Damage and Exp Formulas
Old 04-14-2010, 06:30 PM   #1
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Default Damage and Exp Formulas

Notes:
MIN(n1,n2) is a function which means use the smaller number.
MAX(n1,n2) is a function which means use the larger number.

Melee:
S = Strength
D = Dexterity
L = Target Character agi or Mob Level + 100
x = min weapon damage
y = max weapon damage
ss = slash spec level
ps = pierce spec level
cs = crush spec level
o = overcrit level

Slash Hit:
Min Calculated Damage : x * (1 + (ss / 500))
Max Calculated Damage: y * MIN((S / L), 1.5) * (1 + (ss / 500))

Pierce Hit:
Min Calculated Damage : x * (1 + (ps / 250))
Max Calculated Damage: y * MIN((D / L), 1.5)

Crush Hit:
Min Calculated Damage : x
Max Calculated Damage: y * MIN((S / L), 1.5) * (1 + (cs / 400))

Crits:
X = Min Calculated Damage
Y = Max Calculated Damage

1H
Min : X * (1.5 * (1 + (o * 0.33) / 100))
Max: Y * (1.5 * (1 + (o * 0.33) / 100))

2H
Min : X * (1.5 * (1 + (o / 100))
Max: Y * (1.5 * (1 + o / 100))

Deathblow:
db = deathblow level
X = Min Calculated Damage
Y = Max Calculated Damage
CX = Min Calculated Crit
CY = Max Calculated Crit

Crits:
Min: CX * (1 + (db / 100))
Max: CY * (1 + (db / 100))

2H:
Normal min: X * (1 + (db / 100))
Normal max: Y * (1 + (db / 100))



Archery:
S = (int + cnc) / 2
L = Target Character agi or Mob Level + 100
w = min bow damage
x = max bow damage
y = min arrow damage
z = max arrow damage
sc = serial criticality level

Calculated Min Bow + Arrow Damage = w + y
Calculated Max Bow + Arrow Damage = ROUND((x + z) * MIN(S/L, 1.5)) <- round up or down like you would an integer

Ciritcal Hits:
X = Calculated Min Bow + Arrow Damage
Y = Calculated Max Bow + Arrow Damage

Min Crit Damage = X * (1.5 * (1 + (sc / 1000)));
Min Crit Damage = Y * (1.5 * (1 + (sc / 1000)));

Mega Crits:
CX = Min Crit Damage
CY = Max Crit Damage

Mega Crit Min = CX * 2
Mega Crit Max = CY * 2

Aerial Dom Crits:

MX = Mega Crit Min
MY = Mega Crit Max

Aerial Dom Min = MX * 2
Aerial Dom Max = MY * 2



Cast
ing:

Direct Damage:

Red and Blue Magic:
I = int
L = Target Character cnt or Mob Level + 100
x = min gem damage
y = max gem damage
i = inferno level
f = flare up aura

Red:
Calculated Min Damage = x * (1 + ((i *.35) / 100))
Calculated Max Damage = MIN((y + f), 2y) * MIN(I / L, 1.5) * (1 + ((i *.35) / 100))

Blue:
Calculated Min Damage = x * (1 + (i / 500))
Calculated Min Damage = MIN((y + f), 2y) * MIN(I / L, 1.5) * (1 + (i / 500))

Black and Green Magic:
I = int
L = Target Character cnt or Mob Level + 100
x = min gem damage
y = max gem damage
n = necromancy level
f = flare up aura

Calculated Min Damage = x * (1 + ((n *.35) / 100))
Calculated Min Damage = MIN((y + f), 2y) * MIN(I / L, 1.5) * (1 + ((n *.35) / 100))

White and Grey Magic:
I = int
L = Target Character cnt or Mob Level + 100
x = min gem damage
y = max gem damage
f = flare up aura
cb = color blind

Calculated Min Damage = x * (1 + (cb *0.33/ 100))
Calculated Min Damage = MIN((y + f), 2y) * MIN(I / L, 1.5) * (1 + (cb * 0.33 / 100))

