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  1. Default Figuring out WDEF


    Here's the formula. I'm still trying to figure out the variables:

    adjust_base_dispense


    CalcDamage::PDamage


    adjust_mob_damamge
    Last edited by Fiel; 2010-09-02 at 02:59 PM.

  2. Default


    At a guess, a5 in the first equation is the random component, so v5 is effectively "def mastery" in some sense. I haven't worked out exactly what sort of values it'll have yet.

  3. Default


    No, I think the random component is taken care of in the _adjust_mob_damamge (sic) function.

  4. Default


    I mean in player def. In the old system, you have (0.5,0.6)*def as well as the 94%~ mastery on the mob's damage itself. It's not quite structured the same though, hmm. Gotta run through this with some numbers to see what it actually does.

  5. Default


    Speaking of the old system, I can pull up that data as well.

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    Okay, I've done some further study and found an interesting result:

    On very high damage monsters, defense becomes percentage based - roughly half the square root of the defense (as a percent) is used instead of straight up 0.25*def. It basically chooses the best of the 2, in terms of reduction amount.

    If you have 400 def for example, you end up with 10% or 100 reduced, whichever is bigger.

    a5 is added to the percentage based def reduction - so it only affects damage taken on mobs with higher damage. It's basically another percentage - a value of 200 in a5 means +200% to the percentage based reduction (to 30% in the above example)

    I don't know, maybe it is coming from Shield Mastery? If so, PDD around 4500 would be enough to reduce all damage to 1...

  7. Default


    So based on what you say, Stereo, lets see if I got this right..

    Given:
    10,000 defense
    20,000 damage

    Result:
    Square Root of 10,000 = 100, 100/2 = 50 --> 50%
    10,000 Defense x 25% = 2,500

    --> damage reduction of 50% = 10,000 damage reduced vs 2,500 damage reduced = it would be reduced by 10,000 damage since it's the larger amount? You would receive 10,000 damage?

    EDIT: lol, think I found a miscalc... fixed

  8. Default


    Yeah, it works like that.

    You do lose 2% per level below the mob though, so it'll do more damage. But you really can't hit it anyway.

  9. Default


    PDD has a constraint of [0, 30000]
    Mob damage has a constraint of [1, 999999]

    I threw this at a C compiler btw.

    So, calculating defense of 30000 and 999999 damage yields the following:

    oops

  10. Default


    Looks the same as what I got, except I used an excel spreadsheet so I can see directly what the code is doing line by line. For short code it seems to be a decent method, though I cheated a little on the if statements.


    Kudos to Nexon for making defense actually useful I guess - on something with 25k damage my Paladin will only take ~16k due to wdef alone.

  11. Default


    I'm coding a calculator like my other ones. I should have it up and ready in a little bit.

    EDIT: As a rule of thumb, if you want a mob to do 1 damage to you, you need to have 4x the mob's attack value.

  12. Default


    If you can figure out where a5 came from, it might have an upper bound under 30000 wdef (rather than the impossible 40000 wdef with a5=0) - say you could get a5=150, then you'd only need 6400 wdef to be invincible. For that matter, with a5=17 30000 def would be the same.

  13. Default


    Where are you getting that value from? 6400?

  14. Default


    {[1/(a5+100)*10000]*2}^2 = def

    It's basically the equation backwards, with the goal being v11=0, which in turn means v5 = 100, so (PDD*.25)^.5*(1+a5/100) = 100

    Since a5 is for some reason a whole number percentage, instead of a decimal fraction, it introduces a lot of extra *100 factors in the equation.

  15. Default


    You're making a lot of assumptions about a5.

    If it means anything, the avoid and hit rate formula also has sections which look like a5. I edited them out since they don't seem to apply to regular players or only apply in very specific scenarios.

    http://happychinchilla.info/damage.html

  16. Default


    Calculator appears to be non-functional :/

    Also,

    var v11 = (100 - pddSqrt) * mobAttack * 0.01;

    Does this mean with 40,000 defense, nothing will hit you for more than 1 damage? Forgot about the cap.

    a5 appears to be nothing more than a % increase to wdef, probably coming from skills like Shield Mastery or equips with +% wdef.

  17. Default


    Dusk, no. If you look further up in the formula the defense is first multiplied by 0.25. So the maximum defense is technically 7500 (30000 * 0.25). The square root of this is about 86%.

    The calculator should be fixed. Refresh.

  18. Lazy Mathematician Female
    IGN: MsJudith
    Server: Windia
    Level: 130
    Job: aran
    Guild: n/a
    Alliance: n/a
    California

    Default


    So I was looking at the wdef formula

    WDEF = STR * 1.2 + (DEX + LUK) * 0.5 + INT * 0.4 + [def from equips]?


    How about def from equips? that should just be added in after right?

  19. Default


    Correct. That formula is for base WDEF.

  20. Lazy Mathematician Female
    IGN: MsJudith
    Server: Windia
    Level: 130
    Job: aran
    Guild: n/a
    Alliance: n/a
    California

    Default



    Figured as much. Thanks for the clarification.

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