CALCULATING DAMAGE, help to make a correct formula!

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Behemoth
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Post by Behemoth »

JohnPayne wrote:
Behemoth wrote:phy_base_dmg 1605
phy_balance 107%
phy_skill_dmg 544~665 (215%)

(76% phy atk power increase from passive)


Hmm, well i know nothing about European characters and im not sure about how you have to calculate that increase. Well, i could try it:

highest_phy_dmg: 17960 (I'm to lazy to calculate the range now)


just checked my dmg on movias and it was 12584~14208 (5% dmg from wings, non zerk/buff/crit), so nowhere near 18k
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Post by JohnPayne »

Yea i guess i have to work on it, but i guess that this is more for European character that wrong. How i said, i made the formula for Chinese characters, but till now only 2 Chinese posted their stats but didn't respond if my calculated values was right.

@doomas: Don't look at that formulas, they are more incorrect than my own one.
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Post by glavie »

The % is part of the damage calculation. The % is also cast time except for strongbow since they updated it.

If you look at last book lightning nuke and last book fire nuke they have about the same mag attack range. The only difference is the % at the end. There is about a 0.5sec longer cast time for light nuke causing the light nuke to hit harder.
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Post by torinchibi »

I am interested to try that, so here we go.
Wizard

mag_base_dmg: 1179~1424
mag_balance: 98%
mag_skill_dmg: 437~535 (366%, I think that is necessary info)
mag_mastery 54

Since Euros get a passive that basically doubles the mastery bonus, you can try x2 for that number, but I will tell you my bonus from that passive so you can properly add it since it is not the same right now.

mag_passive: 52%



PS:
glavie wrote:The % is part of the damage calculation. The % is also cast time except for strongbow since they updated it.

If you look at last book lightning nuke and last book fire nuke they have about the same mag attack range. The only difference is the % at the end. There is about a 0.5sec longer cast time for light nuke causing the light nuke to hit harder.


Incorrect. You should notice ice and fire nukes cast at the same time, lightning nuke has lower range and is slower by design, % has nothing to do with it.

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Dark520
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Post by Dark520 »

Euro Wiz:

mag_base_dmg: 1683-2031
mag_balance: 87%
mag_skill_dmg: 667-816 (439%)
mag_mastery: 64

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Post by MaRcG »

JohnPayne wrote:Edit your post MaRcG, i didn't wrote that. :D

MaRcG wrote:phy_base_dmg 2542~3037
phy_balance 106%
phy_skill_dmg 551~708(280%) Ghost spear Mars ^^
mag_base_dmg 1609~1867
mag_balance 48%
mag_skill_dmg Fire 484~806(100%)
mag_mastery 80


phy_dmg: 10911 - 13548
mag_dmg: 7867 - 10938
total_dmg: 18778 - 24486

Test that without buffs on manyangs.


What are you saying u didn't write that?

So i have to try killing the mangyyang without all the cold, fire and lightning buffs? Why?
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JohnPayne
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Post by JohnPayne »

You made a quote where i have written stats, but that was your stats...

... and your buffs, like phy damage increase will make incorrect values if you compare it to my calculated ones...
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Post by Jaume »

phy_base_dmg 1134-1255
phy_balance 65%
phy_skill_dmg 189-231 (220%)
mag_base_dmg 1602-1811
mag_balance 108%
mag_skill_dmg 307-511 (100%)
mag_mastery 65 fire

thx ^^
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Post by Da_Realest »

Found the quote from the old JM interview.

****************** 2/7 Update

Q. In the Skill descriptions, you have the damage sections listed in this form ex:100-130 (150%). What do each of the numbers refer to?

A. The percentage (example being 150%) does not indicate extra damage, but is one of the factors considered when calculating damage and is a variable rate that users must pay attention to. Simply put, if the percentage is higher the rate of the skill may be slower but the damage will be higher. Conversely, when the percentage is lower, the rate may be faster but the damage is lower.


As stated there, the % behind the skill is a factor thats considered in the damage calculation and the skill's cast time may also be reflected in the skill's %.
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Post by JohnPayne »

Damn, they made that system way to complicated. Well, im still on it. I stop to calculate for now and i will try to improve my formula, then i will make a php script for it, don't want to calculate everything on my own. :P

Sry for the guys who posted stats which i will not calculate, you have to wait now, but thx to all for posting your stats! :)


greetz, Payne
Last edited by JohnPayne on Tue Oct 09, 2007 9:17 pm, edited 3 times in total.
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Post by glavie »

torinchibi wrote:PS:
glavie wrote:The % is part of the damage calculation. The % is also cast time except for strongbow since they updated it.

