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Nise's Formula Compilation

Discussion in 'Guides' started by Nise, Dec 29, 2020.

  1. Nise
    Offline

    Nise Supervisor Staff Member Supervisor Game Moderator

    2,059
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    500
    Jul 5, 2017
    Male
    Korea
    9:12 PM
    NoraONE
    Corsair
    189
    Sweetdreams
    Majority of these numbers are credited to the Godfather of MapleStory numbers/maths, Ayumilove. Namely Ayumi's formula compilation and the attack speed reference. This post serves to alter a few of the numbers to be MapleLegends accurate and/or correct some misconceptions.

    Damage (BY Players) Formula
    Order of Operations
    Step 1: Weapon Damage Formulas
    General Formula
    MAX = (Primary Stat + Secondary Stat) * Weapon Attack / 100
    MIN = (Primary Stat * 0.9 * Mastery + Secondary Stat) * Weapon Attack / 100

    *note: Night Lords do NOT use this formula when using Lucky Seven or Triple Throw

    **note: Mastery % is what you see in skills like "BW Mastery". Don't forget to account for the Mastery gained by Bow Expert, Marksman Boost, Super Transform, and Beholder (any mastery gained is permanent, even if the skill is NOT ACTIVE).


    Code:
    One Handed Sword
    Primary: STR * 4.0
    Secondary: DEX
    
    One Handed Axe/BW/Wand/Staff (Swinging)
    Primary: STR * 4.4
    Secondary: DEX
    
    One Handed Axe/BW/Wand/Staff (Stabbing)
    Primary: STR * 3.2
    Secondary: DEX
    
    Two Handed Sword
    Primary: STR * 4.6
    Secondary: DEX
    
    Two Handed Axe/BW (Swinging)
    Primary: STR * 4.8
    Secondary: DEX
    
    Two Handed Axe/BW (Stabbing)
    Primary: STR * 3.4
    Secondary: DEX
    
    Spear (Swinging)
    Primary: STR * 3.0
    Secondary: DEX
    
    Spear (Stabbing)
    Primary: STR * 5.0
    Secondary: DEX
    
    Polearm (Swinging)
    Primary: STR * 5.0
    Secondary: DEX
    
    Polearm (Stabbing)
    Primary: STR * 3.0
    Secondary: DEX
    
    Dagger (Non-Thieves)
    Primary: STR * 4.0
    Secondary: DEX
    
    Dagger/Throwing Stars (Thieves)
    Primary: LUK * 3.6
    Secondary: STR + DEX
    
    Bow
    Primary: DEX * 3.4
    Secondary: STR
    
    Crossbow
    Primary: DEX * 3.6
    Secondary: STR
    
    Knuckle
    Primary: STR * 4.8
    Secondary: DEX
    
    Gun
    Primary: DEX * 3.6
    Secondary: STR
    Special Damage Formulas
    Certain skills don't use the general damage formula to calculate the MIN and MAX damage range (don't forget to continue the rest of the steps AFTER this). In those cases, you use these "special damage formulas" to find Step 1 of the order of operations.

    Thief
    Code:
    Lucky Seven/Triple Throw (credit to HS.net / LazyBui for recent verification):
    MAX = (LUK * 5.0) * Weapon Attack / 100
    MIN = (LUK * 2.5) * Weapon Attack / 100
    
    Claw (punching):
    MAX = (LUK * 1.0 + STR + DEX) * Weapon Attack / 150
    MIN = (LUK * 0.1 + STR + DEX) * Weapon Attack / 150
    
    Venom (damage per second, credit to Joe Tang):
    MAX = (18.5 * [STR + LUK] + DEX * 2) / 100 * Basic Attack
    MIN = (8.0 * [STR + LUK] + DEX * 2) / 100 * Basic Attack
    
    Ninja Ambush (credit to Fiel):
    Damage per second tick = 2 * [STR + LUK] * Skill Damage Percentage
    
    Shadow Web (credit to LazyBui):
    Damage per 3-sec tick = Monster HP / (50 - Skill Level)
    
    Shadow Meso:
    Damage = 10 * Number of mesos thrown (in skill description)
    Normal critical does not apply, instead it has its own built-in critical listed in skill description
    Mages
    Code:
    Spell Damage:
    MAX = ((Magic²/1000 + Magic)/30 + INT/200) * Spell Attack
    MIN = ((Magic²/1000 + Magic * Mastery * 0.9)/30 + INT/200) * Spell Attack
    
    Heal Damage (credit to Russt//Devil's Sunrise for Target Multiplier function):
    MAX = (INT * 1.2 + LUK) * Magic / 1000 * Target Multiplier
    MIN = (INT * 0.3 + LUK) * Magic / 1000 * Target Multiplier
    The % listed in the skill description (300% at max) acts as the skill percent (see Order of Operations above).
    
    Heal Target Multiplier: 1.5 + 5/(number of targets including yourself)
    For reference-
    1 - 6.5
    2 - 4.0
    3 - 3.166
    4 - 2.75
    5 - 2.5
    6 - 2.333
    
    Poison Brace/Poison Mist/Fire Demon/Ice Demon:
    Damage per second tick = Monster HP / (70 - Skill Level)
    Misc.
    Code:
    Dragon Roar (credit to Stereo):
    MAX = (STR * 4.0 + DEX) * Weapon Attack / 100
    MIN = (STR * 4.0 * Mastery * 0.9 + DEX) * Weapon Attack / 100
    
    Blank Shot:
    Speculated to be calculated without bullet attack or Gun Mastery
    
    Flamethrower (credit to blitzkrieg):
    Damage per second tick: Damage of initial hit * (5% + Amp Bullet Damage %)
    
    Power Knock Back (both weapons, credit to AGF/Fiel):
    MAX = (DEX * 3.4 + STR) * Weapon Attack / 150
    MIN = (DEX * 3.4 * Mastery * 0.9 + STR) * Weapon Attack / 150
    Mastery is 0.1 at all levels
    
    Phoenix/Frostprey/Octopus/Gaviota (credit to Sybaris/KaidaTan):
    MAX = (DEX * 2.5 + STR) * Attack Rate / 100
    MIN = (DEX * 2.5 * 0.7 + STR) * Attack Rate / 100
    
    Step 2: Modifiers
    Code:
    Combo Attack Modifier:
    (if you haven't unlocked [Advanced] Combo Attack yet, use 0%):
    1 - 5 orbs = [Advanced] Combo Attack Skill % + (Combo Attack Skill % - 100) + floor[ (orbs - 1) * (Combo level / 6) ] %
    6 - 10 orbs = [Advanced] Combo Attack Skill % + (Combo Attack Skill % - 100) + 20% + (orbs - 5) * 4%
    5 orbs = 140% with maxed Combo Attack
    10 orbs = 190% with maxed [Advanced] Combo Attack
    
