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[Pre-BB] MapleStory Formula Compilation
Hazzy Wrote:Anyone know how the wAtk from Cygnus Summons correlates to the damage it does? :f6:

Considering how the other wATK formulas work with summons, the summon uses the base STR/DEX of the player and then uses its own WATK multiplier. That's how it works for almost all Pirate skills anyway. Now that the Magic Attack formula is well documented, I'll check for mage attacks as well.

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Since no one has refuted my submission of the assassin punch formula in the thief section, I'd like to submit it here.

MAX = (STR + DEX + LUK) * Weapon Attack / 150
MIN = (STR + DEX + LUK * 0.1) * Weapon Attack / 150
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On the Def formula I've been trying it out on mage spells and its very close to visual ranges, but I've been using this form of it.

Min: Base - ((mLevel - pLevel)/100*mM.def+mM.def)*0.6
(pLv>mLv)Min: Base - mM.def * .6
Max: Base - ((mLevel-pLevel)/100*mM.def + mM.def)*0.5
(pLv>mLv)Max: Base - mM.def * .5

so instead of a Player losing a percentage of there damage the Monster gains a small boost to thier base mM.def, and so far I've never attacked outside of this min/max range, with about a 10 point difference above min, & a 20 point difference below max.
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Interesting. I've never thought of that before.
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True, it could work either way. That, however, may make monster's wdef up skills make more sense.
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Well after looking at it I noticed a way to make it look a little cleaner

Min: Base - ((mLevel - pLevel)/100+1)*mM.def*0.6
(pLv>mLv)Min: Base - mM.def * .6
Max: Base - ((mLevel-pLevel)/100+1)*mM.def*0.5
(pLv>mLv)Max: Base - mM.def * .5
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QUESTION: How is the heal rate for healing oneself and others calculated for clerics?

HYPOTHESIS: Heal rate is calculated through a special formula based on MATK and INT.

TESTING PROCEDURE:
1. Created a Cleric at level 30 on a PServer
2. Placed one point in Heal.
3. Forced my current HP to be 1 and my max HP to be 30000.
4. Set my INT and MATK to 0
5. Used heal without any undead monsters by me.

RESULT: My HP recovered by exactly 3000 HP

6. Increased INT to 300
7. Created a staff and gave it -300 MATK, so my current stats were INT = 300 and MATK = 0.
8. Forced my current HP to be 1 and my max HP to be 30000
9. Healed myself with no undead present.

RESULT: My HP recovered by exactly 3000

10. Removed the MATK reduction on my staff, so my stats were INT = 300, MATK = 300
11. Forced my current HP to be 1 and my max HP to be 30000
12. Used Heal with no undead present.

RESULT: My HP recovered by exactly 3000

13. Summoned a Zombie Mushroom.
14. Set my current HP to 1 and my max HP to 30,000
15. Attacked the Zombie Mushroom with heal

RESULT: My HP recovered by exactly 3000 and I dealt damage to the zombie mushroom

Conclusion: My hypothesis is wrong. Heal is calculated using the actual percentage in the skill description, and is completely separate from attacking mobs.
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Wow, that looks like the hardest formula ever. skill% * 300 = hp gained.

Edit: sec here..

Or maybe.... 10% of the max hp?!?!?! wahh.
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Try it with a different max HP. Also try using luk i guess. Another thing, there was once a video of a STR-cleric recovering very poorly with heal and then equipping a staff with matk and recovering more. Perhaps it has been changed?
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Shidoshi Wrote:Try it with a different max HP. Also try using luk i guess. Another thing, there was once a video of a STR-cleric recovering very poorly with heal and then equipping a staff with matk and recovering more. Perhaps it has been changed?

Increased LUK to 30,000
Had no effect on the recovery of heal

Changed HP to 25,000
Heal recovered 2500 HP
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Fiel Wrote:Increased LUK to 30,000
Had no effect on the recovery of heal

Changed HP to 25,000
Heal recovered 2500 HP

well, that pretty much kills every other possibility. Healing yourself is probably the % listed on the skill description of your HP...
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Healing others? :3
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Let me try:

PREVIOUSLY NOTIFICATIONS: Heal percent depends on level, magic attack and/or int. This is "proven" because I remember from earlier Zakum runs that replacing a level 140 priest could replenish my HP from 1 hp to full hp in two heals (with 4 other people in party). Switching the priest to a level 70 priest, it took nearly twice as much, if not more before my HP was fully replenished. Either the function Fiel found works only for healing one person, or it is wrong.
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Maybe it changes when it heals others.

HP gain = Skill% * 100 / X amount of players healed?
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Strange... how would you explain this then?

[youtube]4vNFjHYeWMY[/youtube]

Also, I have tested on the official servers with level 3 Heal, and it does scale with magic attack as of v58. Are you certain that heal recovery is not at all server sided?

@ Mondays
Then again, that could be the HP difference between the two priests.
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Oops, found this in the server code:

Code:
        case 2301002: { // Heal
            // TODO PARTY
            uint16_t healrate = skills[skillid][level].hpP;
            if (healrate > 100)
                healrate = 100;
            player->modifyHP(healrate * player->getMHP() / 100);
            break;
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Wait, so private servers don't necessarily use the same formulas as the real game? :o
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I would have to say that particular formula was coded clientsided on Private Servers because the original formula lay Server Sided and they needed something to work. Just a hypothesis though.
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Server code = server sided. Doesn't seem to be related to the client at all.
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Technolink Wrote:True, it could work either way. That, however, may make monster's wdef up skills make more sense.

I don't think the data will show that it can go either way. Your Base Damage removed(using your Formula) will usually be bigger than the amount that would be added to a Mob's Def(if using my formula). So using your formula assuming you have a Base Max of 20,000 and the difference in Lv's equals 10%, then losing 2,000 Damage on top of a mob's Def is still a bigger reduction, then lets say using my formula and Anego getting +300(10% of 3,000) to her W.def before you divided her W.def in Half(* 0.5). I think the Lv bonus a Mob gets isn't supposed to make it impossible to deal a decent amount of damage, but to remove a tiny bit more damage than normal until your the same Lv or greater. Using the formula you've constructed I've always seen that it removes too much from damage, and that's when I thought that it boosts Mob Def instead. So if you were to try my formula on Anego with 3,000 W.def and see what you get, I think, aside from a Def boost spell it should give a more accurate range.
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I was looking around and I think the PKB KBing rate studies were never finished... If there was some conclusion, it should be added on this post, even if it was preliminary.
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