If you look at last book lightning nuke and last book fire nuke they have about the same mag attack range. The only difference is the % at the end. There is about a 0.5sec longer cast time for light nuke causing the light nuke to hit harder.


Incorrect. You should notice ice and fire nukes cast at the same time, lightning nuke has lower range and is slower by design, % has nothing to do with it.


% is part of the calculation

http://www.silkroadforums.com/viewtopic ... sc&start=0

compare fire nuke to light nuke.

compare strongbow to antidevil.

*Edit Da_Realist kinda beat me to it, but here is skill data that helps prove the point.
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Post by elnawawi »

Incorrect. You should notice ice and fire nukes cast at the same time, lightning nuke has lower range and is slower by design, % has nothing to do with it.


1st fire nuke cast faster than the 2nd and 3rd and 4th fire nuke .. 4th fire nuke cast faster than 2nd and 3rd ..

I think that the % in skills was about the cast time in the old version of SRO but know after euro update they edited it to have small difference ... strong bow become faster and colse to all other skills .. 320% attack of the crossbow don't take time longer than warrior attacks with small % ... they all become too close to each other because there is a skill with almost (1000%) .. offering of cleric .. that's 3 sec to cast and you feel real difference here .. but between 250% and 300% and 350% you will not notice the difference easily ..

And yes this % have an effect at the overall damge you do when cast this skill i think you can use it with your base damge ...

May be :
Overall phy damge by skill = (base_phy_dmg + skill_phy_dmg ) * skill %
without buffs, passives, imbue ...

that's not a real formula .. I just say : for example .. we may need add phy balance to it .. but anyway while i'm in game I always feel that this % do is a factor of the overall damge ...

my fast shot (50%) do more than half of my normal attack ..

I need to test it and may have a good result
Zanthra / lvl 9X Bard/Wizard / venus

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Post by Fuhito »

Doesn't attack rating and reinforce play into the calculation..
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Re: Calculating damage, post your stats.

Post by imp3r10 »

phy_base_dmg 848~943
phy_balance 71%
phy_skill_dmg163~199 (220% Soul Blade Force Lvl 5)
mag_base_dmg 1202~1364
mag_balance 108%
mag_skill_dmg 174~290 (100%) Lvl 3 Posion Fire Force
mag_mastery 49 Fire



farming FTL
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Post by JohnPayne »

[moved into the main post]
Last edited by JohnPayne on Thu Oct 11, 2007 11:48 am, edited 1 time in total.
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Re: damage

Post by TerenceChill »

JohnPayne wrote:
TerenceChill wrote:phy_base_dmg -> 1702 - 2045
phy_balance -> 77%
phy_skill_dmg -> 307 - 415 (350%) [strong bow vision lvl9]
mag_base_dmg -> 1713 - 2059
mag_balance -> 83%
mag_skill_dmg -> 328 - 547 [soul fire force lvl2]
mag_mastery -> lvl 68 [imbue maxed]

hope i did it correct ;)


Here are some calculated values for hits on manyangs for your character, but they will not fit to 100%.

phy_dmg_range:
5729 - 7292
mag_dmg_range: 8267 - 11335 (don't test that only with imbue + hit, cuz the base skill will add physical damage)

total_dmg_range: 13996 - 18627

Now go, check it out on manyangs and thx for posting your stats.


greetz, Payne


seems ur formula doenst work very well
phy damage: 9518 - 10188
total damage: 25112 - 26589

did 5 strong bows first without imbue and then with imbue. clean damage, no buffs etc
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JohnPayne
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Post by JohnPayne »

Yup, something is wrong, and i don't know how to get the correct formula. Maybe decompiling. What did they used to program SRO? :twisted:
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Post by torinchibi »

elnawawi wrote:
Incorrect. You should notice ice and fire nukes cast at the same time, lightning nuke has lower range and is slower by design, % has nothing to do with it.


1st fire nuke cast faster than the 2nd and 3rd and 4th fire nuke .. 4th fire nuke cast faster than 2nd and 3rd ..

