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[Pre-BB] MapleStory Formula Compilation
Russt Wrote:I know that prior to the change (I think pre-Leafre?) the formula for all characters except beginners was (5 + 20/LUK)%
The current one, no idea. I could try to kill off some of my mules, I guess? I have a 33 LUK warrior that could use some EXP loss.

Those numbers are correct, although they could still use a bit tweaking. Bowmen shouldn't be losing as much exp as Mages, considering we're about as fragile as Hermits, sacrificing a bunch of avoid for more disabling skills.

But yeah, there's no formula now, it's just class-based. I can tell you for sure I lose 7% on death regardless of what my equips are. Unless base stats matter now, but I doubt it.
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Forstprey_Formula Wrote:MIN = (DEX * 2.5 + STR) * Skill %
MAX = (DEX * 2.5 * 0.7 + STR) * Skill %
Switch them, the max is the min and the min is the max.
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So you lose PRECISELY 10% when you die? I always thought there was some variation in that.
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LazyBui Wrote:So you lose PRECISELY 10% when you die? I always thought there was some variation in that.

It was, but it got changed. Before, it was 0.1-luk*0.001, but it got changed to a set value some patches ago.
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Now its a set amount. I believe its:
Warriors - 10%
Bowman - 6%
Mages - 5%
Thieves - 4%

I havn't died on a mage or a theif.
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Devil's Sunrise Wrote:It was, but it got changed. Before, it was 0.1-luk*0.001, but it got changed to a set value some patches ago.
According to that you'd lose no exp upon death with 100+ LUK?
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Russt Wrote:According to that you'd lose no exp upon death with 100+ LUK?

X greater or equal to 5% in hunting grounds.
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Either way, I found the inverse formula to be a lot more accurate. I seem to recall losing 6-7% on my warrior when I had 15 LUK.

It's all no longer relevant, though.
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Could someone explain what the Level Multiplier is and how it affects damage? I've seen some people taking about 1-correction, too. What is this and is it related to the Level Multiplier?

Also, some full example calculations shown next to the various formulas would really help. For instance, under the Effect Multipliers, put an example using Combo Attack information and show how it enters into the complete damage formula for one attack to give a damage number.
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I coined most of those terms, I apologize if it isn't clear to you...

1-correction simply refers to the step during damage calculation when negative numbers (due to defense, etc) are "corrected" and become 1. Presumably this is also the same step as "99999-correction" as well, but I dunno.

Level Multiplier is what the game uses to nerf your damage when you're facing a monster much stronger than you (think of it as the level part of the accuracy formula). Suppose some level 50 with godly equips hits, say, 6000 damage on a snail. He decides to go to Himes, which are level 100, figuring that he'll 12-hit them for crazy experience at that level. Even after Himes' normal defense, he's still hitting 5600 damage or so (assuming the 6000 is base damage without skills...)
The game decides that this is wrong, so it pulls out its Level Multiplier:
1 - (Monster level - Player level)/(200 - Monster level)
= 1 - (100 - 50)/(200 - 100)
= 1 - (50)/(100)
= 1 - 0.5
= 0.5
So it halves your damage range before subtracting defense. In this case, his 6000 damage becomes 3000, and then defense brings that down to 2600.

About the full example calcs, maybe. I don't know where it'd fit.
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Russt Wrote:1-correction simply refers to the step during damage calculation when negative numbers (due to defense, etc) are "corrected" and become 1. Presumably this is also the same step as "99999-correction" as well, but I dunno.

It's better explained as a limiter. If the number output for one hit is lower than 1 and is a hit (that is, is not a miss), it will deal 1 instead. If the number is higher than 99 999, it will lower down and deal 99 999 instead.
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Devil's Sunrise Wrote:If the number output for one hit is lower than 1 and is a hit (that is, is not a miss), it will deal 1 instead. If the number is higher than 99 999, it will lower down and deal 99 999 instead.

There are several skills that aren't set to 1, and just show a "MISS" if they do less than 1 damage.

I believe Iron Arrow on its piercing damage is one (2nd-6th target are hitting something like 1*0.9*0.9... = <1), and possibly magic attacks too.
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Stereo Wrote:There are several skills that aren't set to 1, and just show a "MISS" if they do less than 1 damage.

I believe Iron Arrow on its piercing damage is one (2nd-6th target are hitting something like 1*0.9*0.9... = <1), and possibly magic attacks too.

Well, yeah. slash blast FA as well, when you're at it.
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1-correction only appears to occur for the Level Multiplier, but not Effect Multipliers.

So, [(Base Damage * Level Multiplier) ~1-correction] * Effect Multiplier * Element, etc, etc.

