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Russt Wrote:Yes, they do have different defense reduction multipliers.
Example. 10000~10000 damage range. 3000 DEF.
Max: 3000*.5 = 1500 reduction. 10000-1500 = 8500 damage.
Min: 3000*.6 = 1800 reduction. 10000-1800 = 8200 damage.
So your real damage range ends up as 8200~8500.
It's been tested with tight damage ranges. More defense spreads the min and max out.
alright, cool, this helps out with my warrior damage calculator, i figured there had to be some kind of multiplier, because just straight out subtracting the def destroys the damage ranges and i didn't think that was right XD
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2008-11-19, 12:01 AM
(This post was last modified: 2008-11-19, 12:07 AM by Stereo.)
Just tested level based damage reduction
It's exactly 1% per level. If you're level 80 vs. 100 monster, you take a 20% base penalty. And so on.
tested:
20 vs. 30 monster - 10% reduced
20 vs. 32 monster - 12% reduced
20 vs. 42 monster - 22% reduced
20 vs. 80 monster - 60% reduced
50 vs. 80 monster - 30% reduced
I felt no need to go further >_>
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Oh, well that makes things much easier.
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2008-11-19, 02:32 AM
(This post was last modified: 2008-11-19, 02:35 AM by Dusk.)
Interesting. So that means that no matter how strong you are, you can't do more than 1 damage to Zakum at level 40 (assuming you could get in in the first place). I like how this works, they avoid putting you in situations where you would have to deal with such a heavy damage penalty by introducing level modded accuracy formulas and level-restricted bosses.
Edit: Has there been any progress on the Pirate unarmed damage formula? I would really like to derive it. I just need more data from Pirates at different levels.
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2008-11-19, 02:46 AM
(This post was last modified: 2008-11-19, 03:24 PM by Kevvl.)
Yay, I read something wrong.
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it would either be .5^2, 0.4 or 0.3 then. Most likely 0.3.
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Kevvl Wrote:I noticed on my Gunslinger, Pirates have Acc and Avoid that is in between Theives/Bowmen and Warriors/Mages/Beginners.
.6 Dex multiplier for sure, I've got 75 Base Acc, and 123 Dex (123*.6 = 73.8, the 5 Luck I have must fill in the other 1.2) Not sure about Luck, it's above .24 though, that's for sure. (I'd be missing 1 Acc if it was less). Exact calculation puts it somewhere above (or equal to) .24, and below .44
Edit: My friend's stats:
55 Base Acc
90 Dex
4 Luck
(Meaning a .4 multiplier on Luck nets him 56 Acc, and anything below a .2 multiplier is 54 Acc.)
The .6 still fits, but I'd need a pirate with more luck to accurately test that factor accurately. Right now it's above .23, below .4.
Oh, and this means Gunslingers are the Accuracy kings of Maplestory now. Highest Base Dex (equal to Xbowmen), with just about the same Acc Skills (Bowmen get Focus, and Blessing if they choose, Pirates get Bullet time. IF you max Blessing, that's +36 Acc from the two, but usually people max one or the other, meaning 23 Acc, with Pirates at 20 Acc from BT), and a better multiplier.
Everything else seems to match the same acc/avoid formula as Archers and Thieves.
Why are Gunslingers the Accuracy Kings now? All signs point to having the exact same amount of accuracy as XBows. Unless you count the passive Bullet Time as being better than Focus for some reason...
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2008-11-19, 05:56 AM
(This post was last modified: 2008-11-19, 05:58 AM by FelixTM.)
Stereo Wrote:Just tested level based damage reduction
It's exactly 1% per level. If you're level 80 vs. 100 monster, you take a 20% base penalty. And so on.
Thank you very much for this. I've been curious as to the exact reduction.
And seriously what's up with Brawlers? I've noticed they gain a crapton of Avoid, but from where? It's not from leveling (besides if you add to Dex). It seems to come from the Advancements. Is this true? The heck is up with that? I assume it's a way to give them the Avoid necessary to be a Shadower-like melee class, but without using Luk as their main stat. I didn't know this was possible.
Is there another explanation I'm missing?
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FelixTM Wrote:Thank you very much for this. I've been curious as to the exact reduction.
And seriously what's up with Brawlers? I've noticed they gain a crapton of Avoid, but from where? It's not from leveling (besides if you add to Dex). It seems to come from the Advancements. Is this true? The heck is up with that? I assume it's a way to give them the Avoid necessary to be a Shadower-like melee class, but without using Luk as their main stat. I didn't know this was possible.
Is there another explanation I'm missing?
Yeah, for some reason, Brawlers' avoid formula is 1.5*DEX+0.5*LUK, as opposed to every other classes' 0.2*DEX+0.5*LUK. Broken much?
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2008-11-19, 03:18 PM
(This post was last modified: 2008-11-19, 03:24 PM by Kevvl.)
Nevermind, I thought Bowmen had a .4*Dex in the formula.
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Dusk Wrote:Yeah, for some reason, Brawlers' avoid formula is 1.5*DEX+0.5*LUK, as opposed to every other classes' 0.2*DEX+0.5*LUK. Broken much?
Oh, what the heck? That's ridiculous.
