Go Back   Nodiatis Forums > Nodiatis Forums > General Discussion > Player Guides and Help
Forgot?

Reply
 
Thread Tools Display Modes

Old 04-24-2010, 10:50 PM   #21
ajones
Guest
 
Posts: n/a
Default

Awee thx... I see my mistake. I misread the min dmg part...
  Reply With Quote

Old 04-26-2010, 12:01 PM   #22
Malc
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by StormGuardian View Post
...not including the plunderfiend skill:
Thanks StormGuardian. How did you come up with the rates? And I assume the PF skill increases it evenly across colors?
  Reply With Quote

Old 04-26-2010, 01:34 PM   #23
StormGuardian
Seer's BFF
 
StormGuardian's Avatar
 
StormGuardian is offline
Join Date: Aug 2009
Location: athens GA
Posts: 744
Default

Lots of testing

Basically I wrote down the # of trophies i got from each mob and averaged them. I noticed that they were approaching the already known multipliers for XP based on color as well, just x2(if you assume white = 1.0 multiplier). This came from 500+ fights from colors blue through purple, so I'm assuming green/aqua/black follow suit.

You are correct, simply take the average trophy number and multiply by the additional % based on your PF skill. AVG * (1+ 0.003*PF) should give you what you're looking for.
  Reply With Quote

Old 04-26-2010, 11:54 PM   #24
beetdabrat
Auction Master
 
beetdabrat's Avatar
 
beetdabrat is offline
Join Date: Mar 2009
Posts: 1,078
Default

Updated the archery damage formula, need it tested though.

Beet Da Brat
__________________

  Reply With Quote

Old 04-27-2010, 02:44 AM   #25
Volt
Guest
 
Posts: n/a
Default

Do you know the spell accuracy formula?
That's one I've been looking for, for quite a long while.
  Reply With Quote

Old 04-27-2010, 10:55 AM   #26
MrSmallie
Guest
 
Posts: n/a
Default

I'm assuming that the Precision formula should be *100 and not *1000. Else Precision would be all but useless.
  Reply With Quote

Old 04-27-2010, 04:24 PM   #27
Malc
Guest
 
Posts: n/a
Default

Thanks Storm. I wish there were a better way to predict loot drop or epic drop. I've read a lot of varying ideas on the matter on the forums, but nothing that really seems to nail it down. Simply seems to be more a matter of chance than anything you can put a formula to.
  Reply With Quote

Old 04-28-2010, 03:41 PM   #28
yoky
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by beetdabrat View Post
Theoretical Accuracy Formulas:
Melee:
Base Accuracy(BA) = 75%
Base Accuracy for Black Mobs(BA) = 50%

W = Weapon Accuracy:

Poor = -0.04
Normal = 0
Good = 0.04
Great = 0.08
Excellent = 0.12
Exceptional = 0.16
Epic = 0.20

S = str
D = dex
L = 100 + Character Level or 100 + Mob Level
X = Char Level
M = Mob Level
A = Assurance Bonus if Linked (8% would be 0.08)
P = Precision Level
R = Piercing Level

Slashing:
Accuracy = 1 - ((1 - BA) * (1 - W) * (1 - MIN(D/L - 1, 0.5)) * (1 - A) * (1 - (P / 1000)) * (1 - ((X - M) / 10)))
love all these formulas for this tho acc is only theoretical and doesnt seem true to what actually happens so i looked around and this is what i came up with


Base accuracy
the base accuracy starts at 75% for whites and goes up and down by 5% for each lvl of the mob which would leave 50% at blacks and would mean almost 100% for greys (which from what little i done to test seems accurate). if this is the case its most likely that the (1 - ((X - M) / 10) part of the equation for the rise for lvls you have may not be part of the equation


Assurance rune
also i noticed that assurance is a very good at improving accuracy and the way in which u calculate it make it pretty much negligable and reading the description it says "grants a x% extra chance to hit with all attacks. includes melee range pet and direct damage." the same as the crit rune which is "grants a y% extra chance to crit with all attacks. includes melee range pet and direct damage."


from that i figured that the hit chance from assurance is calculated one of the 2 following ways

added
from that i gathered that assurance rune may be added to the final accuracy rather than multiplied inside of it since the crit rune which is worded almost exactly the same is added and that assurance rune seems to give more of a bonus that your equation suggests

multiplied
although the wording suggests it is added the other possible solution i thought of was it multiplies the accuracy rather than the chance to miss which it is doing in your equation
ie: rather than 0.92*0.25=0.23 chance to miss or a 0.77 chance to hit
you have 1.08*0.75=0.81 chance to hit or a 0.19 chance to miss




Other questions
does stat enhancement effect pets because i wasnt sure on that since it doesnt show visually on the pet (at least it doesnt on mine)

why hasn't this thread been stickied yet?
  Reply With Quote

Old 04-28-2010, 04:30 PM   #29
beetdabrat
Auction Master
 
beetdabrat's Avatar
 
beetdabrat is offline
Join Date: Mar 2009
Posts: 1,078
Default

From testing, yes stat enhancement does increase your pet stats.