Iron Arrow's .9^x reduction, Arrow Bomb's 5/13ths reduction, Slash Blasts .33^x reduction.


Things to Update:
Combo Multiplier Formula; I posted it a while back. It varies from level to level. For example, level 1 Combo gives 110% damage with 3 Orbs, not 135% like that formula states.
Quote:Combo Attack:
If Orbs = 0

100%

Else

Level 1:
95% + Orbs * 5%
1 < Level < 10
97% + Orbs * 5% + Level
10 <= Level < 21
102% + Orbs * 5% + (Level - 1) / 2
Level > 20
105% + Orbs * 5% + (Level / 3);

Advanced Combo Attack:
Orbs < 6
115% + Orbs * 5% + Level
Orbs > 5
120% + Orbs * 4% + Level

Phoenix and Frostprey: Always have 100% elemental damage, thus 1.5 advantage damage, and .5 disadvantage damage.
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JoeTang Wrote:1-correction only appears to occur for the Level Multiplier, but not Effect Multipliers.

So, [(Base Damage * Level Multiplier) ~1-correction] * Effect Multiplier * Element, etc, etc.

Iron Arrow's .9^x reduction, Arrow Bomb's 5/13ths reduction, Slash Blasts .33^x reduction.

I think it's more like 1/99 999-correction only appears to damage calculations where the damage is independent of other attacks, else damage would be corrected to 1 and then skill multipliers go and make e.g. 2 damage (for maxed powerstrike).

Iron Arrow, Arrow Bomb and Slash Blast all miss when they hit a monster if the previous damage was so low that diving/multiplying with their multiplier would create a number lower than 1. That would also explain piercing blow going over 99 999.
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Devil's Sunrise Wrote:That would also explain piercing blow going over 99 999.

Speaking of which does anyone know if ME still disconnects on 100k+ hits?


I think it is doing 30-40k damage but due to its nature (adding up 20 hits into 6 visible ones) it ends up also breaking the 99999 cap, and apparently for a while that made you d/c.
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Stereo Wrote:Speaking of which does anyone know if ME still disconnects on 100k+ hits?


I think it is doing 30-40k damage but due to its nature (adding up 20 hits into 6 visible ones) it ends up also breaking the 99999 cap, and apparently for a while that made you d/c.

From what I heard, it was increased to 150k, though no guarantees.
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Yay, more replies.

Uhhh. JT, maybe I should just change it to "Combo Attack % + Advanced Combo % + 5% * orbs 2-5 + 4 * orbs 6-10". That bit of code you quoted is from your calculator, right? The intent here is different, so it's better to just take directly from the skill description. (Even though the official skill description is kumquats.)

As for the Phoenix/Frostprey... yeah, I realized that as well. I've been too lazy to change it.

Damage DC limit is 200k now, I believe.

On the topic of the limiters...

We know that 1-correction is applied after attack multipliers (260% for PS, etc) since we don't deal 2 damage minimum with PS.
We also know that it comes before certain other multipliers, such as Piercing, SBFA, and such (since they go out of that range) but not elements, charges, Amp, Combo (since they're capped at 99999).

I notice a pattern. Charges, Amp, and Combo are all unconditional multipliers. They affect everything they... affect, only once, in the same way. (Combo finishers don't count, since orbs actually serve two functions, only one of them being the Combo multiplier.)

Piercing and Arrow Bomb are conditional. They only apply to certain hits that must be 'tagged' in some way, and they may be applied repeatedly if needed (in the case for IA/Pierce).

I used to believe that Heal's mob multiplier fit in the 'conditional' category. Probably because I remember dealing 'MISS' and not 1 on Zmush on my first cleric, a long time ago. This time through, I've never seen a single MISS on them at level 30 with no extra INT/LUK (proving two things - one, my first cleric would not have had an accuracy problem, and two, 1-correction does apply since my Heal damage range would go MISS on their magic defense). So it's probably unconditional... which makes sense now that I think of it since it's not exponential and it's applied to all hits equally.
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it would be interesting to make tests on the damage distribution, like if your range is 10~20 how many twenties you hit, how many fifteens, etc.

if it's a normal distribution or something else... i was testing this someday with my pure dex islander on snails, but i forgot that my pole arm slash/stab ratio influenced... should be done with a sword...

btw, pure dex islanders are better for this as their damage range is around 10 units.

how many hits do you think it would be enough for testing?
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Range times 10, so if your damage range is 10 units, 100 trials. The more the better, though.

I've always figured that a uniform distribution would be the easiest to code, and take up the least system resources. It'd be nice to know for sure, though.
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