I think that the % in skills was about the cast time in the old version of SRO but know after euro update they edited it to have small difference ... strong bow become faster and colse to all other skills .. 320% attack of the crossbow don't take time longer than warrior attacks with small % ... they all become too close to each other because there is a skill with almost (1000%) .. offering of cleric .. that's 3 sec to cast and you feel real difference here .. but between 250% and 300% and 350% you will not notice the difference easily ..

And yes this % have an effect at the overall damge you do when cast this skill i think you can use it with your base damge ...

May be :
Overall phy damge by skill = (base_phy_dmg + skill_phy_dmg ) * skill %
without buffs, passives, imbue ...

that's not a real formula .. I just say : for example .. we may need add phy balance to it .. but anyway while i'm in game I always feel that this % do is a factor of the overall damge ...

my fast shot (50%) do more than half of my normal attack ..

I need to test it and may have a good result



I will give you some of those points, but explain this then, my fire bolt with 359% casts faster than even the first fire nuke. I will admit I was wrong, and the % reflect cast time, but not all the time. Offering is a good example, but it does not cast 3 times slower than ice bolt, which it should if % directly reflected cast rate. Seems like % reflects damage more than cast rate and the developer said that because skills that cast longer are usually more powerful. You can also notice that some healing skills with 300% cast faster while being party heals than others that are single target heals and cast slower, healing less.

Maybe I was mislead because the % may have different values between the two races, but that still does not explain why a fire bolt that is 459% casts faster than the the AoE snow wind, which is 325%. I can compare that because when two wizards select each other from far away and 1 casts fire bolt the other snow wind they have to run to each other and use the skills at the same time. If lag was an issue, sometimes snow wind would land first, but fire bolt always wins and it always wins against any of the wizard nukes.

The reason why Fast shot does more damage could be explained with the passive skill which increase xbow attacks, normal attacks are not effected by this increase.
Last edited by torinchibi on Thu Oct 11, 2007 12:43 am, edited 1 time in total.

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Post by elnawawi »

phy_dmg = ( phy_base_dmg + phy_skill_dmg * 5 ) * phy_balance - phy_enemy_def

mag_dmg = ( mag_base_dmg * mag_mastery + mag_skill_dmg * 5 ) * mag_balance - mag_enemy_def


I just read all your post and I can say that I know and understand all of your post ..

But now :
is the formula : phy_dmg = ((( phy_base_dmg + phy_skill_dmg) * 5 ) * phy_balance) - phy_enemy_def
OR : phy_dmg = (( phy_base_dmg + ( phy_skill_dmg * 5 )) * phy_balance) - phy_enemy_def

or something else ?
and then you said :
phy_skill_dmg (You will find it in the skill description, and you have maybe to use the % there too.)


Can you tell me how you use the % of the skill here ? if the skill is : 409~554 (250%) do you say that phy_skill_dmg = 554 * 2.5 ? or how you calculate it ?

And plz don't tell that you ignore that % that's because that's so easy to know that :
Autumn wind - red lvl 80 phy attack 423 ~ 572 (250%) do less damge than strong bow - craft lvl 80 phy attack 397 ~ 537 (350%) .. and that easy also when compare the the 3rd and 4th nuke at max lvl .. look at % it's make a big difference ..

torinchibi,
You are right in your speak .. i see that too ... but about fast shot it's not the passive . the passive works with normal attacks .. it's the skill phy attack .. the skill have numbers if you see .. not only (50%) thing ..

The skill add numbers to the normal attack and then go 50% of the overall damge .. that's will be more than half of my normal attack .. and that's why I think that the formula need this % to added to all factors in it ..
Zanthra / lvl 9X Bard/Wizard / venus

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Post by daddy »

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max 80 skills
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Post by Hrist »

phy_base_dmg 1898-2205
phy_balance 71%
phy_skill_dmg 551-708mars
phy_skill_dmg 728-1352nuke
mag_base_dmg 2126-2536
mag_balance 95%
mag_skill_dmg 384-713
mag_mastery 80

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Post by JohnPayne »

Wahh, the guys don't stop to post their stats. I guess i have to edit the mainpost. :P

@elnawawi: yes i ignored it, cuz i heard that this is not a multiplier for the calculating of the damage, but you have to use it, but i don't know how. I know now that i have to use it, i just posted the formula that i used. You can orientate yourself on it, to make a better one, thats all.


greetz, Payne
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Post by elnawawi »

JohnPayne wrote:@elnawawi: yes i ignored it, cuz i heard that this is not a multiplier for the calculating of the damage, but you have to use it, but i don't know how. I know now that i have to use it, i just posted the formula that i used. You can orientate yourself on it, to make a better one, thats all.


greetz, Payne


mmm
I really wanna help to make accurate formula to calculate the damge , I have a lot of characters at different lvls and with different builds , I can try to test the damge and see ,

I will try to have balance 100% to remove it from the formula at first tries to make everything easier ..