As for the accuracy formula I was assuming that it would work like most everything else.

For example:

100 critical strike is 25% chance
100 two handed is 40% chance

The way it is calculated though is as separate events.

->Check for critical strike the random generator rolls a 33 which is > 25 so it fails.
->Check for two handed the random generator rolls another 33 which is <= 40 so it passes.

By checking this way it comes out to a lower chance than if it was simply added. Which is why the 1 - (!n1 * !n2...) comes up.

I was assuming accuracy was done the same way since everything else seems to be.

But Like I said it is theoretical and I haven't been able to do actual testing. So if you find an equation that better represents it, please share.

Beet Da Brat
__________________

  Reply With Quote

Old 04-28-2010, 04:39 PM   #30
beetdabrat
Auction Master
 
beetdabrat's Avatar
 
beetdabrat is offline
Join Date: Mar 2009
Posts: 1,078
Default

Quote:
Originally Posted by Malc View Post
Thanks Storm. I wish there were a better way to predict loot drop or epic drop. I've read a lot of varying ideas on the matter on the forums, but nothing that really seems to nail it down. Simply seems to be more a matter of chance than anything you can put a formula to.
For items other than trophies I am seeing a trend that each mob has a certain chance to drop each type (potions, gems, runes, equipment).

So for a rat:
So you have a 1% chance to get a non trophy item
then it will select whether it is going to be a potion, rune, gem, or equipment

I am thinking it is chance but then there's a guaranteed drop after so many kills.

so you kill a rat
It then checks to see if you are getting an item.
Equipment drop is selected from the random generator.
Now it finds which equipment items are in the loot table and randomly selects one of them.
You see the selected item in the rats inventory.

This is of course my theory,
Beet Da Brat
__________________

  Reply With Quote

Old 04-28-2010, 05:37 PM   #31
yoky
Guest
 
Posts: n/a
Default

ahh ok then i see i didnt know that they were calculated as separate events makes it alot clearer tho it still looks likely to me at least that it is the base accuracy that changes for different lvl mobs

just by looking at your formula it states
"(1 - ((X - M) / 10)"
and the fact that they are calculated as seperate events means this only allows for decreases of accuracy were as your accuracy increases for lower lvl mobs(at least it seems to i haven't done testing on this)

and for assurance rune i still cant accept that it is multiplicative although im basing this from how much i seem to hit using it and the wording of the rune itself and with no actual numerical data (tho of course your calculation is only theoretical itself)

i propose the following equation:

D = dex
L = 100 + Character Level or 100 + Mob Level
X = Char Level
M = Mob Level
A = Assurance Bonus if Linked (8% would be 0.08)
P = Precision Level

base accuracy (BA)= 0.75+(5*(X - M))+A

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

for the base accuracy i assume it is caped at greys or greens (same as blacks currently are) or from -4/-3 to +5

quick test that can be done
using my equations if the accuracy is dependent as i just proposed if it is caped at -4 and not -3 then its possible that you can achieve 100% accuracy with an assurance stone versus greys or around 1% versus greens
  Reply With Quote

Old 04-28-2010, 11:37 PM   #32
beetdabrat
Auction Master
 
beetdabrat's Avatar
 
beetdabrat is offline
Join Date: Mar 2009
Posts: 1,078
Default

Quote:
Originally Posted by yoky View Post
ahh ok then i see i didnt know that they were calculated as separate events makes it alot clearer tho it still looks likely to me at least that it is the base accuracy that changes for different lvl mobs

just by looking at your formula it states
"(1 - ((X - M) / 10)"
and the fact that they are calculated as seperate events means this only allows for decreases of accuracy were as your accuracy increases for lower lvl mobs(at least it seems to i haven't done testing on this)

and for assurance rune i still cant accept that it is multiplicative although im basing this from how much i seem to hit using it and the wording of the rune itself and with no actual numerical data (tho of course your calculation is only theoretical itself)

i propose the following equation:

D = dex
L = 100 + Character Level or 100 + Mob Level
X = Char Level
M = Mob Level
A = Assurance Bonus if Linked (8% would be 0.08)
P = Precision Level

base accuracy (BA)= 0.75+(5*(X - M))+A

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

for the base accuracy i assume it is caped at greys or greens (same as blacks currently are) or from -4/-3 to +5

quick test that can be done
using my equations if the accuracy is dependent as i just proposed if it is caped at -4 and not -3 then its possible that you can achieve 100% accuracy with an assurance stone versus greys or around 1% versus greens
You're missing weapon accuracy.
If it was -4 then you wouldn't miss greys but I have missed them on occasion.

Beet Da Brat
__________________

  Reply With Quote

Old 04-29-2010, 05:36 AM   #33
StormGuardian
Seer's BFF
 
StormGuardian's Avatar
 
StormGuardian is offline
Join Date: Aug 2009
Location: athens GA
Posts: 744
Default

Also somewhere it was posted, as BdB mentioned that assurance rune is another chance to hit, meaning it is "checked" separately, and is multiplied in as another one of the 1 - (!n1 * !n2...) possibly chances. I'd find the thread but it's 630 in the morning and I havent gone to sleep yet .