    Panic & Coma (also referred to as "Finishers" by Ayumilove):
    Finishers = Base Damage * Combo Attack Modifier (see above) * Orb multiplier * Skill Dmg %
    Orb multipliers are:
    1 orb = 100%
    2 orbs = 120%
    3 orbs = 154%
    4 orbs = 200%
    5 - 10 orbs = 250%
    
    Fire/Ice/Lightning Charge element (Paladin):
    Advantage = Base damage * (105% + Charge level * 1.5%)
    Disadvantage = Base damage * (95% - Charge level * 1.5%)
    
    Holy Charge element (Paladin):
    Advantage = Base damage * (120% + Charge level * 1.5%)
    Disadvantage = Base damage *(80% - Charge level * 1.5%)
    
    Inferno/Blizzard element (Archer):
    Advantage = Base damage * (110% + Skill level * 0.5%)
    Disadvantage = Base damage * (90% - Skill level * 0.5%)
    
    Elemental reactions (Mage)
    Advantage = Base damage * Elemental Wand/Staff Bonus * 150%
    Disadvantage = Base damage * Elemental Wand/Staff Bonus * 50%
    
    Physical Damage Resist (passive ability of Pink Bean)
    Disadvantage = Base damage * 50%
    
    Elemental wand/staff Bonus:
    (credits to Animate: https://forum.maplelegends.com/index.php?threads/mage-guide-elemental-wands-staffs.3671/)
    Ele Wand/Staff 1 = 125% fire damage and 110% poison damage
    Ele Wand/Staff 2 = 125% poison damage and 110% fire damage
    Ele Wand/Staff 3 = 125% ice damage and 110% lightning damage
    Ele Wand/Staff 4 = 125% lightning damage and 110% ice damage
    
    Ele Wand/Staff 5 = 125% fire damage and 110% poison damage
    Ele Wand/Staff 6 = 125% poison damage and 110% fire damage
    Ele Wand/Staff 7 = 125% ice damage and 110% lightning damage
    Ele Wand/Staff 8 = 125% lightning damage and 110% ice damage
    
    Note: When using other elemental skills there is a damage penalty of -25%. This penalty does not apply to Bishop skills in v62 or summons (eg. Ifrit and Elquines).
    
    (Eg) Using Blizzard (ice) with a Ele Wand 7 (ice)
    = Base damage * 1.25
    
    (Eg) Using Blizzard (ice) with a Ele Wand 5 (fire)
    = Base damage * 0.75
    
    (Eg) Using Genesis with a Ele Wand 5 (fire)
    = Base damage * 1
    
    Arrow Bomb:
    Impact Hit = 50% damage * Critical Multiplier
    Splash Hits = Skill damage * Critical Multiplier
    (Arrow Bomb's critical replaces the standard critical bonus, which is normally inserted into the skill damage %, as shown in Order of Operations above. It still uses the same value for critical, however.)
    Step 3: Defense/Accuracy
    This is the formula for how MONSTER defense reduces damage done FROM player TO monster. There is a separate formula for how player defense works
    Code:
    Weapon Defense - credit to AGF/Stereo:
    MAX damage = (MAX before defense) * (1 - 0.01*D) - WDEF*.5
    MIN damage = (MIN before defense) * (1 - 0.01*D) - WDEF*.6
    where D is (monster level - player level) if (monster level) > (player level), and 0 otherwise.
    
    Magic Defense - credit to Russt/Paracelsus:
    MAX damage = (MAX before defense) - MDEF*.5 * (1 + 0.01*D)
    MIN damage = (MIN before defense) - MDEF*.6 * (1 + 0.01*D)
    
    *note: Assaulter ignores defense if at or above the monster’s level
    **note: Phoenix/Frostprey/Octopus/Gaviota ignores defense
    
    Physical Accuracy - credit to Ayumilove:
    Chance to Hit = Accuracy/((1.84 + 0.07 * D) * Avoid) - 1
    (D = monster level - your level. If negative, make it 0.)
    
    Magical Accuracy - credit to Stianweij:
    Magic Accuracy = trunc(total int/10) + trunc(luk/10)
    Chance to hit 100% = (Avoid + 1) * (1 + D/24)
    (D = monster level - your level. If negative, make it 0.)
    
    Step 4: Damage Multiplier From Skills
    Simply find the skill you're looking for at: https://maplelegends.com/lib/skill (using other sources like bbb.hidden-street.net isn't advised, since MapleLegends has had a number of balance changes over the years, see here for more information).

    Step 5: Critical Damage
    Find any applicable critical damage bonuses, once again looking at: https://maplelegends.com/lib/skill. Notable bonuses are:
    • Critical Shot (passive for Archers)
      • *note: at max rank it gives +100% critical damage bonus (misleading skill description)
    • Critical Throw (passive for Assassins)
      • *note: at max rank it gives +100% critical damage bonus (misleading skill description)
    • Stun Mastery (passive for Marauders, not applied to bosses)
      • *note: at max rank it gives +160% critical damage bonus if you have Sharp Eyes AND Stun
    • Elemental Boost (passive for Corsairs)
      • *note: acts as if it's a critical damage bonus
    • Assassinate (active skill)
    • Sharp Eyes (buff provided by Bowmaster/Marksmen)
      • *note: gives an ADDITIONAL +100% for physical attacks
      • *note: for magic attacks do spell damage * 1.4 for final damage value
    Code:
    (Eg) If we're looking at Triple Throw & Critical Throw (passive) & Sharp Eyes:
    
    Triple Throw (Lvl 30): "MP - 20, Damage 150%"
    
    Afterwards we ADD the critical damage bonuses
    = 1.5 (triple throw) + 1 (Critical Throw) + 1.4 (Sharp Eyes)
    = 3.9
    Code:
    *note: if you're calculating DPM, don't forget to factor in the critical CHANCE.
    
    Using the same example as above:
    
    Critical Throw: Crit Rate 50%
    Sharp Eyes: Crit Rate 15%
    
    Calculate damage if you crit, multiplied by the crit rate
    = [ 1.5 (triple throw) + 1 (critical throw) + 1.4 (sharp eyes) ] * [ 0.5 + 0.15 ] (crit chance)
    
    Calculate the damage without criting, multiplied by (1 - crit rate)
    = 1.5 (triple throw) * [ 1 - [ 0.5 + 0.15] ] (chance of not criting)
    
    Add the two together.
    Step 8: After-Modifiers
    These were verified by our devs to be v62 specific (not just MapleLegends specific). Ayumilove's numbers are slightly different as it's from a later version it seems.
    Code:
    Ordinal number of hit' refers to, e.g., 1 for the first hit, 2 for the second, etc.
    