Crits:
X = Calculate Min Damage
Y = Calculated Max Damage

Min Crit Damage = X * 1.5
Max Crit Damage = Y * 1.5



Damage Over Time:
I = int
D = dot damage
T = dot duration

dp = dark patience level
hd = hasten demise level

With Staff:
Calculated Damage(X) = D * (1 + (dp / 200))
Calculated Duration = T / (1 + (hd / 100))

Deathflow Damage = MIN(X + I, 2X)
OutBreak Damage = X * 1.25

Outbreak + Deathflow = MIN(X * 1.25 + I, 2(X * 1.25)) <- theoretically


Pets:
SE = stat enhance level
str = your str
W = worgen level
Pet Str = (base str on the pet + stone mod) + ((W * 3 / 4) * str)
S = Pet Str
L = Target Character agi or Mob Level + 100
T = Taming Level
F = Ferocity Level
K = Stalking Level
x = pet min damage
y = pet max damage

If not using whips T = 0

Min Damage(X) = x * (1 + (T / 100)) * (1 + (F / 400)) * (1 +(K / 100))
max Damage(Y) = y * MIN(S / L, 1.5) * (1 + (T / 100)) * (1 + (F / 400)) * (1 +(K / 100))
Crit Min = X * 1.5
Crit Max = Y * 1.5

Cirt Min with Wound = X * 3 (up to 3x if the bleed finishes)
Crit Max with Wound = Y * 3 (up to 3x if the bleed finishes)



New: Accuracy(speculation)

With the new accuracy patch my old equation should be fairly accurate now.

Melee:
These are going to need heavy testing. They should be slightly lower if your stats are above 300.

B = Base Accuracy (0.75 for normal mobs/bosses and 0.5 for black mobs/bosses)
D = stat used for accuracy (Dex for slash, pierce and ranged, avg of both for crush, cnc for gems) <- speculation
agi = opponents agi stat or 100 + mob level for mobs/bosses
W = weapon accuracy (poor = -5, normal = 0, good = 5, great = 10, excellent = 15, exceptional = 20, epic = 25)
A = assurance rune
P = precision level
T = lg melee weapon procs not equpped = 0
dw weaps(2T) = (1 - (1 - T / 100) * (1 - T / 100))
rr = ranger revenge arrow proc not equipped = 0

m = mob penalty <- also speculation
grey - white = 0
level + 1 = 2.5
level + 2 = 5.0
level + 3 = 7.5
level + 4 = 10.0
level + 5 = 12.5
level + 6 -> 20 = 15.0 -> 50.0

Slash/Crush:

Single Weapon:
1 - (((1 - (B - (m / (D / agi)))) / 100) * (1 - (W / 100)) * (1 - (A / 100)) * (1 - (P / 1000)) * ( 1 - (T / 100)) * (1 - (rr / 100)))

DW:
1 - (((1 - (B - (m / (D / agi))) / 100) * (1 - (W / 100)) * (1 - (A / 100)) * (1 - (P / 1000)) * ( 1 - 2T) * (1 - (rr / 100)))

Pierce:
p = piercing skill level

1 - (((1 - (B - (m / (D / agi))) / 100) * (1 - (W / 100)) * (1 - (A / 100)) * (1 - (P / 1000)) * ( 1 - (T / 100)) * (1 - (rr / 100)) * (1 - (p / 2000)))

DW:
1 - (((1 - ((B - (m / (D / agi))) / 100) * (1 - (W / 100)) * (1 - (A / 100)) * (1 - (P / 1000)) * ( 1 - 2T) * (1 - (rr / 100)) * (1 - (p / 2000)))

Archery:
te = trained eye level

1 - (((1 - (B - (m / (D / agi))) / 100) * (1 - (W / 100)) * (1 - (A / 100)) * (1 - (P / 1000)) * ( 1 - (T / 100)) * (1 - (rr / 100)) * (1 - (te * 0.15 / 100)))

DW:
1 - (((1 - ((B - (m / (D / agi))) / 100) * (1 - (W / 100)) * (1 - (A / 100)) * (1 - (P / 1000)) * ( 1 - 2T) * (1 - (rr / 100)) * (1 - (te * 0.15 / 100)))

Pets:
1 - (((1 - (B - (m / (D / agi))) / 100) * (1 - (A / 100)) * ( 1 - (T / 100)) * (1 - (rr / 100)))

