebacker Wrote:And most mobs have a .001% chance of dropping most things, iirc.

well i dont think so, else zakum wouldnt be 90% of the time dropping zakum helms
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rainbowBean Wrote:well i dont think so, else zakum wouldnt be 90% of the time dropping zakum helms

I was talking about trainable mobs. "Mobs" imply trainable, not bosses. Ie: Illbis from wolf spiders.
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40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
14 normal : 920 * 14 = 12880%
12880 + 53760 = 66640% per Overswing with 100+ combo (70% chance of +200% damage)


Correct?
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¥-Striker-¥ Wrote:40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
14 normal : 920 * 14 = 12880%
12880 + 53760 = 66640% per Overswing with 100+ combo (70% chance of +200% damage)


Correct?

No.
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O.o my bad, shud be :

40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
12 normal : 920 * 14 = 11040%
11040 + 53760 = 64800% per Overswing with 100+ combo (70% chance of +200% damage)


Correct?
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So has leech been changed?
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Russt Wrote:So has leech been changed?
Yes.
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Aight.
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Aran accuracy and such. How is it calculated? As of now, I have 13 accuracy with 4 dex 4 luk 4 int. And 11 avoid, and 20 magic. wat

Edit: Stupid Cygnus buff.
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