I will try your formula too in all builds i have and see how it works , but first tell me your stat that give you a result with this formula
Zanthra / lvl 9X Bard/Wizard / venus

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Post by JohnPayne »

phy_base_dmg = 1323 (the phy base damage, to find in the character menu and the higher value there)
phy_skill_dmg = 285 (highest damage value of a one shot heuksal skill)
phy_balance = 71% (You have to use 1.71 for calculating in the formula.)
phy_dmg = 4620 (highest damage on a manyang)
phy_enemy_def = 79 (Just a guess now, i have to proof that. It's the physical defense of a manyang.)

phy_dmg = ( phy_base_dmg + phy_skill_dmg * 5 ) * phy_balance - phy_enemy_def
4620 = ( 1323 + 285 * 5 ) * 1.71 - 79

Thats how i get to that multiplier of 5. I just made the theory that there is a unknown multiplier and that was x for me. I got 4,88(or something like that) for x then. I thought they wouldn't use a such number and i used instead of it 5 and even if the defense of a manyang is low, the damage that you calculate must be higher then the highest damage that you make on a manyang. Not much of course, but a little bit. Thats why i just tried 5 and said that the rest is gone with the defense of a manyang. Very easy and maybe stupid. It fits for me, but couldn't hold water. Btw. 79 can be never the exact phy_def of a manyang, cuz the real defense in fights is always way higher then the value that they have. You have just to look for your own character. As example: A phy_defense of 1000 means not that it just takes 1000 damage from the physical hits of your enemy.


What you could try:
I guess that my theory, that there is something like a multiplier is right, but its not the percentage behind in the skill descriptions, but it must have to do with that. To the say the truth, i cant calculate, test and make a new formula by myself now. Don't ask why. I just told my friend that he should log in and make some tests on manyangs, but i don't want to bug him every time, so i cant do anything to make a new formula. If i could, then i would start to compare different physical skills. Just make around 15 hits on a manyang with the first physical skill. You don't have to write them down, but it would be good, if you saw more then 5 times the highest value. Thats then for 100% the highest damage that you're able to make on a manyang. You have to do the same with the second skill. If you try to make a formula then, then you should always use the highest values that you see in the skill description and in your character menu. Thats the best way to make a formula that could be right. Btw: Don't even think about to use just the basic hit of your weapon, because that hit is a skill, where you don't have a idea what the values of it could be.
My theory is that you have to use the % values in the skill description anyhow with the time that these skills need to be fully executed. @elnawawi: You could help me, if you would make such test hits on manyangs with 2 different skill. Then tell me all values that i need.


@elnawawi:
I don't know why you want to try to get a balance of 100%. That doesn't matter and didn't make it easier. You have then to use 2 as phy_balance, cuz you have a bonus of 100%. Its just easy percentage calculation. I guess you thought, that you get only 70%(multiplier 0.7) of your physical damage, if you have a phy_balance of 70%. Well, that would be an idea too, but then your damage values goes lower and thats the problem. The damages seems not to be high enough that i calculate for other people with my formula.



greetz, Payne
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NuclearSilo
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Post by NuclearSilo »

Just ask a developer from 0x33 for the formula, They know the reverse engineering thingy :roll:
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Post by glavie »

I am glad you guys are doing your best to figure out the damage formula. It is very difficult with the extreme variability even on a mangyang.

I think nuclearSilo has a point though. Without knowing the information sent in the data packet you may never be able to calculate the formula. We do not know what information they take when you do a skill, but the packet would contain that info.
I wish I could help but i don't know programing, and me and math never got a long. The people at rev6 would know, but they are.... well a bot company. I guess you could ask though.


I wonder if you tried to nuke a mangyang would the damage fluctuate if you weren't holding a weapon? Im at work so I can't try it out now.
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Post by NuclearSilo »

Yo, back to this topic. I made some dmg tests on Mangyang. And i found formulas very close to the real one.