DW:
1 - (((1 - (B - (m / (D / agi))) / 100) * (1 - (A / 100)) * ( 1 - 2T) * (1 - (rr / 100)))

Gems:
cnt = opponents cnt or mob level + 100 for mobs/bosses

DD:
1 - (((1 - (B - (m / (D / agi))) / 100) * (1 - (A / 100)) * (1 - (P / 1000)) * ( 1 - (T / 100)) * (1 - (rr / 100)))

Dot:
B - (m / (D / cnt))



New: Skewed Damage(speculation)

S = stat used to increase damage (str for slash and crush, avg of str + dex for pierce, avg of cnc and agi for ranged, int for dd, pets str for pets)
agi = agi of opponent or mob level + 100 for mobs
cnt = cnt of opponent or mob level + 100 for mobs

Melee/Ranged:
S / agi

DD:
S / cnt


Calculate average damage but instead of using the 1.5x cap to max use that modifier.

example:
S = 500
agi = 250
Slash weapon damage = 50 - 100
You have enough str to get the 50% max bonus
= 50 - 150
= 200 / 2 = 100
x = min = 50
y = max = 100

X = x
X = 50

Y = y * S / agi
Y = 100 * 500 / 250
Y = 100 * 2
Y = 200

new range = 50 - 200
= (50 + 200) / 2
= 250 / 2
= 125 new average

125/100 = a 25% damage skew


Exp Formula For Grouping:
X = Character Level
V = Number of virtues
A = Level of active accel
G = Level of group acumen
R = Rune of the wise % (0 if you don't have one linked)
S = stat bonus (+10% - 5% etc)

M = Mob Factors
X - 3 = 0.25
X - 2 = 0.50
X - 1 = 0.75
X = 1
X + 1 = 1.20
X + 2 = 1.40
X + 3 = 1.70
X + 4 = 2.10
X + 5+ = 2.60 (Black 1)

Formula:

If you are group farming in the same square and the difference from lowest level to highest is > 4){
1: X = the higher of moblevel - 5 to the avg of the levels in the group
2: change (1 + (G / 200)) to (1 + (G / 100))
3: divide the result by the number of group members
}

If you are group farming in the same square and similar levels (within 4 from lowest level to highest){
1: change (1 + (G / 200)) to (1 + (G / 100))
2: divide the result by the number of group members
}

Level 1- 49
((X * 200) + 300) * (1 + (V / 30)) * (1 + (A / 400)) * ( 1 + (G / 200)) * (1 + (R / 100)) * (1 + (S / 100)) * M

Level 50+
((X * 200) + ((X -50) * 100) + 600) * (1 + (V / 100)) * (1 + (A / 400)) * ( 1 + (G / 200)) * (1 + (R / 100)) * (1 + (S / 100)) * M

Adventure Exp:
Level 1 - 49
((X * 2000) + 3000) * (1 + (V / 100)) * (1 + (A / 400)) * (1 + (R / 100))

Level 50+
((X * 2000) + ((X -50) * 1000) + 6000) * (1 + (V / 100)) * (1 + (A / 400)) * (1 + (R / 100))

Put the numbers in as they are if its a +10 stat bonus you plug in 10 not .1 if its a -5 you plug in -5 not -0.05 the formula breaks it down into its % for you.

Active accel = .25% a level which is the same as its level / 400
Group Acumen = .5% or its level / 200

If You're an adventurer multiply by (1 + (class bonus / 100))

Also if you're training stats that are affected by the level penalty:

This table is based off the current skill level not the skill level it will be.

Skill < X = 1.0
Skill = X = 0.9
Skill = X + 1 = 0.8
Skill = X + 2= 0.7
Skill = X + 3= 0.6
Skill = X + 4= 0.5
Skill = X + 5= 0.4
Skill = X + 6= 0.3
Skill = X + 7= 0.2
Skill = X + 8= 0.1
Skill >= X + 9= 0.05

Multiply the exp by those to see how much you get.

If you are not in a group do not multiply by the ( 1 + (G / 200))

Bosses are worth 2x the exp.