    Slash Blast's Final Attack = 2 * (1/3)^ordinal number of hit
    Cumulative damage = Cumulative damage = 3 * (1 - (1/3) ^ (total number of hits))
    
    Iron Arrow = 0.9^(ordinal number of hits - 1)
    Cumulative damage = 10 * (1 - 0.9 ^ (total number of hits))
    
    Piercing Arrow [note: this is actually increasing on subsequent hits] = 1.2^(ordinal number of hits - 1) Cumulative damage = 5 * (-1 + 1.2 ^ (total number of hits))
    
    Chain Lightning = 0.5^(ordinal number of hits - 1)
    
    Energy Orb = 0.5^(ordinal number of hits - 1)

    Attack Speed References
    This is something that I need to confirm, but there are a few terms that are thrown around (by Ayumilove as well as by MapleLegends staff) that need to be explained first.
    • "Spamming" = casting the skill twice by pressing the skill button or using a macro (not the same as continuously pressing down the skill button)
      • (Eg) Hurricane (spamming) speed is longer than Hurricane (per arrow) because you need to go through the setup animation again, while if you are continuously pressing down only the arrow shooting animation needs to be done
      • (Eg) Boomerang Step (spamming) is longer than just Boomerang Step, because some skills have a penalty for casting the same skill back to back
        • This is why some skills are highly encouraged to be used in a macro, like Boomerang Step + Band of Thieves, as it won't incur the "delay between using the same skill" penalty
    • "Post-casting delay" = some skills finish their animation, but you are forced to stand in an idle animation (usually for buccanner skills that have invincibility frames)
    Bow
    Code:
    Strafe/Arrow Rain/Inferno/Arrow Bomb/Normal Attack
    Faster (2): 600ms (-210ms)
    Faster (3): 660ms (-150ms)
    Fast (4): 720ms (-90ms)
    Fast (5): 750ms (-60ms)
    Normal (6): 810ms
    
    Final Attack
    Faster (2): 450ms + 540ms (-120ms, -180ms)
    Faster (3): 480ms + 570ms (-90ms, -150ms)
    Fast (4): 510ms + 630ms (-60ms, -90ms)
    Fast (5): 540ms + 660ms (-30ms, -60ms)
    Normal (6): 570ms + 720ms
    
    Hurricane (per arrow)
    All: 120ms
    
    Hurricane (spamming)
    All: 330ms
    Claw
    Code:
    Lucky Seven/Triple Throw/Drain/Shadow Meso/Normal Attack
    Faster (2): 600ms (-210ms)
    Faster (3): 660ms (-150ms)
    Fast (4): 720ms (-90ms)
    Fast (5): 750ms (-60ms)
    Normal (6): 810ms
    
    Avenger
    Faster (2): 630ms (-210ms)
    Faster (3): 690ms (-150ms)
    Fast (4): 750ms (-90ms)
    Fast (5): 810ms (-30ms)
    Normal (6): 840ms
    
    Taunt
    Faster (2): 1020ms (-330ms)
    Faster (3): 1110ms (-240ms)
    Fast (4): 1200ms (-150ms)
    Fast (5): 1290ms (-60ms)
    Normal (6): 1350ms
    
    Ninja Storm delay
    Faster (2): 720ms (-210ms)
    Faster (3): 780ms (-150ms)
    Fast (4): 840ms (-90ms)
    Fast (5): 900ms (-30ms)
    Normal (6): 930ms
    
    Ninja Storm (spamming)
    All: 1440ms
    
    Crossbow
    Code:
    Strafe/Arrow Eruption/Blizzard/Iron Arrow/Normal Attack/Pierce
    Faster (2): 630ms (-240ms)
    Faster (3): 690ms (-180ms)
    Fast (4): 720ms (-150ms)
    Fast (5): 780ms (-90ms)
    Normal (6): 870ms
    
    Final Attack
    Faster (2): 540ms + 630ms (-180ms, -210ms)
    Faster (3): 600ms + 690ms (-120ms, -150ms)
    Fast (4): 630ms + 720ms (-90ms, -120ms)
    Fast (5): 690ms + 780ms (-30ms, -60ms)
    Normal (6): 720ms + 840ms
    
    Snipe:
    Faster (2): 630ms (-210ms)
    Faster (3): 690ms (-150ms)
    Fast (4): 720ms (-120ms)
    Fast (5): 780ms (-60ms)
    Normal (6): 840ms
    
    Dagger
    Code:
    *note: Double Stab automatically does +2 weapon speed to daggers.
    (Eg) Shinkita is a Faster (3) instead of Fast (5) when using Double Stab
    (Eg) Korean Fan is a Faster (2) instead of a Fast (4)
    Dagger booster should still work on top of the +2 from Double Stab, becoming a +4 without Speed Infusion (need to confirm)
    
    Band of Thieves/Steal/Double Stab/Normal Attack
    Faster (2): 600ms (-210ms)
    Faster (3): 660ms (-150ms)
    Fast (4): 720ms (-90ms)
    Fast (5): 750ms (-60ms)
    Normal (6): 810ms
    
    Savage Blow
    Faster (2): 720ms (-240ms)
    Faster (3): 780ms (-180ms)
    Fast (4): 840ms (-120ms)
    Fast (5): 900ms (-60ms)
    Normal (6): 960ms
    
    Assaulter
    Faster (2): 690ms (-210ms)
    Faster (3): 750ms (-150ms)
    Fast (4): 810ms (-90ms)
    Fast (5): 870ms (-30ms)
    Normal (6): 900ms
    *note: delay between uses reduced from 600ms to 300ms
    (above numbers reflect that change)
    
    Taunt
    Faster (2): 1020ms (-330ms)
    Faster (3): 1110ms (-240ms)
    Fast (4): 1200ms (-150ms)
    Fast (5): 1290ms (-60ms)
    Normal (6): 1350ms
    
    Meso Explosion
    Faster (2): 750ms (-270ms)
    Faster (3): 840ms (-180ms)
    Fast (4): 900ms (-120ms)
    Fast (5): 960ms (-60ms)
    Normal (6): 1020ms
    
