Sign in to follow this  
Decathlon

Formula Damage

Recommended Posts

Thanks to @BloodevilCaptain alt+s aka Gofay , Zero, Anime&Manga/I-Love-Dogs, BigSlick , Killerbir for the support

Hello Guys, I'm Decathlon. I took this damage formula by the genius Oreò(rame-mc(rame-mc) on .it official forum) and i have a uptaded it a little.

The formula damage is complete. It is 99% perfect in pve and 100% perfect in PvP. You need just to understand how applicate it.

Oreò and I(+ my team) had spent a lot of time and a lot of kkk just to test on every single part of it, so try to understand it good before that you say:"there is an error" or i do a big and bad flame on you :P

This formula damage contains:
-Basic damage formula
-Equips effects.
-Sp sets
-Sp sets effects
-Gems (obsidian,ruby and such,to be clear)
-Shells
-Pets
-Atk/defence potion and other.
-Some buff and debuff

The Formula is complicate and If you want to understand it,you'll need mathematical notions (regular expressions).
You need good experience and knowledge of the game too

The formula takes the concept of an attacker (A) and a defender (D)
If the attacker uses a weapon the attacks will have a range(ex. 100<>110), for this reason the calculations of the attacks must be done two times.
I will use <> for the range(ex. attack = 110<>110)

/!\ All decimals must be rounded down

We need to distinguish the type of attack:
Short Distance,Long Distance, Magic attack and you have to apply the relative effects(ex. defences improvements of the shells)
All elemental damage(preceded by E) need to be calculated only if you have equipped the fairies(obv you need the right fairy of the skill's element)

/!\ How to do Percentage calculations(%):
15%=0,15 -- 200%=2,00

Example quoted by the formula:

Aeq = AbaseEq * (1 + up difference)
AbaseEq = 115<>126
up difference = weapon +5 vs armor +3 = weapon +2 (+15%)
115<>126* (1 + 15%) ---> 115<>126 * 1,15 ---> 132,25<>144,9 ---> 132<>144 (decimals must be rounded down, remember it)

General Legend:
The terms underlined and colored are present in the legend.

B is the abbrevitation for Bonus:
Br->Shell Bonuses
Br->Shell Bonuses only in pvp.
Buff

Debuff

/!\ ATTENTION. The name "Skill" is for all skills, buff and debuff included, but only for absolute value(not in %)

ex. Wolf Spirit(WK buff) give (lv.player*4 attack), lvl 90=+360 attack --- this is an absolute value so is going to the skill group

ex2.Iron Skin(War buff) = Defence from Short ranged Attacks +20% --- this is a % value, so it doesn't go on skill group but in Bskl group

FORMULA :

Aeq = AbaseEq * (1 + up difference)
Deq = DbaseEq * (1 + up difference)
up difference = (Higher up) - (Lower Up) // The result applies on the highest one

Apg = (Aeq + Abase + Aeff + Asp + Br7) * (1 + Br22)
>> Asp = Attack given by sp setting + Bonus given by Sp's attack setting + Attack given by Gems
Dpg = (Deq + Dbase + Deff + Dsp + Br28 + Br29 + Br30) * [1 + (Br31 + Br32) - Br21]
>> Dsp = Defence given by sp setting + Bonus given by Sp's defence Setting + Defence given by Gems

At = {(Apg + Askill + 15) * [1 + (Br6 + Br8 + Br9 + Br10 + Br11 + Br12 + Br13)]} * (1 + BonusEq - MonkBuff1)
Dt = (Dpg + Dskill) * (1 + Defensive PvP pet effect) + [1 + (Defence Potion + Dcostume + Dpet + Defence Oil Act 5.2)
/!\ There may be a bug where the ice flower oil overrides all of the above % defensive effects,so that only his own 5% would be applied. For this formula we won't consider it since we're not sure if it's still there.


