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Post-1.2.318 Damage Calculations
#1
Consolidating what we know so far:
- Weapon Attack is still proportional to damage
- Minimum damage is obtained from maximum by straight multiplication by mastery
- Base mastery depends on weapon and skill mastery adds to it
-- Guns are 15%
-- 15% ranged, 20% melee, 25% magic?
- Base critical rate is 5% and skill critical adds to it
- Physical and magical "rate" acts as a penalty modifier, such that PDRate = 10 reduces physical damage by 10%
- Magic Attack is now proportional to magic damage and separate from INT, which makes magic damage similar to physical damage
- Magic Attack is partially dependent on LUK
- Physical and magical avoid are now separate entities
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#2
Base mastery depends on weapon actually - apparently 15% ranged, 20% melee, 25% magic.
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#3
Russt, it might be worth it to clarify that PDRate =10 only reduces PHYSICAL damage by 10%, and that MDRate exists as a counterpart to PDRate.
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#4
Can it also be said that magic damage is partially dependent on LUK as well?
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#5
Fiel Wrote:Can it also be said that magic damage is partially dependent on LUK as well?

I believe so, as we saw in the other thread that LUK increased the damage range for magic at very low increments. I would like to say that the formula might be similar to physical damage now.
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#6
If anyone wants a shot at the new exp formula:

 Spoiler
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#7
Cyanne Wrote:Level 8: 840
Level 9: 1242
Level 10: 1242
Level 11: 1242
Level 12: 1242
Level 13: 1242
Level 14: 1242

Level 15: 1490

O.o

That's just a little bit confusing...why would it halt at a single value like that for 5 levels?
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#8
Phoenix Wright Wrote:O.o

That's just a little bit confusing...why would it halt at a single value like that for 5 levels?

They do that at level 69ish as well. I noticed at level 71, I had the same EXP-to-next-level requirement that I had at level 69.
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#9
o.o possibly the lower level one is so that they can set the same amount of exp award for first job quests?
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#10
If there is an equation for that, I do not want to try to figure it out. Exp staying the same at several levels makes things significantly more confusing.
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#11
Or you could think of it as a kind of artificial interference... in that you intentionally pull some of these EXP gains over several levels so that levelling with those new skills and new maps (probably you moved to another location? From Vic. to Orbis etc?) would become easier... I notice that these stunts are pulled only at job advancement levels, as of what I can gather right now that is.

Which might mean that for any kind of formula, just go ahead and try. Ignore those rubber-band experience levels first. I've not seen any formula in my life that doesn't require additional IFs/etc logic statements and is just plain simple algebric expression to keep something constant, save for compound functions (no that's not fair either.)

Hadriel
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#12
Phoenix Wright Wrote:If there is an equation for that, I do not want to try to figure it out. Exp staying the same at several levels makes things significantly more confusing.

Piece-wise functions...?
Just run a Regression program 4 or 5 times (I assume once for each Adventurer job advancement) , instead of once.
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#13
No kidding me... Looks like we have separate EXP functions for each advancement, based on what Cyanne gave us...

This is cluttered... don't see much...

 Spoiler

But when you take out the elastic region, you get...

 Spoiler

Hadriel
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#14
Not a perfect fit because of all the nonlinearities but it's a fair approximation:

[(Level+5)/3]^4


The weird thing about the plateaus IMO is that they behave differently for 1st/2nd job advancements.

At the first, the exp/level spikes in the 5 levels leading up to it, then plateaus.
At the second, the exp/level plateaus, then spikes in the 5 levels following it.
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#15
They probably just applied a multiplier to the existing numbers. I assume there's some kind of limits on what the exp TNLs can be (i.e., exp > 1242 for 1st job)
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#16
96.74*1.2^level

Assuming 14 ≤ level ≤ 30

It seems to change depending on job advancement though.
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#17
96.74*1.2^(level - 5) fits almost perfectly with 33 < level < 40 also. It seems as though there's one curve for 1-8, another for 9-39, another for 40-?, etc. with 5-level pauses for the first five levels of each job advancement.
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#18
Probably the best approximation possible for the data set:
(0.06044) * x ^ (3.687)

Including error bars:
(0.06044 +/- 0.01744) * x ^ (3.687 +/- 0.07587)

Finding a function that will perfectly model that data is nearly impossible with those flat lines. Although one exists, it will be ridiculously long. Probably the best way to find an good approximation would be to chop it up between the flat areas, and smashing it into one equation.

Do we have the experience values from 51-200?
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#19
I've been trying to find the damage formulas for all the new weapons. They aren't likely to change again, and they are quite a bit different than the old formulas.

All of the new formulas seem to take the form multiplier x (4x primary stat + secondary stat) * ([magic/weapon] attack/100). Minimum damage is directly based on the rounded maximum damage, rather than it's own formula. Minimum damage is found with simple multiplier of the max damage. The base mastery depends on the weapon being used, with ranged weapons getting 15% mastery, melee getting 20%, and magic getting 25%. They also seem to use rounding (0.5+ = round up, else round down) instead of truncating.

The following isn't 100% accurate for sure, but they seem to work for every screenshot I can find. I'll assume they're the real formulas until someone can post a screenshot that proves otherwise. As you can see from just this data, the whole damage range hierarchy has been completely upset. Corsairs now have much higher base damage than Warriors, so even if the %s of the skills were to stay the same, Corsairs would have received a massive buff. In addition, magic attack is now almost as big as weapon attack in terms of increasing damage.


WeaponMultiplier
Gun1.60
Wand/Staff0.88
2h Sword(/Axe/BW?)1.28
1h Sword(/Axe/BW?)1.20
Claw2.00


Example:
Gun MAX damage = 1.6 * (4 DEX + STR) * (Weapon Attack / 100), rounded to nearest whole number
Gun MIN damage = (15% + mastery %) * MAX, rounded to the nearest whole number
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#20
Dusk Wrote:I've been trying to find the damage formulas for all the new weapons. They aren't likely to change again, and they are quite a bit different than the old formulas.

All of the new formulas seem to take the form multiplier x (4x primary stat + secondary stat) * ([magic/weapon] attack/100). Minimum damage is directly based on the rounded maximum damage, rather than it's own formula. Minimum damage is found with simple multiplier of the max damage. The base mastery depends on the weapon being used, with ranged weapons getting 15% mastery, melee getting 20%, and magic getting 25%. They also seem to use rounding (0.5+ = round up, else round down) instead of truncating.

The following isn't 100% accurate for sure, but they seem to work for every screenshot I can find. I'll assume they're the real formulas until someone can post a screenshot that proves otherwise. As you can see from just this data, the whole damage range hierarchy has been completely upset. Corsairs now have much higher base damage than Warriors, so even if the %s of the skills were to stay the same, Corsairs would have received a massive buff. In addition, magic attack is now almost as big as weapon attack in terms of increasing damage.


WeaponMultiplier
Gun1.60
Wand/Staff0.88
2h Sword1.28
1h Sword1.20


Example:
Gun MAX damage = 1.6 * (4 DEX + STR) * (Weapon Attack / 100), rounded to nearest whole number
Gun MIN damage = (15% + mastery %) * MAX, rounded to the nearest whole number

Yeah, this looks like a rather good start, but we definitely need larger samples.
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