    Assassinate
    Faster (2): 1380ms (-450ms)
    Faster (3): 1500ms (-330ms)
    Fast (4): 1620ms (-210ms)
    Fast (5): 1710ms (-120ms)
    Normal (6): 1830ms
    IF casting Dark Sight (before cast): +100ms
    
    IF using Final Hit (last line):
    Faster (2): 330ms
    Faster (3): 360ms
    Fast (4): 390ms
    Fast (5): 420ms
    Normal (6): 420ms
    
    Boomerang Step
    Faster (2): 690ms (-210ms)
    Faster (3): 750ms (-150ms)
    Fast (4): 810ms (-90ms)
    Fast (5): 870ms (-30ms)
    Normal (6): 900ms
    
    Boomerang Step (spamming)
    All: 1950ms (?)
    *note: delay between uses reduced (no numbers however, so above number is probably inaccurate)
    

    Gun

    Code:
    Normal Attack
    Faster (2): 630ms (-180ms)
    Faster (3): 690ms (-120ms)
    Fast (4): 750ms (-60ms)
    Fast (5): 780ms (-30ms)
    Normal (6): 810ms
    
    Double Shot
    Faster (2): 360ms (-120ms)
    Faster (3): 390ms (-90ms)
    Fast (4): 420ms (-60ms)
    Fast (5): 450ms (-30ms)
    Normal (6): 480ms
    
    Blank Shot/Burst Fire
    Faster (2): 660ms (-180ms)
    Faster (3): 690ms (-150ms)
    Fast (4): 750ms (-90ms)
    Fast (5): 810ms (-30ms)
    Normal (6): 840ms
    
    Invisible Shot/Hypnotize
    Faster (2): 630ms (-180ms)
    Faster (3): 660ms (-150ms)
    Fast (4): 720ms (-90ms)
    Fast (5): 750ms (-60ms)
    Normal (6): 810ms
    
    Flamethrower/Ice Splitter
    Faster (2): 480ms (-150ms)
    Faster (3): 540ms (-90ms)
    Fast (4): 570ms (-60ms)
    Fast (5): 600ms (-30ms)
    Normal (6): 630ms
    
    Flamethrower/Ice Splitter (spamming)
    All: 1050ms
    
    Aerial Strike
    Faster (2): 2160ms (-720ms)
    Faster (3): 2340ms (-540ms)
    Fast (4): 2520ms (-360ms)
    Fast (5): 2700ms (-180ms)
    Normal (6): 2880ms
    
    Homing Beacon/Battleship Torpedo
    Faster (2): 720ms (-240ms)
    Faster (3): 780ms (-180ms)
    Fast (4): 840ms (-120ms)
    Fast (5): 900ms (-60ms)
    Normal (6): 960ms
    
    Battleship Cannon
    Faster (2): 600ms (-180ms)
    Faster (3): 630ms (-150ms)
    Fast (4): 690ms (-90ms)
    Fast (5): 750ms (-30ms)
    Normal (6): 780ms
    
    Rapid Fire (per bullet)
    All: 120ms
    
    Rapid Fire (spamming)
    All: 330ms
    
    Recoil Shot
    All: 300ms
    
    Recoil Shot (spamming)
    All: 1300ms
    *note: delay between uses reduced from 2 seconds to 1 second
    (above numbers reflect that change)
    
    Knuckle
    Code:
    Normal Attack
    Faster (2): 600ms (-210ms)
    Faster (3): 660ms (-150ms)
    Fast (4): 720ms (-90ms)
    Fast (5): 750ms (-60ms)
    Normal (6): 810ms
    
    Flash Fist/Energy Drain
    Faster (2): 450ms (-150ms)
    Faster (3): 510ms (-90ms)
    Fast (4): 540ms (-60ms)
    Fast (5): 570ms (-30ms)
    Normal (6): 600ms
    
    Corkscrew Blow
    Faster (2): 630ms (-210ms)
    Faster (3): 690ms (-150ms)
    Fast (4): 750ms (-90ms)
    Fast (5): 810ms (-30ms)
    Normal (6): 840ms
    
    Corkscrew Blow (spamming; enemies)
    All: 1530ms
    
    Sommersault Kick/Corkscrew Blow (spamming; no enemies)
    Faster (2): 630ms (-210ms)
    Faster (3): 690ms (-150ms)
    Fast (4): 750ms (-90ms)
    Fast (5): 810ms (-30ms)
    Normal (6): 840ms
    
    Backspin Blow
    Faster (2): 720ms (-240ms)
    Faster (3): 780ms (-180ms)
    Fast (4): 840ms (-120ms)
    Fast (5): 900ms (-60ms)
    Normal (6): 960ms
    
    Backspin Blow (spamming)
    All: 1980ms
    
    Double Uppercut (with enemies)
    Faster (2): 900ms (-270ms)
    Faster (3): 960ms (-210ms)
    Fast (4): 1050ms (-120ms)
    Fast (5): 1110ms (-60ms)
    Normal (6): 1170ms
    
    Double Uppercut (spamming; enemies)
    All: 2160ms
    
    Double Uppercut (spamming; no enemies)
    Faster (2): 1140ms (-30ms)
    Faster (3): 1140ms (-30ms)
    Fast (4): 1140ms (-30ms)
    Fast (5): 1140ms (-30ms)
    Normal (6): 1170ms
    
    Shockwave
    Faster (2): 1500ms (-480ms)
    Faster (3): 1620ms (-360ms)
    Fast (4): 1740ms (-240ms)
    Fast (5): 1860ms (-120ms)
    Normal (6): 1980ms
    
    Dragon Strike
    Faster (2): 1080ms (-360ms)
    Faster (3): 1170ms (-270ms)
    Fast (4): 1260ms (-180ms)
    Fast (5): 1350ms (-90ms)
    Normal (6): 1440ms
    
    Dragon Strike (spamming)
    All: 1640ms
    *note: post-casting delay has been decreased from 400ms to 200ms
    (above numbers reflect that change)
    
    Barrage
    Faster (2): 1830ms (-600ms)
    Faster (3): 1980ms (-450ms)
    Fast (4): 2130ms (-300ms)
    Fast (5): 2280ms (-150ms)
    Normal (6): 2430ms
    
    Barrage (spamming)
    All: 2630ms
    *note: post-casting delay has been decreased from 400ms to 200ms
    (above numbers reflect that change)
    
    Energy Blast
    Faster (2): 570ms (-180ms)
    Faster (3): 630ms (-120ms)
    Fast (4): 660ms (-90ms)
    Fast (5): 720ms (-30ms)
    Normal (6): 750ms
    