Damage = (At - Dt) * (1+Attack Oil Act 5.2) 

/!\ you may notice a difference in this part of the formula. The part with the percentage calculation doesn't have the usual "1+x" that allows the moltiplication to be (example) *1,80 instead of *0,80. If the +1 was to be added,the calculations would higly increase up to 60% and above ,showing more damage than it actually is. We think this was made on purpose by entwell to not have a dominance by mages,since in korea they are actually a problem. In the case that Bash or anybody with his capabilities would confirm that this is in fact another bug of the game,it could actually be better to leave it be like it is,or it would mean that there will be the need of re-checking and re-researching the formula,probably even recreating it. The correct formula should be:

E=(At+100)*[1+(F+Esp)], but it works like:

E = (At +100) * (F + Esp)

Okay now I continue the Formula:

E=(At+100)*(F+Esp)
>> Esp = Element given by sp setting Bonus given by Sp's element Setting + Element given by Gems
Et = (E + Eeff + Eskill + Br1 + Br2 + Br3 + Br4 + Br5) * (1 + Debuff Seer1) * (1 + Debuff Seer2)
Ef = [Et * (1 + Eele)] * [1 - (Dres - Ares)] * Debuff Cruseder&Holy1
>> Dres = Rglove + RShoe + DReff + DRskill + Rsp + Rperf + Bonus given by Sp's element Setting2 + Br23 + Br24 + Br25 + Br26 + Br27
>> Ares = AReff + ARskill + Br16 + Br17 + Br18 + Br19 + Br20

Moral Difference = Am - Dm

If the attack is Critical:
Range Min. Damage - Max Damage will be changed.
Dmax = Dmax
Dmin = Dmin + [(Dmax - Dmin) / 2]
Damage = Damage * [(1+ C + Br14 + Bonus Sp's attack setting that improve Critical Damage Attack) - (DcrEq + Bonus Sp's defence setting that reduce Critical Damage Attacks)]

Final Damage = |{[(Damage + Moral Difference) * (1 + Debuff  Gladiator1) * (1 + Debuff DarkGunner1) * (1 + BuffRanger1) * (1 - Buff Demon Hunter) * (1 - Buff Warrior1) * (1 - Buff Renegade1) * (1 - Buff RedMagician1) * (1 - Buff Holy1) * (1 - Buff Dark Gunner1) * (1 - Buff Volcano1) * (1 - Buff Tide Lord1) * (1 - Buff Seer1) * (1 - Buff Archmage1) * (1 - BuffMonk2) * (1 - BuffAvenger Angel1) + Ef + Dmob)] * (1 + Incresce Power Damage in PvP) * (1 + % Incresce Power Damage in PvP From Book Act 6) * (1 + BuffBerserker1) * (1 + BuffMonk3) * (1 + BuffMonk4) * (1 + BuffRenegade2) * (1 + BuffDestroyer1) * (1 + DebuffMonk1) * (1 + DebuffMonk2) * (1 + DebuffMonk3)} * (1 - % Incresce Power Defence in PvP) * (1 - % Incresce Power Defence In PvP From Book Act 6) * (1 - BuffMonk5) * (1 - BuffAvenger Angel2) * (1 + Buff Cusader1)| * (1 - Bonus Elemental Sp's setting that reduce Magical Damage) * [1+ (Attack Potion + Ahat + Apet)] * Archer's Distance * (1 - BuffFireCannoner1) * (1 - BuffRanger2) * (1 - BuffDestroyer2) * (1 - BuffMonk6) * (1 - Buff RedMagician2) * (1 - Buff Holy2) * (1 - Buff Blue Magician2) * (1 - Buff Dark Gunner2) * (1 - Buff Volcano2) * (1 - Buff Tide Lord2) * (1 - Buff Seer2) * (1 - Buff Archmage2)

Specific Legend:

AbaseEq = Base Attack of the weapon that you're using(ex. Siege Bow 279-377) https://prntscr.com/g6rl26
DBaseEq = Base Defence of the armor that you're using and based on the enemy's attack(ex. Tunic of
Spirit -- Long Range Defence 158)  https://prntscr.com/g6rlk3
Difference up = Weapon +2 vs Armor +5 = Armor get +3 bonus -> 22%
Only the Armor gets +22% bonus, the Weapon doesn't get any bonus
+1 -> 10%
+2 -> 15%
+3 -> 22%
+4 -> 32%
+5 -> 43%
+6 -> 54%
+7 -> 65%
+8 -> 90%
+9 -> 120%
+10 -> 200%
Abase = Base Attack of the Character(without equips,gloves etc...,Info Character must be
empty) https://prntscr.com/g6rmec
Aeff = Attack of the Equips like Weapon, jewelry, masks, hats, gloves, etc...(ex. X
Mask: Atk +13 // Sword CrossBow 90: Atk +150) https://prntscr.com/g6scc8 ; https://prntscr.com/g6sd2c
Attack given by sp Setting: Attack given by Sp Attack's points, SL included(ex. Wk 60-0-
0-0 with 10 SL ---> 70-0-0-0 ---> +560)(you can use the online's tool to see it, because
in game the SL are not included) https://prntscr.com/g6sfjq

