Difference between revisions of "Formulas"

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== '''Shadowbane Confirmed Game Formulas''' ==
 
== '''Shadowbane Confirmed Game Formulas''' ==
 
=== '''Attack Rating''' <br />===
 
''(Confirmed: Bow, Normal Sword, PsiBlade)''<br />
 
4*WEAPONSKILL + 3*WEAPONMASTERY + (STR/DEX)/2 (Whichever is greater)
 
<hr>
 
  
 
=== '''Focus skill cap''' <br />===
 
=== '''Focus skill cap''' <br />===
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=== '''Melee ATR Formula''' <br />===
 
=== '''Melee ATR Formula''' <br />===
Melee Atr = (((dex or str which ever higher/2) + (primary skill * 4) + (secondary skill * 2) + (atr magical bonuses on weapon(s))) * (1.stance modifer)) * (1.special attack modifer)
+
Melee Atr = (((dex or str, which ever is higher/2) + (Weapon Skill * 4) + (Weapon Mastery * 2) + (atr magical bonuses on weapon(s))) * (1.stance modifer)) * (1.special attack modifer)
 
<hr>
 
<hr>
 
=== '''Base Skill Formula''' <br />===
 
=== '''Base Skill Formula''' <br />===
 
(75 + 3*int + 2*secondary) / 20<br />
 
(75 + 3*int + 2*secondary) / 20<br />
where secondary depends on the skill in question; it's spirit for all spellcasting skills, is con for stuff like athletics, str or dex for weapons/armor, etc.
+
What the secondary stat is depends on the skill: all spell casting skills use spirit, Heavy/Medium armor, Axe, Axe Mastery, Sword (Mastery), Hammer (Mastery), Polearm (Mastery) and Great Sword/Axe/Hammer Mastery use strength, Toughness and Athletics use constitution, and Light armor, Unarmed (Mastery), Dagger (Mastery), Staff (Mastery), Bow, Crossbow, Archery, Blade Mastery, and Blade Weaving use dexterity.
<hr>
+
This is only a rough approximation, there is no formula for this as the rate at which they increase is irregular, the Shadowbane Gameplay Mechanics forums have the full list.
=== '''Damage Formula''' <br />===
 
''(Melee only without Bows)''<br />
 
([base damage]*(1+[relevant stat]/100)*(1+[skill])
 
 
<hr>
 
<hr>
 
=== '''Training Skill Max''' <br />===
 
=== '''Training Skill Max''' <br />===
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6) Add 10 to that(this is to compensate for the 2 for 1 first 10 trains)<br />
 
6) Add 10 to that(this is to compensate for the 2 for 1 first 10 trains)<br />
 
7) This final number is what you can train that skill to.
 
7) This final number is what you can train that skill to.
<hr>
 
=== '''Weapon Mastery and Attack Rating''' <br />===
 
1 point in Weapon Mastery = 2 points Attack Rating.
 
 
<hr>
 
<hr>
 
=== '''Defense''' <br />===
 
=== '''Defense''' <br />===
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<hr>
 
<hr>
 
=== '''Alternative Defense Formula''' <br />===
 
=== '''Alternative Defense Formula''' <br />===
Defense = (1+ArmorSkill / 50) * ArmorDef + (1+ShieldSkill / 100) * ShieldDef + (WeaponSkill / 2) + (WeaponMastery / 2) + Dex * 2
+
Defense = (1+ArmorSkill / 50) * ArmorDef + (1+ShieldSkill / 100) * ShieldDef + (WeaponSkill / 2) + (WeaponMastery / 2) + Dex * 2 + Flat bonuses from rings or cloth
<hr>
 
=== '''Alternative Defense Formula''' <br />===
 
Def=(Dex*2 + Non-shield Def*(1+(Armor Skill/50)) + Shield Defense*(1+(block skill/100)) + weapon skill/2 + weapon mastery skill/2 + Non-% bonuses) * ( 1+% bonuses)
 
 
<hr>
 
<hr>
 
=== '''Weapon Max Damage''' <br />===
 
=== '''Weapon Max Damage''' <br />===
Weapon Max DMG = (BaseDMG * (PrimeStat * 0.019) +(SecondStat * 0.0095) +(WeaponSkill * 0.0095) +(WeaponMaster * 0.0095))
+
Weapon Max DMG = BaseDMG * ((Primary Stat * 2 + Secondary Stat + Weapon Skill + Weapon Mastery)/105)
 
<hr>
 
<hr>
 
=== '''Weapon Min Damage''' <br />===
 
=== '''Weapon Min Damage''' <br />===
Weapon Min DMG = (BaseDMG * (PrimeStat * 0.0095) +(SecondStat * 0.019) + (WeaponSkill * 0.0095) + (WeaponMaster * 0.0095))
+
Weapon Min DMG = BaseDMG * ((Primary Stat + Secondary Stat * 2 + Weapon Skill + Weapon Mastery)/105)
 