    Energy Blast (spamming)
    All: 1140ms
    
    Energy Orb
    Faster (2): 930ms (-270ms)
    Faster (3): 990ms (-210ms)
    Fast (4): 1050ms (-150ms)
    Fast (5): 1140ms (-60ms)
    Normal (6): 1200ms
    
    Snatch
    Faster (2): 810ms (-270ms)
    Faster (3): 900ms (-180ms)
    Fast (4): 960ms (-120ms)
    Fast (5): 1020ms (-60ms)
    Normal (6): 1080ms (0ms)
    *note: delay between casting has been completely removed
    
    Demolition
    Faster (2): 2010ms (-660ms)
    Faster (3): 2190ms (-480ms)
    Fast (4): 2340ms (-330ms)
    Fast (5): 2520ms (-150ms)
    Normal (6): 2670ms
    *note: animation speed increase by 500ms
    (above numbers reflect that change)
    
    Transform: not confirmed
    
    Polearm/Spear
    Code:
    Power Strike/Slash Blast/Sacrifice/Normal Attack
    Faster (2): 570ms (-180ms)
    Faster (3): 630ms (-120ms)
    Fast (4): 660ms (-90ms)
    Fast (5): 720ms (-30ms)
    Normal (6): 750ms
    Slow (7): 810ms (+60ms)
    Slow (8): 870ms (+120ms)
    Slower (9): 900ms (+150ms)
    
    Final Attack (stab -> any Final Attack animation)
    Faster (2): 540ms + 390ms (-180ms, -150ms)
    Faster (3): 570ms + 420ms (-150ms, -120ms)
    Fast (4): 630ms + 480ms (-90ms, -60ms)
    Fast (5): 660ms + 510ms (-60ms, -30ms)
    Normal (6): 720ms + 540ms
    Slow (7): 750ms + 570ms (+30ms, +30ms)
    Slow (8): 810ms + 600ms (+90ms, +60ms)
    Slower (9): 840ms + 630ms (+120ms, +90ms)
    
    Final Attack (any other combo)
    Faster (2): 540ms + 450ms (-180ms, -120ms)
    Faster (3): 570ms + 480ms (-150ms, -90ms)
    Fast (4): 630ms + 510ms (-90ms, -60ms)
    Fast (5): 660ms + 540ms (-60ms, -30ms)
    Normal (6): 720ms + 570ms
    Slow (7): 750ms + 600ms (+30ms, +30ms)
    Slow (8): 810ms + 660ms (+90ms, +90ms)
    Slower (9): 840ms + 690ms (+120ms, +120ms)
    
    Crusher (Lvl 16 - 30)
    Faster (2): 810ms (-240ms)
    Faster (3): 870ms (-180ms)
    Fast (4): 930ms (-120ms)
    Fast (5): 990ms (-60ms)
    Normal (6): 1050ms
    Slow (7): 1140ms (+90ms)
    Slow (8): 1200ms (+150ms)
    Slower (9): 1260ms (+210ms)
    
    Crusher (Level 1 - 15)
    Faster (2): 690ms (-210ms)
    Faster (3): 750ms (-150ms)
    Fast (4): 810ms (-90ms)
    Fast (5): 870ms (-30ms)
    Normal (6): 900ms
    Slow (7): 960ms (+60ms)
    Slow (8): 1020ms (+120ms)
    Slower (9): 1080ms (+180ms)
    
    Fury
    Faster (2): 600ms (-210ms)
    Faster (3): 660ms (-150ms)
    Fast (4): 720ms (-90ms)
    Fast (5): 750ms (-60ms)
    Normal (6): 810ms
    Slow (7): 870ms (+60ms)
    Slow (8): 900ms (+90ms)
    Slower (9): 960ms (+150ms)
    
    Dragon Roar
    Faster (2): 1140ms (-360ms)
    Faster (3): 1230ms (-270ms)
    Fast (4): 1320ms (-180ms)
    Fast (5): 1410ms (-90ms)
    Normal (6): 1500ms
    Slow (7): 1620ms (+120ms)
    Slow (8): 1710ms (+210ms)
    Slower (9): 1800ms (+300ms)
    
    Rush (enemies)
    All: 1770ms
    
    Rush (no enemies)
    Faster (2): 450ms (-150ms)
    Faster (3): 510ms (-90ms)
    Fast (4): 540ms (-60ms)
    Fast (5): 570ms (-30ms)
    Normal (6): 600ms
    Slow (7): 660ms (+60ms)
    Slow (8): 690ms (+90ms)
    Slower (9): 720ms (+120ms)
    
    Sword/Mace/Axe
    Code:
    Power Strike/Slash Blast/Charged Blow/Normal Attack
    Faster (2): 600ms (-210ms)
    Faster (3): 660ms (-150ms)
    Fast (4): 720ms (-90ms)
    Fast (5): 750ms (-60ms)
    Normal (6): 810ms
    Slow (7): 870ms (+60ms)
    Slow (8): 900ms (+90ms)
    
    Final Attack (stab -> stab)
    Faster (2): 540ms + 390ms (-180ms, -120ms)
    Faster (3): 570ms + 420ms (-150ms, -90ms)
    Fast (4): 630ms + 450ms (-90ms, -60ms)
    Fast (5): 660ms + 480ms (-60ms, -30ms)
    Normal (6): 720ms + 510ms
    Slow (7): 750ms + 540ms (+30ms, +30ms)
    Slow (8): 810ms + 570ms (+90ms, +60ms)
    
    Final Attack (any other combo)
    Faster (2): 540ms + 450ms (-180ms, -120ms)
    Faster (3): 570ms + 480ms (-150ms, -90ms)
    Fast (4): 630ms + 510ms (-90ms, -60ms)
    Fast (5): 660ms + 540ms (-60ms, -30ms)
    Normal (6): 720ms + 570ms
    Slow (7): 750ms + 600ms (+30ms, +30ms)
    Slow (8): 810ms + 660ms (+90ms, +90ms)
    
    Coma/Panic
    Faster (2): 600ms (-210ms)
    Faster (3): 660ms (-150ms)
    Fast (4): 720ms (-90ms)
    Fast (5): 750ms (-60ms)
    Normal (6): 810ms
    Slow (7): 870ms (+60ms)
    Slow (8): 900ms (+90ms)
    
    Brandish/Blast
    Faster (2): 630ms (-210ms)
    Faster (3): 690ms (-150ms)
    Fast (4): 750ms (-90ms)
    Fast (5): 810ms (-30ms)
    Normal (6): 840ms
    Slow (7): 900ms (+60ms)
    Slow (8): 960ms (+120ms)
    
    Heaven's Hammer
    Faster (2): 1290ms (-420ms)
    Faster (3): 1410ms (-300ms)
    Fast (4): 1500ms (-210ms)
    Fast (5): 1620ms (-90ms)
    Normal (6): 1710ms
    
    Rush (enemies)
    All: 1770ms
    
    Rush (no enemies)
    Faster (2): 450ms (-150ms)
    Faster (3): 510ms (-90ms)
    Fast (4): 540ms (-60ms)
    Fast (5): 570ms (-30ms)
    Normal (6): 600ms
    Slow (7): 660ms (+60ms)
    Slow (8): 690ms (+90ms)
    

    Wand/Staff

    Code:
    All mage skills, except explosion, work off casting speed. Explosion uses weapon speed + cast speed.
    
