Difference between revisions of "Formulas"

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=== Spell Damage Formula <br />===
 
=== 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*Spi + 0.07*(Spi-0.5)^0.5 + 0.02*Focus) * Minimum Spell Damage<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*Spi + 0.021*(Spi-0.5)^0.5 + 0.015*Focus) * Maximum Spell Damage
 
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Revision as of 15:13, 17 March 2014

Confirmed Game Formulas

Skill Formulas

Focus Skill Cap

55 + Intelligence + (primaryStat/10) + raceBonus + traitsBonus


Base Skill

(75 + 3*Intelligence + 2*Secondary Stat) / 20

The secondary stat depends on the skill:

Constitution: Toughness and Athletics.
Dexterity: Light Armor, Unarmed, Unarmed Mastery, Dagger, Dagger Mastery, Staff, Staff Mastery, Bow, Crossbow, Archery, Blade Mastery, and Blade Weaving.
Spirit: Class focuses (Bardsong, Nature Lore, etc.)
Strength: Heavy Armor, Medium Armor, Axe, Axe Mastery, Sword, Sword Mastery, Hammer, Hammer Mastery, Polearm, Polearm Mastery, Great Sword Mastery, Great Axe Mastery, and Great Hammer Mastery.
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

(Primary Stat / 2) + (Weapon Skill * 4) + (Weapon Mastery * 3) + (ATR Enchantments) * 1.stance modifier

Defense Formulas

Defense

Defense = (1+Armor skill / 50) * Armor defense + (1 + Block skill / 100) * Shield defense + (Primary weapon skill / 2) + (Weapon mastery skill/ 2) + Dexterity * 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 two-handed weapon
Dodge: (base skill) / 4, +/- 1% per level difference Spell Dodge: (base skill)/16, +/- 1% per level difference (unconfirmed)


Dexterity Penalty on Armor

(Weight of all armor) * .004 * (Dexterity with no armor equipped) = (Dexterity 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*Spi + 0.07*(Spi-0.5)^0.5 + 0.02*Focus) * Minimum Spell Damage
Max = (0.0117*Int+ 0.13* (Int-0.5)^0.5 + 0.0024*Spi + 0.021*(Spi-0.5)^0.5 + 0.015*Focus) * Maximum Spell Damage


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.

Attack Speed Calculation

The attack speed cap is one attack per hand per second.

Attack Speed = Base Weapon Speed * (1 - Alacrity Prefix/100) * (1 - Alacrity Suffix/100) * (1 - Stance Bonus/100) * (1 - Alacrity buffs/100)

An example:

  • Doomfist = 21.5 speed (1 attack every 2.15 seconds)
  • Legendary Doomfist = 18.275 speed (1 attack every 1.8275 seconds) // 21.5*(1-15/100)
  • Legendary Doomfist of Alacrity = 14.62 speed (1 attack every 1.462 seconds) // 18.275*(1-20/100)
  • Legendary Doomfist of Alacrity with -40% Alacrity buff = 8.772 speed (1 attack every 0.8772 seconds) // 14.62*(1-40/100)

In the above example, a Legendary Doomfist of Alacrity with -40% Alacrity buff would be considered inefficient as the player has exceeded the speed cap and receives no benefit from additional attack speed.