<hr>
 
<hr>
 
=== '''Universial Spell Damage Formula''' <br />===
 
=== '''Universial Spell Damage Formula''' <br />===
 
Min = ( 0.5 + 0.0075*int + 0.011*spir + 0.0196*focus)*spell min dmg<br />
 
Min = ( 0.5 + 0.0075*int + 0.011*spir + 0.0196*focus)*spell min dmg<br />
 
Max = (0.62 + 0.0192*int + 0.00415*spir + 0.015*focus)*spell max dmg
 
Max = (0.62 + 0.0192*int + 0.00415*spir + 0.015*focus)*spell max dmg
<hr>
 
=== '''Bonus to Skills''' <br />===
 
~= (5.9 + Int/7.3 + Relevent Stat(s)/11)
 
 
<hr>
 
<hr>
 
=== '''Points spent to train''' <br />===
 
=== '''Points spent to train''' <br />===
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Past 110 trains = 3 trains for 1%<br />
 
Past 110 trains = 3 trains for 1%<br />
 
Past 130 trains = 4 trains for 1%
 
Past 130 trains = 4 trains for 1%
 +
Partial % does not register in formulas, ex. you gain no benefit for having 91 trains in a skill as it is the same % as 90
 
<hr>
 
<hr>
  

Revision as of 19:52, 27 September 2008

Shadowbane Confirmed Game Formulas

Focus skill cap

55 + int + (primaryStat/10) + racebonus + traitsbonus


Spell ATR formula

7 * Spell Focus Line + 0.5 * DEX + (ATR magical bonuses on weapon(s))
Round .5 values to next highest whole number. (i.e. 719.5 = 720)


Melee ATR Formula

Melee Atr = (((dex or str, which ever is higher/2) + (Weapon Skill * 4) + (Weapon Mastery * 2) + (atr magical bonuses on weapon(s))) * (1.stance modifer)) * (1.special attack modifer)


Base Skill Formula

(75 + 3*int + 2*secondary) / 20
What the secondary stat is depends on the skill: all spell casting skills use spirit, Heavy/Medium armor, Axe, Axe Mastery, Sword (Mastery), Hammer (Mastery), Polearm (Mastery) and Great Sword/Axe/Hammer Mastery use strength, Toughness and Athletics use constitution, and Light armor, Unarmed (Mastery), Dagger (Mastery), Staff (Mastery), Bow, Crossbow, Archery, Blade Mastery, and Blade Weaving use dexterity. This is only a rough approximation, there is no formula for this as the rate at which they increase is irregular, the Shadowbane Gameplay Mechanics forums have the full list.


Training Skill Max

Results are in Percentile
1) Take your main stat and divide it by 10.
2) Add your race bonus(if any) to that.
3) Add any creation runes(if any) to that.
4) Add 50 to that.
5) Add your INT to that.
6) Add 10 to that(this is to compensate for the 2 for 1 first 10 trains)
7) This final number is what you can train that skill to.


Defense

((dex*2) + (total armor*(armor skill * .03)) + (shield armor * (shield skill * .03)) + ((primary weapon skill + secondary weapon skill)/2)) * (1.stance modifier)


Alternative Defense Formula

Defense = (1+ArmorSkill / 50) * ArmorDef + (1+ShieldSkill / 100) * ShieldDef + (WeaponSkill / 2) + (WeaponMastery / 2) + Dex * 2 + Flat bonuses from rings or cloth


Weapon Max Damage

Weapon Max DMG = BaseDMG * ((Primary Stat * 2 + Secondary Stat + Weapon Skill + Weapon Mastery)/105)


Weapon Min Damage

Weapon Min DMG = BaseDMG * ((Primary Stat + Secondary Stat * 2 + Weapon Skill + Weapon Mastery)/105)


Universial Spell Damage Formula

Min = ( 0.5 + 0.0075*int + 0.011*spir + 0.0196*focus)*spell min dmg
Max = (0.62 + 0.0192*int + 0.00415*spir + 0.015*focus)*spell max dmg


Points spent to train

First 10 trains = 1 train for 2%
Past 10 trains = 1 train for 1%
Past 90 trains = 2 trains for 1%
Past 110 trains = 3 trains for 1%
Past 130 trains = 4 trains for 1% Partial % does not register in formulas, ex. you gain no benefit for having 91 trains in a skill as it is the same % as 90


Attack Delay

Modified_Weapon_Speed = Base_Weapon_Speed *
(1 - Stance_Delay/100) *
(1 - Buff_Delay/100) *
(1 - WereWolf_Delay/100) *
(1 - WeaponPrefix_Delay/100) *
(1 - WeaponSuffix_Delay/100)


Dex Penalty on Armor

(weight of all armor) * .004 * (dex with no armor) = (dex penalty with armor equipped)


Stamina Drain per weapon swing

.3333333 stam per 1w of items, per swing
a 3w item will drain 1 stam per swing.
a 15w item will drain 5 stam per swing
w = Weight.