Bonus given by Sp's attack setting: Bonus given by Sp Setting that improves the attack directly: Attack Power Incresce
Attack given by Gems = Attack of Gems, you can see it in the Sp's Info(ex. 3 gems in atk
= +30) https://prntscr.com/g6sgg8

Dbase = Base Defence of the Character and based on the enemy's attack(without equips,gloves etc....,Info Character must be empty) https://prntscr.com/g6sps6

Deff = Defence of the Equips like Weapon, jewelry, masks, hats, gloves, etc...(ex. Sword CrossBow 90: Defence +150) https://prntscr.com/g6uv14

Defence given by sp setting = Defence given by Sp Defence's points, SL included(ex. War 0-60-0-0 with 10 SL ---> 0-70-0-0 ---> +280)(you can use the online's tool to see it, because in game the SL are not included) https://prntscr.com/g6vb1a

Bonus given by Sp's defence setting = Bonus given by Sp Setting that improves the defence directly: Improve defense from long/close/magical defence

Defence given by Gems = Defence of Gems, you can see it in the Sp's Info(ex. 3 gems in defence = +30) https://prntscr.com/g6v9l8

Askill = Base Attack(not elemental's attack) of the skills(ex. Ivy of the Wk = +1200) https://prntscr.com/g6vo5a

BonusEq = Bonus % of the Weapon( Incresce damage of the Weapon; ex. Archer Bow 90 ---> Incresce Damage with a probability of 25% by 40%) https://prntscr.com/g6vwni

Dskill = Base Defence(not elemental's defence or resistances) of the Skills(ex. Blessing of the Holy Mage ---> Defence improve: lv.player*2) https://prntscr.com/g6vvc8

Defensive Pvp pet effect = Defensive % Pet effect on PvP(ex. Fluffy Bally's Buff ---> +10% Defence in PvP)

Dcostume = Defensive % of the costumes(ex. 5% defence of  Adventurer Clothing's costume) https://prntscr.com/g6w8ys

Dpet = Defensive % of the Pet(Not PVP effect. ex. Fluffy Bally's Buff ---> +5% Defence)

= % of the Fairies(ex. Fairy of the Light Energy ---> 50%) https://prntscr.com/g6w83z

Element given by sp setting = Element given by Sp Element's points, SL Included(ex. Wk 0-0-90-0 with 10 SL ---> 0-0-90-0 ---> +150%)(you can use the online's tool to see it, because in game the SL are not included) https://prntscr.com/g6wdb2

Bonus given by Sp's element Setting = Bonus given by Sp's element Setting that imporves element directly: Element 

Element given by Gems = Element of the Gems, you can see it in the Sp's Info(ex. 3 Gems in element = +3%) https://prntscr.com/g77pgp

Eeff = Element of the Equips like Weapon, jewelry, masks, gloves, etc...(ex. Kertos' shoe = +100) https://prntscr.com/g77pxq

Eskill = Base Elemental attack of the skills(ex. Ivy of the Wk = +1500) https://prntscr.com/g77rov

Eele =  Element-based coefficient:

Fire--->Shadow // Shadow--->Water // Water--->Light // Light--->Fire = 50%

Water<--->Fire // Fire<--->Water = 100%

Shadow<--->Light // Light<--->Shadow = 200%

Rglove = Elemental's resistence given by Gloves(ex. Valakus' glove = 0-10-10-0%) https://prntscr.com/g77s6l

Rshoe = Elemental's resistence given by Shoes(ex. Kertos' shoe = 10-0-0-10%) https://prntscr.com/g77srk

DReff = Elemental's resistences given by Weapons, jewelry, masks, gloves, hats, etc...(ex. X Mask = +4% Global Resistance) https://prntscr.com/g9a8mg

