Difference between revisions of "Formulas"
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[[Category:Game Mechanics]][[Category:Formulas]][[Category:Combat]] | [[Category:Game Mechanics]][[Category:Formulas]][[Category:Combat]] | ||
− | + | '''Confirmed Game Formulas''' | |
+ | == Skill Formulas == | ||
=== '''[[:Category:focus|Focus Skill]] Cap''' <br />=== | === '''[[:Category:focus|Focus Skill]] Cap''' <br />=== | ||
55 + int + (primaryStat/10) + racebonus + traitsbonus | 55 + int + (primaryStat/10) + racebonus + traitsbonus | ||
<hr> | <hr> | ||
− | + | === Base Skill <br />=== | |
− | === | ||
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(75 + 3*int + 2*secondary) / 20<br /> | (75 + 3*int + 2*secondary) / 20<br /> | ||
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. | 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. | 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. | ||
<hr> | <hr> | ||
− | + | === Training Skill Max <br />=== | |
− | === | ||
'' Results are in Percentile''<br /> | '' Results are in Percentile''<br /> | ||
1) Take your main stat and divide it by 10.<br /> | 1) Take your main stat and divide it by 10.<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> | ||
+ | === Points Spent to Train <br />=== | ||
+ | First 10 trains = 1 train for 2%<br /> | ||
+ | Past 10 trains = 1 train for 1%<br /> | ||
+ | Past 90 trains = 2 trains for 1%<br /> | ||
+ | Past 134 trains = 3 trains for 1%<br /> | ||
+ | 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> | ||
+ | == Attack Rating Formulas == | ||
+ | === Spell [[ATR|Attack Rating]] <br />=== | ||
+ | 7 * Spell Focus Line + 0.5 * DEX + (ATR magical bonuses on weapon(s))<br /> | ||
+ | Round .5 values to next highest whole number. (i.e. 719.5 = 720) | ||
<hr> | <hr> | ||
− | === | + | === Melee [[ATR|Attack Rating]] <br />=== |
+ | Melee ATR = (Primary Stat / 2) + (Weapon Skill * 4) + (Weapon Mastery * 3) + (ATR Enchantments) * 1.stance modifier | ||
+ | <hr> | ||
+ | |||
+ | == Defense Formulas == | ||
+ | ===[[Defense]]=== | ||
((dex*2) + (total armour*(armour skill * .03)) + (shield armour * (shield skill * .03)) + ((primary weapon skill + secondary weapon skill)/2)) * (1.stance modifier) | ((dex*2) + (total armour*(armour skill * .03)) + (shield armour * (shield skill * .03)) + ((primary weapon skill + secondary weapon skill)/2)) * (1.stance modifier) | ||
<hr> | <hr> | ||
− | === | + | === Alternative Defense Formula === |
+ | Defense = (1+ArmorSkill / 50) * ArmorDef + (1+ShieldSkill / 100) * ShieldDef + (WeaponSkill / 2) + (WeaponMastery / 2) + Dex * 2 + Flat bonuses from rings or cloth | ||
+ | <hr> | ||
+ | |||
+ | === Passive Defense === | ||
Block: (base skill + block bonus from shield) / 4, +/- 1% per level difference<br> | Block: (base skill + block bonus from shield) / 4, +/- 1% per level difference<br> | ||
Parry: (base skill + parry bonus) / 4, +/- % per level difference<br> | Parry: (base skill + parry bonus) / 4, +/- % per level difference<br> | ||
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<hr> | <hr> | ||
− | === | + | === Dexterity Penalty on Armor <br />=== |
− | + | (weight of all armor) * .004 * (dex with no armor) = (dex penalty with armor equipped) | |
<hr> | <hr> | ||
− | === | + | == Damage Formulas == |
+ | === Weapon Damage Calculation === | ||
[Damage from the Warlord's/Morloch's prefix] is added on the min and max of the weapon afters skills and stances are added. So it is added to the minimum and maximum damage the weapon could do to an opponent with zero resist that hasn't been exposed. In effect it is added to the numbers the server rolls the dice between to determine weapon damage, before it considers resists etc. It isn't added to the actual amount done. | [Damage from the Warlord's/Morloch's prefix] is added on the min and max of the weapon afters skills and stances are added. So it is added to the minimum and maximum damage the weapon could do to an opponent with zero resist that hasn't been exposed. In effect it is added to the numbers the server rolls the dice between to determine weapon damage, before it considers resists etc. It isn't added to the actual amount done. | ||
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<hr> | <hr> | ||
− | === | + | === Maximum Weapon Damage <br />=== |
