Lei Wrote:Quick question. Is 1.84 + 0.07 calculated first? So is it Acc/(((1.84 + 0.07) * D) * Avoid) - 1 or Acc/(((1.84 + (0.07 * D)* Avoid)-1. And does the number computed directly equal the percentage of hit? e.g. 1=100%, .5=50% ect.
Order of operations says that 0.07*D is computed first. So multiply D by 0.07, add 1.84, and multiply by avoid. That's your denominator. And yes, 1 is 100%.
Takebacker Wrote:Can we include a list of what multipliers work before what? Or a formula that shows all buff damage modifiers in order of what works before what?
In time.
Takebacker Wrote:Since when was the second part true? o.o
I thought that was empirically determined. What's your theory?
I don't have a theory, i've just have never heard about that aspect of battleship before. If it wasn't that big a deal i wouldn't really care but 1 durability = 10 damage? That's a pretty huge difference. O_o Unless you mean to say that this is what happens after the balance patch, in which case that's ridiculous.
Takebacker Wrote:I don't have a theory, i've just have never heard about that aspect of battleship before. If it wasn't that big a deal i wouldn't really care but 1 durability = 10 damage? That's a pretty huge difference. O_o Unless you mean to say that this is what happens after the balance patch, in which case that's ridiculous.
No, it's the same as it's always been. Elsewhere the formula is stated directly in terms of damage, so that it would be (Battleship level * 2 + (Character level - 120)) * 2000. I don't remember where the notion of durability came from (maybe the wz files?) but there was some rationale for stating it this way.
Level 1 ship at level 120 has 4000 HP. About right.
Mm. That tells me that the max and min INT multipliers are 0.8 and 0.2 respectively. That's interesting, because the ones I have written up are 1.2 and 0.3, but it's probably equivalent, because the ratio is constant. I wonder why it's that way, though.
Can you look for where the variable v44 is used later on?
Lucida Wrote:Mm. That tells me that the max and min INT multipliers are 0.8 and 0.2 respectively. That's interesting, because the ones I have written up are 1.2 and 0.3, but it's probably equivalent, because the ratio is constant. I wonder why it's that way, though.
Can you look for where the variable v44 is used later on?
Sure, I'll get the magic calculation for you too.
Edit :
Here's the full magic attack calculation, I've renamed some of the variables so as to make it more readable. http://pastebin.com/vGpazJmp
Also, for people who are figuring out the keydown skill formula (big bang) do check out :
Where v76 is either:
v67 = v47 % 0x989680;
v76 = (a - v48) * (double)v67 * 0.000000100000010000001 + v48;
or
MATK,
v48 = MATK
a = v48 * Mastery * 0.9 (60% Mastery = 0.6) v47 = aRandom[v49];
v49 = nIdx % 7;
I'm not sure if there's another use for % other than modulus in C. nIDx appears to be incremented on occasion but starts defined at 0.
0x989680 = 10 000 000
Thus, I assume it's a random number finding value of some sorts.
Which I believe is equivalent to our original:
Max = (INT * 1.2 + LUK) * Magic / 1000 * TargetMultiplier
Yeah. My TargetMultiplier is 5 times the value of (0.3 + 1/NumTargets), so that cancels out the denominators.
Also I think I must apologize for the magic formula... that particular one was on Sleepywood a long time ago, but I doubted it because of the 0.058. Guess not.
Edit: As for the postprocessing:
(Damage * Element - rand(0.5, 0.6) * MDEF) * nMGuardUp * Crit * KeyDown. That is all.
This doesn't include skills for pirates, Evan and Aran. I can try getting those from MapleStory.exe when I am free. Although the chances are low because the exe doesn't come with .PDB file, for the method name and such unlike the leaked Brazil MS official server file.
And max damage would be double this, assuming perfect results, so the damage range for 10 mesos at level 1 ME is 85 ~ 170
Now let's assume we drop 10 mesos at level 30 ME. The ratio variable would be the same. The only thing that would change here is the SkillData->nX value, which is 1000 at level 30:
So yeah, 1001 mesos is slightly better. But is it more efficient?
Graphing out this formula yields the following (note the following is MINIMUM damage/bag). Also note that this is ONLY CALCULATING ONE BAG OF MESOS.
So you get a lot of benefit from putting mesos up until around 5 - 6k, up until which you start losing mesos/damage ratio massively. But where is the best ratio? What is the most efficient mesos/damage ratio?
================================
fixDamage skill has it's unique acc formula...
the same to #691
================================
Line 786~830:
wand/staff is same as the one-hand axe
================================
Line 364~366----->
if ( nSkillID != 3201003 && nSkillID != 3101003 )
{ //some code }
Line 549~564:
some strange formula...deal with action?..
( dex * 3.4 + str ) * watt / 200
================================
Line 333~352,609,652~
darkness has a 80% base Miss chance
Blast and rush and the 2nd damage of brandish has a change of 60% to force the same action as swing.
not test xBow..
================================
Charge/tap damages for Big Bang/Pierce/Screw Punch:
( 10 + 90 * keyDownTime / fullChargeTime )%
as a modifier.so no Charge as 10% and full Charge as 100%.
================================
Line 435,453~472: something about Hero Combo:
Hero Combo is multiplied before critical.
another word,it is multiplied by base skill%.
eg: Lv.30 brandish + 10 combos=260% * 190% = 4.94
if critical(lv.30 sharpeyes,no critical rings)= 260% * 190% + 140% = 6.34
2010-06-17, 02:28 AM (This post was last modified: 2010-06-17, 02:31 AM by 50504724.)
I tested the final attack and element charge formula
with my friend's paladin.
here's some data.
Lv:170+
str:835
dex:98
watt:19
weapon:one-handed sword
normal attack:361.304~653.22
monster data:
Lv:35
pdd:100
weak in fire
skills data:
Slash Blast:130% base damage
final attack:60% chance ,follow a 250% attack.
Ice charge:Lv30, 110% damage
fire charge:Lv30, 120% damage
==============================
First I test the slash blast FA without charge
but I have not seen a number more than 1000.
In order of damage calculate it seems to be that:
damage after mob'defence:
Min:361.304-100*0.6=301.304
Max:653.22-100*0.5=603.22
and I record my maxDamage of FA of each order of mob:
order:1 2 3 4 5
maxDmg:990 330 108 36 10
while I didn't test more than few minutes
But it's obvious...the right formula is seem to be:
2 * (1/3) ^ OrderHit
==============================
Next..I test the element charge which puzzled me rather a long time.
From formulas we have had now,a full version of physical damage formula is
( base damage * (1 - 0.01 * dLevel) * (Element (dis)advantage modifier) * other modifier A - mobPDD * 0.6(0.5 ))
* (skill percent% * skill modifier (+ critical if exists%))
* other modifier B
the data "120%" of fire charge is A or B?
I test it with the formula I find out #697, it works very well
prostrate attack damage : 52.1455~88.635
when I use Fire Charge, I get a max Damage 109.
It fits the formula A: (52.1455~88.635 * 1.5 * 1.2 - 100 * 0.6(0.5)) = 33.8619~109.543
not B52.1455~88.635 * 1.5 - 100 * 0.6(0.5)) * 1.2 = 21.8619~99.543
so everything is clear~~~