B=base power

Mangyang defense:
PhyDef=8
MagDef=12 (for all mob, MagDef=1.6*PhyDef)


Wolf
B=2403
dmg=3207
So it's a 1.34 multiplier that comes from no where :?

Black hawk
Without weapon:

B=737
dmg=722
formula: dmg = B-def*2+1

With weapon (bow):
B=737
dmg=1255
formula: dmg = (B-def*2+1)*(1+%PacheonMastery)

Me (normal shot)
With fist:
B=95
dmg=141
formula: dmg=B*2*phyBuff*phyBal-def
with phyBuff=+8% phyBal=73%
when i say +8% u must multiply with 1.08

With weapon:
BPhy=1910
dmg=1806
phyBuff=+13%
phyBal=74%
formula:phyDmg=(BPhy-def*2+1)*phyBal*phyBuff*1.155

Imbue:
BMag=1924
dmg=6041
magBuff=+20%
magBal=75%
ImbueDmg=517(100%)
mastery=+70%
formula:TotalDmg=((BMag+ImbueDmg)*mastery)-def*2+1)*magBal*magBuff*1.155+phyDmg

Skill (still searching, very very complicated)
Devil arrow=402(350%)
Pacheon mastery=+73%
dmg=10277
dmg(with imbue)=27924
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Post by Selan88 »

do you know how dmg of normal attacks is calculated? because its not just the phy. or mag. atk power thats shown in your character window.
i tried it on my lvl 29 cleric and he does more than twice as much dmg as i have mag attack power. i tried a little bit with different weapons and i think that this forumla could be correct for NORMAL hits :

Phy.orMag attack power * ( 1 + masteryLVL/100 ) * (1+ Phy.orMag balance/100)

this worked for all weapons i tried... for example if you have 500 (average) mag attack power with a cleric rod, cleric mastery on lvl 30 and a mag. balance of 90% :

500 * ( 1+ 0,30) * ( 1 + 0,90) = 500* 1,3 * 1,9 = 1235 dmg on mobs with 0 def (i think even lvl 1 mobs have some def so you if you calculate your maximum dmg your hits might still be a little bit lower)

as you can see mag or phy balance is ADDED to your damage when doing normal hits... so you dont do x% of your mag attack power (x beeing the number of mag or phy balance) , you do additional x% .
so maybe balance works similar with skills...
of course im not sure if this formula is right but if not then i'd like to know how i can do 1,2k hits on morias when my mag attack power is only 500.
at first i thought maybe its just doubled but then i tried with a sword (phy balance is 35%) and i did about 135% dmg of my physical attack power.

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Post by NuclearSilo »

Selan88 wrote:do you know how dmg of normal attacks is calculated? because its not just the phy. or mag. atk power thats shown in your character window.
i tried it on my lvl 29 cleric and he does more than twice as much dmg as i have mag attack power. i tried a little bit with different weapons and i think that this forumla could be correct for NORMAL hits :

Phy.orMag attack power * ( 1 + masteryLVL/100 ) * (1+ Phy.orMag balance/100)

this worked for all weapons i tried... for example if you have 500 (average) mag attack power with a cleric rod, cleric mastery on lvl 30 and a mag. balance of 90% :

500 * ( 1+ 0,30) * ( 1 + 0,90) = 500* 1,3 * 1,9 = 1235 dmg on mobs with 0 def (i think even lvl 1 mobs have some def so you if you calculate your maximum dmg your hits might still be a little bit lower)

as you can see mag or phy balance is ADDED to your damage when doing normal hits... so you dont do x% of your mag attack power (x beeing the number of mag or phy balance) , you do additional x% .
so maybe balance works similar with skills...
of course im not sure if this formula is right but if not then i'd like to know how i can do 1,2k hits on morias when my mag attack power is only 500.
at first i thought maybe its just doubled but then i tried with a sword (phy balance is 35%) and i did about 135% dmg of my physical attack power.

Take my example and see if your formula is correct -.-
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Selan88
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Posts: 101
Joined: Thu Sep 27, 2007 5:12 pm
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Location: Germany

Post by Selan88 »

hmmm ok i think my formula is totaly wrong hehe...
im sure the formula for normal hits depends on the weapon because attack speed is different...

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