DRskill = Elemental's resistences given by Skills and Buffs(ex. Elemental Shining by Wk = +30% Light Resistence) https://prntscr.com/gallery.html

Rsp = Base Resistance of the Sp(ex. Wk = +2% Fire's Resistance) https://prntscr.com/g9a9il

Rspgems = Resistence given by Gems

Bonus given by Sp's element Setting2 = Bonus given by Sp's element Setting2 that improves elemental's resistence like: All Elemental's resistence increase

AReff = Resistences reduced by Weapons, jewelry, masks, gloves, hats, etc...(ex. Sword Lv. 90 = -15% Global Resistences)

ARskill = Resistences reduced by Skills and Debuffs(ex. Elemental Down by Wk = -40% Global Resistences)

Am = Attacker's Moral = Lv. Attacker + Moral's Effect(ex. Moral's Buff of the Warrior)

Dm = Defender's Moral = Lv. Defender + Moral's Effect(ex. Moral's Buff of the Warrior)

Dmax = Maximum Damage of the range(ex. 100<>110 ---> 110 is the Dmax)

Dmin = Minimum Damage of the range(ex. 100<>110 ---> 100 is the Dmin)

C = damage from a critical attack (ex. Wave Pattern Dagger = 160% Critical)

Bonus Sp's attack setting that improve Critical Damage Attacks = Bonus that improve the % of Critical Damage by Attack Sp's Setting
Ceq = increases in the critical damage given by effects from equipments like hats or weapons (ex. Beanie hat = +10% damage from critical hits)
DcrEq = decreases in the critical damage given by effects of equipments like jewels,armors,hats,masks, etc... (ex. Lv. 90 sword's armor = -60% damage from critical hits)

Bonus Sp's defence setting that reduce Critical Damage Attacks = Bonus that reduce the % Of Critical Damage by Defence Sp's setting

Dmob = minimum base damage and defence dealt by mobs. It varies based in what level that mob is:

Lv. 1-44 = 0
Lv. 45-55 = Lv. * 1
Lv. 56-69 = Lv. * 2
Lv. 70 or above = Lv. * 5

Ahat = % Attack given by Hats(ex. Santa Claus' Hat = +5%)

Apet = % Attack given by Pets(ex. Fluffy Bally's Buff = +5%)

Incresce Power Damage in PvP = Effect given by Honorauble Equips that improve your Power Damage in PvP.(ex. Honorauble's Sword Lv. 88 ---> +10% Incresce Power Damage in PvP)

Incresce Power Damage in PvP From Book Act 6 = Effect given by Book Act 6 that improve your Power Damage in PvP(ex. [Easy] Boost Damage in PvP ---> Incresce Damage in PvP by 1%)

Incresce Power Defence in PvP = Effect given by Honorauble Equips that reduce the physic and elemental Power Damage of the enemy in PvP(ex. Honorauble Sword's Armor 88 ---> Incresce Power Defence in PvP by 8%)

Incresce Power Defence in PvP = Effect given by Book Act 6 that reduce the physic and elemental Power Damage of the enemy in PvP(ex. [Easy] Boost Defence in PvP ---> Incresce Power Defence in PvP by 1%)

Bonus Elemental Sp's setting that reduce Magical Damage = Bonus that you getting by setting in Element the your sp. This reduce the Magical Damage of the Magicians.

Archer's Distance = During a long range attack,if the opponent is within 2->1(fix'd) cells,only 70% of the damage will be dealt (on some servers is translated at 75%,don't know why) Edit: 03/09/2018.

---------------------------------------------------------------------------------------------------------------------------------------------------------------

Shell Bonus:

Br1 = increase propreties of the Fire

Br2 = increase propreties of the Water

Br3 = increase propreties of the Light

Br4 = increase propreties of the Dark

Br5 = increase propreties of the elements

Br6 =  increase % Of Damage(S - Effect)

Br7 = increase Damage (C-B-A Effect)

Br8 = increase % Damage to the animals

Br9 = increase % Damage to enemy(Demons)