Also BdB, I've been gone from the game for ~4 months...but I have written down somewhere when I was doing XP calculations that both +5 and +6 black mobs gave the same multiplier to XP(and so I'm assuming +7,+8, etc do too, just the different base XPs)...but this is NOT for certain as I've misplaced my spreadsheet :\ Just a thought that these should be checked into again perhaps

Great work on accuracies BTW...I'll look them over some more in the next few days and see if I can add anything...but they look pretty close to me :P
  Reply With Quote

Old 05-04-2010, 10:13 PM   #34
Thomas Jordan
Seer's BFF
 
Thomas Jordan's Avatar
 
Thomas Jordan is offline
Join Date: Nov 2009
Location: Louisiana
Posts: 740
Default

Beetdabrat:

Question about archery damage. Your formula states to use the higher of Int or Cnc. Is that correct, or should it be the average of Int and Cnc?

Thanks.

TJ
  Reply With Quote

Old 05-04-2010, 10:17 PM   #35
thatperson
Epic Scholar
 
thatperson's Avatar
 
thatperson is offline
Join Date: Aug 2009
Location: In bed with Skred
Posts: 4,691
Default

you use the average of cnc and int
__________________
Quote:
Originally Posted by Glitchless View Post
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
  Reply With Quote

Old 05-05-2010, 01:30 AM   #36
Telm
Guest
 
Posts: n/a
Default

A very interesting topic
Description for Str and Int claims that it also increases chance to do max damage, sort of skews distribution towards higher end. Is this true? Maybe it only means "prevent half-damage hits" for mobs with higher level? Are there any statistical data for this?
  Reply With Quote

Old 05-05-2010, 02:25 AM   #37
thatperson
Epic Scholar
 
thatperson's Avatar
 
thatperson is offline
Join Date: Aug 2009
Location: In bed with Skred
Posts: 4,691
Default

it increases your average damage after you achieve your max
__________________
Quote:
Originally Posted by Glitchless View Post
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
  Reply With Quote

Old 05-05-2010, 03:59 AM   #38
beetdabrat
Auction Master
 
beetdabrat's Avatar
 
beetdabrat is offline
Join Date: Mar 2009
Posts: 1,078
Default

Quote:
Originally Posted by Thomas Jordan View Post
Beetdabrat:

Question about archery damage. Your formula states to use the higher of Int or Cnc. Is that correct, or should it be the average of Int and Cnc?

Thanks.

TJ
I'm still working on the archery formula and i'm not sure exactly how its done yet, but was testing and was getting higher hits than would be calculated with avg cnc and int. I also thing the arrow and bow are done seperately then added at the end.

Beet Da Brat
__________________

  Reply With Quote

Old 05-08-2010, 06:01 PM   #39
StormGuardian
Seer's BFF
 
StormGuardian's Avatar
 
StormGuardian is offline
Join Date: Aug 2009
Location: athens GA
Posts: 744
Default

Here's what I have so far for archery, per the way you have yours shown. It's not exact according to numbers some ppl have reported, but it's pretty dang close:

S = (int+cnc)/2
L = 100 +mob level(fyi, just use mob lvl cause all formula use this, not 100+char lvl)
x = min bow+min arrow damage
y = max bow+max arrow damage
sc = serial criticality level

Calculated Min Damage = x
Calculated Min Damage = ROUND(x * S/L) <- round up or down like you would an integer
Calculated Max Damage = y
Calculated Max Damage = ROUND(y * S/L) <- round up or down like you would an integer

** Note there is NO cap of x1.5 for archers

Ciritcal Hits: ( take the NON-ROUNDED version of the previous min/max )
X = Calculated Min Damage
Y = Calculated Max Damage

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

This will get you very close, but a few ppl that I'm getting numbers from are reporting only slightly higher numbers than this formula gives...which *might* mean that you take the higher of int or cnc, but i'm not sure. Obviously you can add in archer bonuses to max damage(as follows) and runes.


CE = class enhancement
CS = class specialization
z = archer's max

z = y * ( 1 + (0.05+0.00025*CE)*(1 + 0.01*CS))

That'll be your new max damage if you're an archer. Then of course just add in rune of pain, etc.
__________________
  Reply With Quote

Old 05-08-2010, 10:08 PM   #40
Volt
Guest
 
Posts: n/a
Default

Quote:
Red and Blue Magic:
I = int
L = 100 + level or 100+ mob level if it is much different
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 Min Damage = MIN((y + f), 2y) *
MIN(I / L, 1.5)
* (1 + ((i *.35) / 100))
Does this mean that intellect caps at 300?

since I / L cannot be greater than 1.5? is that what it is or is it something else?
  Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



All times are GMT -5. The time now is 12:04 PM
Boards live since 05-21-2008


vBulletin skin developed by: eXtremepixels
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.