Gold Formula:
gmin = mob or boss level / 2
gmax = (moblevel * 2 + 7)
bmax = gmax * 4
L = language level
R = riches%
P = premium = 2 or 1 if not prem
A = accel = 3 or 1 if no accel
DA = double accel = 2 or 1 if no double accel

MC = max coinage level
HP = mobs hp or boss hp / 2
THP = ~569400 (hp of a level 81 mob * 100)

M = Max coinage Bonus = (MC * HP / THP) + (1 - MC / 100)

Gold Min = gmin * (1 + L / 1000) * (1 + R / 100) * P * A * DA * M
Gold Max = gmax * (1 + L / 1000) * (1 + R / 100) * P * A * DA * M
Boss Max = bmax * (1 + L / 1000) * (1 + R / 100) * P * A * DA * M

Rush Min = Gold Min * 7
Rush Max = Gold Max * 7
Rush Boss = Boss Max * 7

The formula is inaccurate but close. Still have to do more testing.


Enjoy,

Beet Da Brat
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Old 04-14-2010, 07:22 PM   #2
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Quote:
L = 100 + Character Level max of 1.5 or more accurate 100 + mob level still maxed at 1.5
little confusing cause it is the (S/L) that cannot exceed 1.5
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Theoretical Accuracy Formula
Old 04-14-2010, 07:41 PM   #3
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Default Theoretical Accuracy Formula

I have to fix the accuracy formulas.

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Old 04-14-2010, 07:43 PM   #4
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Quote:
Originally Posted by launcelot
little confusing cause it is the (S/L) that cannot exceed 1.5
Fixed it, put the function in the formula.

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Old 04-14-2010, 07:58 PM   #5
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must be some new maths symbols im not aware of, but wtf does , do??

is it multiply divide plus subtract or what??

EDIT

also in the calcs at the top to work out the min/max damage. what is MIN??
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Old 04-14-2010, 08:08 PM   #6
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the , in the (S/L, 1.5) is saying that the S/L cannot be higher than 1.5

The MIN if your talking about in the accuracy is confusing me too though

EDIT:

Why is there a MIN put in on the first damage equations they were right before that.
Instead of: Max Calculated Damage: y * MIN((S / L), 1.5) * (1 + (cs / 400))
It is: Max Calculated Damage: y * ((S / L), 1.5) * (1 + (cs / 400))
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Old 04-14-2010, 08:12 PM   #7
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yeah figured the , out after i looked at some other posts.

and the MIN im talking about is trying to work out the Min/Max damage in this calc:

Quote:
Originally Posted by beetdabrat
Slash Hit:
Min Calculated Damage : x * MIN((S / L), 1.5) * (1 + (ss / 500))
Max Calculated Damage: y * MIN((S / L), 1.5) * (1 + (ss / 500))
i can work out everything else in there, BUT the MIN. which might help and give some accurate numbers.
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Quote:
Originally Posted by Glitchless
However you want to spin it, buddy. This patch was specifically designed to somehow screw you over.

Quote:
Originally Posted by Glitchless
Tell that to the crybaby archers
Quote:
Originally Posted by Glitchless
We are well aware of the over-dramatic reactions to game changes in an effort to skew perception. It doesn't work, just makes them look like cry babies.

Last edited by Smashbros; 04-14-2010 at 08:15 PM.. Reason: bracket fail
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Old 04-14-2010, 10:01 PM   #8
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MIN is comparing the two numbers (S/L, 1.5) and telling you to use the smaller of the two. MIN is short for Minimum. Its also the function you can use in a spreadsheet to automatically take the 1.5 if S/L goes above that. Some spreadsheet programs you have to use a semicolon ; instead of the comma.

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Old 04-14-2010, 11:57 PM   #9
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Do you know the pet Damage formulae?
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Old 04-15-2010, 06:15 AM   #10
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Still not convinced of some of this, will continue my research to provide my own data. Hopefully combine info to get the full idea, yeah?
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Old 04-15-2010, 05:21 PM   #11
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This looks absolutely beautiful Beet.