    Magic Claw/Energy Bolt/Holy Arrow/Big Bang/Angel Ray/Fire Arrow/Poison Breath/Fire Demon/Ice Demon/Paralyze/Thunder Bolt/Cold Beam
    Booster2: 720ms (-90ms)
    Booster1: 750ms (-60ms)
    Regular: 810ms
    
    Heal
    Regular: 600ms
    
    Chain Lightning
    Booster2: 690ms (-90ms)
    Booster1: 750ms (-30ms)
    Regular: 780ms
    
    Shining Ray/Ice Strike
    Booster2: 930ms (-120ms)
    Booster1: 990ms (-60ms)
    Regular: 1050ms
    
    Poison Mist
    Booster2: 1320ms (-180ms)
    Booster1: 1410ms (-90ms)
    Regular: 1500ms
    
    Elemental Composition [FP/IL]
    Booster2: 810ms (-90ms)
    Booster1: 870ms (-30ms)
    Regular: 900ms
    
    Thunder Spear
    Booster2: 1140ms (-180ms)
    Booster1: 1230ms (-90ms)
    Regular: 1320ms
    
    Explosion
    Booster2:
    Fast (4): 1500ms (-120ms)
    Fast (5): 1560ms (-60ms)
    Normal (6): 1620ms
    Slow (7): 1680ms (+60ms)
    Slow (8): 1710ms (+90ms)
    Booster1:
    Fast (4): 1620ms (-120ms)
    Fast (5): 1680ms (-60ms)
    Normal (6): 1740ms
    Slow (7): 1770ms (+30ms)
    Slow (8): 1830ms (+90ms)
    Regular:
    Fast (4): 1710ms (-90ms)
    Fast (5): 1770ms (-30ms)
    Normal (6): 1800ms
    Slow (7): 1860ms (+60ms)
    Slow (8): 1920ms (+120ms)
    
    Genesis
    Regular: 2700ms
    
    Meteor Shower/Blizzard
    Booster2: 3060ms (-420ms)
    Booster1: 3270ms (-210ms)
    Regular: 3480ms
    Misc.
    Code:
    Octopus and Gaviota attack every 1530ms. All other summons attack every 3030ms.
    
    All attacking charge skills have a maximum charge time of 1000ms.

    Damage (TO Players) Formula
    Order of Operations
    Avoidability
    Code:
    Calculating Avoidability - credit to Shot/iPippy/Selquin:
    1) IF your level >= monster, take "Total Avoidability" from stat window (or see below to calculate "Base Avoidability" and add any buffs - eg. Bless, Heartstoppers)
    2) ELSE, Total Avoidability = (monster level - character level) / 2
    
    Base Avoidability:
    Warriors/Magicians/Bowmen/Thieves/Beginners = DEX * 0.25 + LUK * 0.5
    Pirates (first job) = DEX * 0.25 + LUK * 0.5
    Gunslingers = DEX * 0.125 + LUK * 0.5
    Brawlers = DEX * 0.25 + STR * 0.225
    
    Physical Attacks:
    Physical Dodge Rate = Total Avoidability / (4.5 * Monster Accuracy)
    1) IF your class = thief, chance to hit must be within 5 - 95% (eg. if chance to hit = 97%, round down to 95%)
    2) ELSE, chance to hit must be within 2 - 80%
    
    Physical Hit Rate = 1 - [Total Avoidability / (4.5 * Monster Accuracy)]
    
    Magic Attacks:
    Magic Dodge Rate = 10/9 - Monster Accuracy / (0.9 * Avoid)
    
    Magic Hit Rate = 1 - [10/9 - Monster Accuracy / (0.9 * Avoid)]
    = [Monster Accuracy / (0.9 * Avoid)] - 1/9
    
    Damage Reduced by Player Weapon Defense
    Code:
    Credits to Zerato:
    Damage dealt = Physical Attack Damage^2 * rand(0.008, 0.0085) - WDEF*A - (WDEF - StandardPDD)*B
    
    Where:
    D (if CharacterLevel >= Mob Level) = 13/(13 + CharacterLevel - MobLevel)
    D (if Character Level < Mob Level) = 1.3
    
    C (for warriors) = STR/2800 + DEX/3200 + INT/7200 + LUK/3200
    C (for everyone else) = STR/2000 + DEX/2800 + INT/7200 + LUK/3200
    
    B (if your WDEF >= StandardPDD) = (C*28/45 + (CharacterLevel)*7/13000 + 0.196)
    B (if your WDEF < StandardPDD) = D * (C + (CharacterLevel)/550 + 0.28)
    
    A = C + 0.28
    
    Code:
    BEGINNER
    - Level 1: PDD = 7
    - Level 5: PDD = 17
    - Level 8: PDD = 19
    
    WARRIOR
    - Level 10: PDD = 54
    - Level 12: PDD = 57
    - Level 15: PDD = 83
    - Level 20: PDD = 106
    - Level 22: PDD = 109
    - Level 25: PDD = 129
    - Level 30: PDD = 154
    - Level 35: PDD = 179
    - Level 40: PDD = 203
    - Level 47: PDD = 208
    - Level 50: PDD = 261
    - Level 55: PDD = 267
    - Level 60: PDD = 305
    - Level 65: PDD = 308
    - Level 70: PDD = 359
    - Level 75: PDD = 356
    - Level 80: PDD = 382
    - Level 85: PDD = 388
    - Level 90: PDD = 440
    - Level 95: PDD = 446
    - Level 100: PDD = 494
    