Bowman would be gods among men with an Avoid formula like that.
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Stereo Wrote:Just tested level based damage reduction
It's exactly 1% per level. If you're level 80 vs. 100 monster, you take a 20% base penalty. And so on.
Do you mean an X% damage reduction to your base range or as a modifier to monster defense?
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2008-11-19, 08:40 PM
(This post was last modified: 2008-11-19, 08:42 PM by Stereo.)
KaidaTan Wrote:Do you mean an X% damage reduction to your base range or as a modifier to monster defense?
Applied as base range.
Simple example, against Grendel the really old (>_>) who is level 80 with 120 wdef, if you were level 70 and had a range of 500~1000, you would get reduction like that:
10% off
450~900
-60~66 due to wdef (.5-.6 multiplier, it is random)
384-839 [840 is only possible if you roll exactly 60, it'll normally be 60.000001 or higher which is rounded in favour of the monster so you get 61 reduced]
Then multiply by skills.
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Dusk Wrote:Yeah, for some reason, Brawlers' avoid formula is 1.5*DEX+0.5*LUK, as opposed to every other classes' 0.2*DEX+0.5*LUK. Broken much? Only 2nd job Brawlers and possibly up, right? Not Gunslingers or 1st job?
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Russt Wrote:Only 2nd job Brawlers and possibly up, right? Not Gunslingers or 1st job?
This is true. Brawlers, Marauders, and Buccaneers have the crazy avoid formula.
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B>pure dex brawler
At level 70 you'd have something on the order of 500 avoid. LOL. Too bad avoid is pretty useless in terms of training speed.
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I'm working on the magic formula through the use of PServers and WZ editing. Here's what I've got so far.
After editing the mastery to be 100%, I found that the difference between my max and min was always 90%, so there's a (* 0.9) somewhere in the formula.
The basic attack multiplies over everything.
INT is a constant increase. MATK is the quadratic number
((INT / 200) + (MATK section)) * Basic Attack = Max
((INT / 200) + (MATK section)) * Basic Attack * Mastery * 0.9 = Min
-----------------------------
So, let's do a little bit of algebra to isolate the output of the MATK section
Formula:
Max = BA * ((INT / 200) + (MATK))
Distribute BA:
Max = BA * (INT / 200) + BA * MATK
Subtract over the first half
Max - BA * (INT / 200) = BA * MATK
Divide both sides by Basic Attack to isolate MATK
(Max - BA * (INT / 200)) / BA = MATK
I've limited the Basic attack of any skill I use to be 1. Therefore, it's not needed within the context of this formula.
Max - (INT / 200) = MATK
So, with this information, it's very simple to calculate what the MATK section of the formula is dishing out. Find your max damage with a skill at 1 basic attack, and subtract out the INT divided by 200. Of course, this is NOT going to be perfect as these numbers will be rounded due to indirect analysis of the game. However, by shifting INT slowly down from 1999 to 1, it's simple to draw a curve to plot the output of the MATK section of this formula, then figure out the formula to approximately fit the curve as best as possible.
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A suggestion, what about setting BA to 100? That would make:
(Max / 100) - (INT / 200) = MATK
This way, you gain 2 decimal places. I'm not sure how helpful that would be, though.
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Just some basic testing, not rigorous ranges.
In all cases, int = 0, BA = 50. Attacking Snails because with 0 int 4 luk, can't hit anything else.
20 matk: 32
40 matk: 68
80 matk: 142
120 matk: 220 (unconfirmed 221)
160 matk: 304
200 matk: 396
250 matk: 514 (not great data)
300 matk: 646
350 matk: 780
400 matk: 928
450 matk: 1081
500 matk: 1248
600 matk: 1594
700 matk: 1972
800 matk: 2396
900 matk: 2841
1000 matk: 3327
1100 matk: 3850
Quadratic fit gives this:
max = 0.0016824938matk^2 + 1.6475789117matk - 1.2331455842
I'll assume the 1.23 at the end is me failing to max out all damage points. Can't say what the significance of the other numbers would be, though. It's pretty sensitive to both.
It is odd but that 1.64 is very slightly more than e^0.5. The 0.00168 is about 1/980 of that.
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2008-11-28, 07:25 PM
(This post was last modified: 2008-11-28, 07:36 PM by Stereo.)
Got bored, solved combo.
There are 3 variables to take into account:
#orbs
skill %
skill level
With 0 orbs, Combo always does nothing.
Otherwise,
total % = floor(skill % + (#orbs - 1)*(skill level/6))
For example, with level 23 combo, 3 orbs: (117% on skill)
% = floor(117% + 2*23/6) = 124%
One interesting thing to note is that with level 1 Combo, it always does 100% damage (any # of orbs). So really a level 70 Crusader just gets flying orbs around him, no damage boost. lol.
EDIT: Advanced combo is affected by a little more:
#orbs
combo skill %
a.combo +%
For orbs 0-5:
total % = floor(combo skill % + (#orbs - 1)*(skill level/6) + a.combo%)
For orbs 6+:
total % = combo skill % + 20% + a.combo % + 4*(#orbs - 5)
This is true regardless of level of combo/advanced combo, always 4% per orb.
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