Thank you for posting.
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Old 04-18-2010, 04:59 AM   #12
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Pet Formula:
S = Pet Str
L = 100 + mob level
T = Taming Level
F = Ferocity Level
K = Stalking Level
x = pet min damage
y = pet max damage

If not using whips T = 0

Min Damage(X) = x * MIN(S / L, 1.5) * (1 + (T / 100)) * (1 + (F / 400)) * (1 +(K / 100))
max Damage(Y) = y * MIN(S / L, 1.5) * (1 + (T / 100)) * (1 + (F / 400)) * (1 +(K / 100))

Crit Min = X * 1.5
Crit Max = Y * 1.5

Cirt Min with Wound = X * 3 (up to 3x if the bleed finishes)
Crit Max with Wound = Y * 3 (up to 3x if the bleed finishes)

This is how I think it works,
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Old 04-22-2010, 10:44 PM   #13
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Updated the virtues bonus for the experience formula. Also updated pet stats to include stat enhance.

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Old 04-23-2010, 04:24 PM   #14
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Hey BdB, what about trophy drops? I saw a thread by Relic once that said the best drop rates are from yellow/white or yellow/orange, but do you have anything related? Thanks in Advance, and good work on the previous stuff.
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Old 04-23-2010, 05:55 PM   #15
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Removed the stat modifier for min damage as it was proven not to be affected.

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Old 04-24-2010, 01:06 PM   #16
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Malc, here's the list of average trophy drops, not including the plunderfiend skill:

Green - 0.5
Aqua - 1.0
Blue - 1.5
White - 2.0
Yellow - 2.4
Orange - 2.8
Red - 3.4
Purple - 4.2
Black - 5.2

So it all boils down to how fast you kill each color mob(or 2 colors in a certain zone). The best way to tell what color/zone is best for you is simply to time how long it takes for you to kill X(as large as possible to get a good average) number of mobs in a zone. Then compare time / (# of mobs killed * trophy average). That should give you seconds per trophy for each zone. Then just go with the lowest.

It's a little tricky because you'll need to count, for instance, the number of whites and yellows, and multiply by 2 and 2.4 respectively if you want to get really accurate. Otherwise, in a white/yellow zone use 2.2...(2+2.4)/2...for a quick estimate.

Hopefully that makes sense...someone double check me plz just to make sure
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Old 04-24-2010, 01:53 PM   #17
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For my accuracy formula I put in all the correct data and itr came out to be 2.4625... What does this # mean??


Æ
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Old 04-24-2010, 01:57 PM   #18
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Quote:
Originally Posted by ajones
For my accuracy formula I put in all the correct data and itr came out to be 2.4625... What does this # mean??


Æ
Something went horribly wrong lol. since that would be a 246% accuracy

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Old 04-24-2010, 10:05 PM   #19
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Well if you get a chance to look this over.....

accuracy= 1-((1-.75)*(1-0)*(1-11(.5))*(1-0)*(1-(0/1000))*(1-((35-38)/10)))


BA=.75
W=0
Min=11
D/L=1.5
A=0
P=0
X=35
M=38
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Old 04-24-2010, 10:38 PM   #20
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For Ajones:

BA = Base accuracy = 75%
W = Weapon accuracy = Normal = 0
D/L = [dex / (100 + character level)] = 1.5 (so we use 0.5)
A = Assurance rune bonus = 0
P = Precision level = 0
X = character level = 35
M = mob level = 38


Accuracy = 1 - ((1 - BA) * (1 - W) * (1 - MIN(D/L - 1, 0.5)) * (1 - A) * (1 - (P / 1000)) * (1 - ((X - M) / 10)))


Plugging in the numbers we get :


Accuracy = 1 - ((1 - .75) * (1 - 0) * (1 - (0.5)) * (1 - 0) * (1 - (0 / 1000)) *
(1 - ((35 - 38) / 10)))


Solving inside the parenthesis without getting rid of any parenthesis we get:


Accuracy = 1 - ((.25) * (1) * (1 - (0.5)) * (1) * (1 - (0)) * (1 - ((-3) / 10)))


getting rid of extraneous parenthesis we get:

Accuracy = 1 - (.25 * 1 * 0.5 * 1 * 1 * 1.3)


Accuracy = 1 - .1625 = .8375 = 83.75 % accuracy

So there you go Ajones. With the numbers that you gave, you have an 83.75% accuracy against red mobs.

You probably messed up on the parenthesis. Just be careful with the parenthesis.
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