    MAGICIAN
    - Level 8: PDD = 25
    - Level 10: PDD = 31
    - Level 13: PDD = 40
    - Level 15: PDD = 49
    - Level 18: PDD = 54
    - Level 20: PDD = 56
    - Level 25: PDD = 60
    - Level 28: PDD = 64
    - Level 30: PDD = 75
    - Level 33: PDD = 91
    - Level 35: PDD = 98
    - Level 40: PDD = 99
    - Level 48: PDD = 107
    - Level 50: PDD = 131
    - Level 55: PDD = 134
    - Level 58: PDD = 142
    - Level 60: PDD = 159
    - Level 65: PDD = 162
    - Level 68: PDD = 170
    - Level 70: PDD = 184
    - Level 75: PDD = 190
    - Level 78: PDD = 198
    - Level 80: PDD = 212
    - Level 85: PDD = 218
    - Level 88: PDD = 226
    - Level 90: PDD = 240
    - Level 95: PDD = 246
    - Level 98: PDD = 254
    - Level 100: PDD = 266
    
    ARCHER
    - Level 10: PDD = 32
    - Level 15: PDD = 49
    - Level 20: PDD = 65
    - Level 25: PDD = 80
    - Level 30: PDD = 95
    - Level 35: PDD = 110
    - Level 40: PDD = 125
    - Level 50: PDD = 145
    - Level 55: PDD = 148
    - Level 60: PDD = 177
    - Level 65: PDD = 180
    - Level 70: PDD = 206
    - Level 75: PDD = 212
    - Level 80: PDD = 238
    - Level 85: PDD = 244
    - Level 90: PDD = 270
    - Level 95: PDD = 276
    - Level 100: PDD = 298
    
    THIEF
    - Level 10: PDD = 42
    - Level 15: PDD = 60
    - Level 20: PDD = 76
    - Level 22: PDD = 85
    - Level 25: PDD = 100
    - Level 30: PDD = 115
    - Level 32: PDD = 116
    - Level 35: PDD = 131
    - Level 37: PDD = 132
    - Level 40: PDD = 147
    - Level 50: PDD = 184
    - Level 55: PDD = 187
    - Level 60: PDD = 220
    - Level 65: PDD = 223
    - Level 70: PDD = 257
    - Level 75: PDD = 263
    - Level 80: PDD = 291
    - Level 85: PDD = 297
    - Level 90: PDD = 325
    - Level 95: PDD = 331
    - Level 100: PDD = 331
    
    PIRATE
    - Level 10: PDD = 24
    - Level 15: PDD = 43
    - Level 20: PDD = 56
    - Level 25: PDD = 69
    - Level 30: PDD = 82
    - Level 35: PDD = 95
    - Level 40: PDD = 108
    - Level 50: PDD = 146
    - Level 55: PDD = 149
    - Level 60: PDD = 178
    - Level 65: PDD = 181
    - Level 70: PDD = 207
    - Level 75: PDD = 213
    - Level 80: PDD = 239
    - Level 85: PDD = 245
    - Level 90: PDD = 271
    - Level 100: PDD = 309

    Damage Reduced by Player Magic Defense
    Code:
    1 INT = 1 Magic Defense
    
    Credits to Zerato:
    Damage dealt = Magic Attack Damage^2 * rand(0.0075, 0.008) - (MDEF/4 + STR/28 + DEX/24 + LUK/20) * K
    (K = 1.2 for magiciains, = 1 for other classes)
    

    EXP Formula
    Credits to Ever & Alyosha for summarizing this really well.

    Leech conditions: As long as ONE of the conditions are met, you will receive EXP.
    1. Deal at least 1 damage to the monster.
    2. Be within 5 levels of the monster.
    3. Be within 5 levels of a party member that fulfills condition #1.

    Code:
    Party Bonus:
    Party of 2 = 10% bonus
    Party of 3 = 15%
    Party of 4 = 20%
    Party of 5 = 25%
    Party of 6 = 30%
    
    Skill Bonus:
    Level 30 Holy Symbol (with 1 in party that satisfy leech conditions) = 110% (1.1)
    Level 30 Holy Symbol (with 2+ in party that satisfy leech conditions) = 150% (1.5)
    Level 30 Taunt = 140% (1.4)
    
    [code]EXP for person killing the monsters:
    - Work in progress -
    
    EXP for person other damage dealers (if leeching, damage dealt = 0):
    - Work in progress -
    
     
    Last edited: Mar 27, 2023
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  2. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    AP & SP Related Formula
    Code:
    Total AP:
    Character level * 5 + 20 + job advance AP
    
    1) IF character = 4th job, job advance AP = 10
    2) IF character = 3rd job, job advance AP = 5
    3) ELSE, job advance AP = 0
    
    (Eg) Level 180, 4th job Hero should have
    =180 * 5 + 20 + 10
    = 930 total AP
    
    Total SP:
    
    

    Misc. Formula
    Code:
    Total AP:
    Character level * 5 + 20 + job advance AP
    
    1st & 2nd job advance AP = 0
    3rd job advance AP = 5
    4th job advance AP = 5
    
    (Eg) Level 180, 4th job Hero should have
    =180 * 5 + 20 + 5+ 5
    = 930 total AP
    
    Battleship HP Formula:
    [(Skill Level * 5000)] + [(Character Level - 120) * 3000]
    
    Energy Charge:
    10000 units = 1 fully charged meter
    Charge rate (mobs): Skill % * 100 units per monster per skill. At maximum level, it charges 192 units per monster per skill.
    Charge rate (bosses): Skill % * 150 units per monster hit per skill. At max level, it charges 288 units per monster per skill.
    Energy Charge decay: 200 units / 10 seconds while inactive
    
    Meso Explosion Formula (source = BMS leak, Fiel for interpreting):
    1) If <= 1000 mesos:
    MAX damage = (50 * Skill %) * ((Mesos * 0.82 + 28.0) / 5300)
    MIN damage = (50 * Skill %) * 0.5 * ((Mesos * 0.82 + 28.0) / 5300)
    2) Otherwise:
    MIN damage = (50 * Skill->XValue) * 0.5 * (Mesos / (MesoPool + 5250))
    MAX damage = (50 * Skill->XValue) * (Mesos / (MesoPool + 5250))
    
    More detail at http://www.southperry.net/showthread.php?t=27895
    
    Chakra Healing Formula (source = Davi/Pasta):
    MAX healing = LUK * Skill % * 3.5
    MIN healing = Luk * Skill % * 2.3
    
    

    See https://forum.maplelegends.com/index.php?threads/nises-hp-washing-formula-compilation.38558/ for HP Washing!
     