Br10 = increase % Damage to plants

Br11 = increase % Damage to undead

Br12 = increase % Damage small society of monsters

Br13 = increase % Damage Big Monsters

Br14 = (except mage's main equipe) % Critical Damage Incresce

Br16 = % Resistences of the Fire reduced in PvP

Br17 = % Resistences of the Water reduced in PvP

Br18 = % Resistences of the Light reduced in PvP

Br19 = % Resistences of the Dark reduced in PvP

Br20 = % Resistences of the all elements reduced in PvP

Br21 = % Reduce the defense of the enemy in PvP

Br22 = increase % Of Damage in PvP (S- Effect)

Br23 = % Improve resistence of the Fire

Br24 = % Improve resistence of the Water

Br25 = % Improve resistence of the Light

Br26 = % Improve resistence of the Dark

Br27 = % Improve resistence of the elements

Br28 = Improve defense from long range

Br29 = Improve defense from close damage

Br30 = Improve magical's defense

Br31 = Improve % of all defense(S- Effect)

Br32 = Improve % of all defense in PvP(S- Effect)

--------------------------------------------------------------------------------------------------------

Debuff Seer1 = Weak Dark Energy. In this case I refer to the wording: "There is a 50% of chance to increasce the dark damage by 25%". This debuff works like "The Increasce damage" of the equipments lv.88+, but just on the element. This debuff Can be really OverPower, but have many problems that make this debuff really useless:

A note, I do not know if it's a bug or not, but this negative effect seems to work only on obscure opponents. If the enemy is: without element/light/water/fire this debuff doesn't work! 

- The Seer doesn't have debuff with higher decreasce's resistence.(so all enemys can have over +100% vs Dark element)

So it's just a "Support's debuff" for all class and elements against dark's special card.

Debuff Seer2 = Dark Energy: In this case I refer to the wording: "There is a 50% of chance to increasce the dark damage by 50%". This debuff works like "The Increasce damage" of the equipments lv.88+, but just on the element. This debuff Can be really OverPower, but have many problems that make this debuff really useless:

A note, I do not know if it's a bug or not, but this negative effect seems to work only on obscure opponents. If the enemy is: without element/light/water/fire this debuff doesn't work! 

- The Seer doesn't have debuff with higher decreasce's resistence.(so all enemys can have over +100% vs Dark element)

So it's just a "Support's debuff" for all class and elements against dark's special card.

Holy&Crusader's Debuff1 = Eliminate Shadow. In this case i refer to the wording: The "Effect of the Dark are not applied". This particular debuff destroy all the Dark Element! It works like -100% of element(*0). If some dark sp have this debuff, you can fight with him without resistances, and he can't do element damage in anycase :)

DarkGunner Debuff1 = Hand of Death. In this case i refer to the wording: "Increase Magic attack by 50%". This Debuff improve All Physic's Magical Damage that the opponent receives.

A note, the DarkGunner can't do Magical Damage, because he use the gun! This Debuff don't improve the Dark Gunner's damage. It is just a "Support Debuff". This Debuff improve by 50% the damage of the other 7 Magician's Sp. Only the Special card that use the Main Weapon of the Magician.

Monk's Debuff1 = Internal Injury 1st Degree. In this case i refer to the wording: "Damage Increase by Combo:5%". This debuff improve Physic+Elemental Damage of the Monk.

Monk's Debuff2 = Internal Injury 2nd Degree. In this case i refer to the wording: "Damage Increase by Combo:10%". This debuff improve Physic+Elemental Damage of the Monk.

Monk's Debuff3 = Internal Injury 3rd Degree. In this case i refer to the wording: "Damage Increase by Combo:10%". This debuff improve Physic+Elemental Damage of the Monk.

Debuff Gladiator1 = Enormously Shaky Status. In this case i refer to the wording: "With a probabily of 100% improve the melee damage by 20%". This skill improve only the physic damage of the Gladiator! It doesn't combine with the Increase damage of the equipments!

-----------------------------------------------------------------------------------------------------------------------------------------------

BuffWarrior1 = Iron Skin. In this case i refer to the wording: "Reduce Close Damage by 20%; Reduce long Damage by 65%". This Buff reduce only the physic damage(obv only long and close damage, not magician's damage)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Warrior die in anycase very fast.