Weapon Max DMG = BaseDMG * (0.0124*Primary Stat + 0.118*(Primary Stat -0.75)^0.5 + 0.0022*Secondary Stat + 0.028*(Secondary Stat-0.75)^0.5 + 0.0075*(Weapon Skill + Weapon Mastery)) | Weapon Max DMG = BaseDMG * (0.0124*Primary Stat + 0.118*(Primary Stat -0.75)^0.5 + 0.0022*Secondary Stat + 0.028*(Secondary Stat-0.75)^0.5 + 0.0075*(Weapon Skill + Weapon Mastery)) | ||
<hr> | <hr> | ||
− | === | + | === Minimum Weapon Damage <br />=== |
Weapon Min DMG = BaseDMG * (0.0048*Primary Stat +.049*(Primary Stat-0.75)^0.5 + 0.0066*Secondary Stat + 0.064*(Secondary Stat-0.75)^0.5 + 0.01*(Weapon Skill + Weapon Mastery}) | Weapon Min DMG = BaseDMG * (0.0048*Primary Stat +.049*(Primary Stat-0.75)^0.5 + 0.0066*Secondary Stat + 0.064*(Secondary Stat-0.75)^0.5 + 0.01*(Weapon Skill + Weapon Mastery}) | ||
<hr> | <hr> | ||
− | === | + | === Spell Damage Formula <br />=== |
Min = (0.0045*int + 0.055*(int-0.5)^0.5 + 0.006*spir + 0.07*(spir-0.5)^0.5 + 0.02*focus)*spell min dmg<br /> | Min = (0.0045*int + 0.055*(int-0.5)^0.5 + 0.006*spir + 0.07*(spir-0.5)^0.5 + 0.02*focus)*spell min dmg<br /> | ||
Max = (0.0117*int + 0.13*(int-0.5)^0.5 +0.0024*spir + 0.021*(spir-0.5)^0.5 +0.015*focus)*spell max dmg | Max = (0.0117*int + 0.13*(int-0.5)^0.5 +0.0024*spir + 0.021*(spir-0.5)^0.5 +0.015*focus)*spell max dmg | ||
<hr> | <hr> | ||
− | === | + | === Stamina Drain Per Weapon Swing <br />=== |
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1/3 stam per 1w of items, per swing<br /> | 1/3 stam per 1w of items, per swing<br /> | ||
a 3w item will drain 1 stam per swing.<br /> | a 3w item will drain 1 stam per swing.<br /> |
Revision as of 16:22, 30 January 2014
Confirmed Game Formulas
Skill Formulas
Focus Skill Cap
55 + int + (primaryStat/10) + racebonus + traitsbonus
Base Skill
(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.
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 134 trains = 3 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 Rating Formulas
Spell Attack Rating
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 Attack Rating
Melee ATR = (Primary Stat / 2) + (Weapon Skill * 4) + (Weapon Mastery * 3) + (ATR Enchantments) * 1.stance modifier
Defense Formulas
Defense
((dex*2) + (total armour*(armour skill * .03)) + (shield armour * (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
Passive Defense
Block: (base skill + block bonus from shield) / 4, +/- 1% per level difference
Parry: (base skill + parry bonus) / 4, +/- % per level difference
Parry Bonus = 5% for dual wield, 10% for 2h weapon
Dodge: (base skill) / 4, +/- 1% per level difference
Dexterity Penalty on Armor
(weight of all armor) * .004 * (dex with no armor) = (dex penalty with armor equipped)
Damage Formulas
Weapon Damage Calculation
[Damage from the Warlord's/Morloch's prefix] is added on the min and max of the weapon afters skills and stances are added. So it is added to the minimum and maximum damage the weapon could do to an opponent with zero resist that hasn't been exposed. In effect it is added to the numbers the server rolls the dice between to determine weapon damage, before it considers resists etc. It isn't added to the actual amount done.
In summary damage works like this:
1. Work out modified weapon base damage from weapon base + enchants that change min and max
2. (Theortically) added weapon damage multipliers (like Slay Rat etc) - not currently coded.
3. Reduce min and max damage of offhand weapon by 30%
4. Calculate Max and Min damage (formula on the wiki)
5. Halve the min and max if you are in deathshroud
6. Add +dmg mods to min and max
7. Add damage multipliers to min and max (stances, zeals etc)
8. Roll for damage between the min and max
Suffixes like "of Slaughter" affect step 1
Prefixes like "Warlords" affect setup 6
- Amaz
Maximum Weapon Damage
Weapon Max DMG = BaseDMG * (0.0124*Primary Stat + 0.118*(Primary Stat -0.75)^0.5 + 0.0022*Secondary Stat + 0.028*(Secondary Stat-0.75)^0.5 + 0.0075*(Weapon Skill + Weapon Mastery))
Minimum Weapon Damage
Weapon Min DMG = BaseDMG * (0.0048*Primary Stat +.049*(Primary Stat-0.75)^0.5 + 0.0066*Secondary Stat + 0.064*(Secondary Stat-0.75)^0.5 + 0.01*(Weapon Skill + Weapon Mastery})
Spell Damage Formula
Min = (0.0045*int + 0.055*(int-0.5)^0.5 + 0.006*spir + 0.07*(spir-0.5)^0.5 + 0.02*focus)*spell min dmg
Max = (0.0117*int + 0.13*(int-0.5)^0.5 +0.0024*spir + 0.021*(spir-0.5)^0.5 +0.015*focus)*spell max dmg
Stamina Drain Per Weapon Swing
1/3 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.