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  3. Ryae
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    Ryae Wolfspider

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    Ryae
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    This is so fascinating to me, thank you for sharing!! I never used to pay attention to this stuff but it's really cool to see. Optimizing your character can be fun in it's own way I've realized - it's like a little puzzle SlimeSmile nice work nise!!
     
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  4. Shivering
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    Shivering Wolfspider

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    I think you should add MP/HP level up and maybe the flat reset value formulas
     
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  5. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    I have them saved up, and I'll probably make another post for that, since I think more people would look specifically for washing values. But I do have all the ML-accurate (I'm fairly sure at least) formulaes for washing ^^
     
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  6. iPippy
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    iPippy Nightshadow

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    I think it'd be a good idea to put it in both this thread and a separate "wash formula" post. Also, I'm trying to make a quick little spreadsheet to calculate damage taken. Is there a unique "Physical Attack Damage" value for each of a Monster's attacks, or are they simply the "W.Attack" stat in the Lib? I would imagine the W.Attack works for touch damage, but I believe some attacks are considered physical rather than magic?
     
  7. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Each attack usually has a separate w.att or m.att value, so you have to really dig around the files for it. I've been going around and looking into the specifics, but it's sort of time consuming and annoying cus after I find the value manually, I also have to run the calculations based on those values. But I do have something in the works (that I'll probably put it in the wash post, or maybe separately).

    [​IMG]

    Is an example of ONE of the entries... Rn I'm in the process of doing:
    • Pink Bean
    • Ariel
    • Toad
    • Auf Haven
    • The Boss / Bodyguard A & B
    • Nameless
    • Verga
    • Nib
    • HT
    • Jiaoceng
    • Anego
    • Kacchu
    • Tengu
    • Bigfoot
    If you guys have suggestions, I can add them in~
     
  8. iPippy
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    iPippy Nightshadow

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    I think if we just had a way to know the Physical/Magical ATT values for the moves, that'd be all we'd really need. The given damage values are nice, and I'd presume average values? In some cases this should suffice (a nice estimate of "attack effective HP"), but other times the maximum damage would need to be known. The specifics of the damage taken would be better served thrown into a spreadsheet imo.
     
  9. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    I did that for pretty much every other boss, HT just had to be a more specific :p cus of all the different parts and some being physical rather than magical.

    [​IMG] This is how it looks for the other bosses
     
  10. iPippy
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    iPippy Nightshadow

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    Hm, I see... so if I'm understanding correctly, the values listed are the output of the [Physical ATT DMG^2 * rand(0.008,0.0085)] portion of the calculation. Is it possible to list the corresponding value of the "Physical ATT Dmg" value with the damage estimate? I would want to get an upper bound and an average value for damage taken at various levels of defenses for various classes. That should be possible with the specific value, rather than an approximate damage value before defense reduction.
     
  11. mettzi
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    mettzi Pac Pinky

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    Regarding the min-max damage formulas, is skill mastery referring to mastery level? For example, 20 if I have max BW mastery.

    Great post!!
     
  12. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Well its the ouput of [PAD^2*0.0085] cus that would be the max damage taken, and then it got put through the damage taken formula. Not putting it through any damage taken formula just reallyyyy blows the numbers out of proportion. Factoring in base stats (even if you have 0 weapon defense) brings the numbers down to a more "expected" value.

    Yup it would be from BW Mastery, or just any other skill that might give additional mastery, besides the 2nd job skill. Notable examples are:
    • Bowmasters with "Bow Expert" (also applies to MMs and their equivalent skill) which increases their mastery further to 90%.
    • DKs with "Beholder" which increases their mastery further to 80%.
    • Buccs with "Super Transformation" which increases their mastery further to 65%.
    Even if it's an active, mastery additions ALWAYS apply. So, as long as you have the skill, mastery rate is permanently increased ^^
     
  13. iPippy
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    iPippy Nightshadow

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    I guess its that exact, "blown out of proportion value" that I think is necessary to get any detailed meaning out of the calculation. Seeing as the reduction on the value is tied to many variables such as character level, class, stats, and defense the number given is already very obfuscated. I do agree that many users would simply want to see an approximate value as listed, but either the attack stat or the "unreduced" damage (perhaps listed in parenthesis after the "realistic" damage value). I myself would rather see the attack value (before the squaring and such) as it's less likely to get confused as real damage and is likely(?) the value that can be reduced by threaten for physical attacks.

    I've been very interested in defense calculations for a while now, so this is all really interesting to see.
     
  14. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Oooh that does make sense. I'll... try to add a line into the chart to just show the raw PAD values. But in that case, there's definitely no ETA as to when that post will be released then xD cus I have to go back and dig again
     
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  15. whatdatoast
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    whatdatoast Windraider

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    Is player damage drawn uniformly at random from the min-max range?
     
  16. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    You'd first randomly get a number between min and max, then apply the rest of the order of operations, including defense, modifiers, skill %, crit bonuses, etc etc
     
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  17. ScarletMoon
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    ScarletMoon Orange Mushroom

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    8:12 PM
    However in step 3 of the damage calculation, it seems that max damage and min damage receives different weapon defense reduction.

    Max damage is lowered by 0.5 *wdef
    Min damage is lowered by 0.6*wdef

    During which case, how much will the damage gets decreased? Somewhere between 0.5 and 0.6 depending on the random number and ratio?
     
  18. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    NoraONE
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    Sweetdreams
    Hmmm the most complicated version of the formula probably happens with PB, which has physical damage resist and a noticeable chunk of defense. What I think happens is:
    1. You ascertain the RAW max/min range
    2. Put it through the modifier first. So since PB is strong against physical, you'll do 0.5 * RAW max/min
    3. Wdef is factored in for both the max and min, resulting in:
    MAX = 0.5 * RAW max - 0.5 * wdef
    MIN = 0.5 * RAW max - 0.6 * wdef

    And from the final max/min range, you choose a random number in between. After that you go through the whole process of factoring in Skill %, Critical hit (and the associated probabilities), and any other after-modifiers that might be applicable.
     
  19. mettzi
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    mettzi Pac Pinky

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    8:12 AM
    Thymelord
    White Knight
    Great! When inputting mastery into the formula, it's the percentage of mastery in decimal form right? So max BW mastery gives 60% mastery therefore I'd input .6 into the formula?

    Also just to make sure I understand the entire formula correctly, when the min/max dmg formulas call for primary stat and secondary stat, they're asking for the formulas under the respective weapons, right? So for 2H BW, in place of primary stat I would use the STR * 4.8?
     
  20. OP
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    Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    NoraONE
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    Sweetdreams
    Yup! Both are correct!
     

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