Buff Demon Hunter1 = Vengeful Spirit Pendulum. In this case i refer to the wording: "Damage is decreased by 40%". This Buff reduce only the physic damage(obv only long and close damage, not magician's damage)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Demon Hunter die in anycase very fast.

BuffRenegade1 = Reignition, In this case i refer to the wording: "Reduce Damage by Lv./7% of player". This buff reduce only the physic damage(like the Warrior's buff, but this works for all types of attacks)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Renegade die in anycase very fast.

Buff RedMagician,Holy,Dark Gunner,Volcano,Tide Lord,Seer,Archmage1 = Mana Transfusion, Mana Shield, Ghost Guard, Magma Shield, Water Bubble, Armour of Darkness, Spellbook Scholar's Buffs. In this case i refer to the wording: "Reduce Damage by X%(depends from the buff). This buff reduce only the physic damage(like the Warrior and Renegade's buff, obv this works for all types of attacks)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Magician's SP will die very fast in anycase.

- Sorry if i don't write every shield, but they work the same way

MonkBuff2 = Spirit of Sacrifice, In this case i refer to the wording: "Reduce Damage by 30%". This buff reduce only the physic damage(like the Warrior and Renegade's buff and all Magician's shield except Blue Magician, obv this works for all types of attacks)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Monk will die very fast in anycase.

BuffAvenger Angel1 = Halo. In this case i refer to the wording: "Reduce Damage by 15%". This buff reduce only the physic damage(like the Warrior and Renegade's buff and all Magician's shield except Blue Magician, obv this works for all types of attacks)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Avenger Angel will die very fast in anycase.

BuffRanger1 = Hawk Eye, In this case i refer to the wording: "Attack power increases at long range as the distance to the enemy increase". This buff starting to works after 2 cellas. So distance >2. This buff improve only the Physic Damage and not the elemental Damage of the skills!

This are the bonus:

1 cella, you don't get any bonus and get the debuff "Archer's Distance" .

2 cellas, you don't get any bonus and any debuff.

3 cellas +10% atk
4 cellas, +15% atk
After this it improve 5% each cella. So:
5 cellas,+20%
6 cellas,+25%
7 cellas,+30%
8 cellas,+35%
9 cellas,+40%
10 cellas,+45%
11 cellas,+50% 

etc...

--------------------------------------------------------------------------------------------------------------------------------------------

BuffMonk1 = Spirit of Sacrifice, In this case i refer to the wording: In this case i refer to the wording: "Damage is decreased with a probabily to 70% by 25%". This is a wrong translation. The correct translation is: "Improve the probabily to incresce damage by 70% but decrease the damage by 25%" In fact this particular buff improve your probabily to incresce damage, but reduce the effect by 25%(so the equipments orange effects work with this buff). It's a very strong buff, but for lucky in FC and in Arena can't be really strong(i don't think is a good idea do the "sacrifice's buff" on our pets), but, in pve it can be very strong If it used in combination with other equipment.

Example:

Sword lv.79 -> Increase damage by 6% with a probabily of 33%

Secondary Weapon lv.72 -> Increase Damage by 33% with a probabily of 6%

This equipe+Monk buff become: (probabily of 33+6+70) increase damage by (6+33-25) = With a probabily of 109% increase damage by 14%.

Why this buff is so good? Because everytime we do a critic hit, we do a critic hit+Increase damage for sure! Because all our attacks in basically are attack with damage increase :) So if we have a sword with a strong Critic Damage you can do a lot of damage!(Fake 90)

Equipments that increase damage:

Main Weapons-> Sword lv.49,Sword lv.70, Sword lv.79, Sword lv.88(Honorauble), Sword 90(fake and not), Sword 92,Sword 95, Sword c25 and in future Sword c45.

Secondary Weapons-> Ballista lv.33,Ballista lv.58,Ballista lv.72.

Where is not good use this combination?(in my opinion)

1) On Hero's equipments, but why? Because if we use Sword c25 or c45(killer sword not support sword Obv) with a Ballista lv.72 we lose many important high SL(remember the under equipments have a max of 13/14 single SL and 8/9 Overall, the equipments Hero can gets 17 single SL and 11 Overall)

2) In the equipments where the Main Swords don't have a biggest Critical Hit(like sword lv.49) or where the increase damage go under 0%. 

Example:

We have a Sword that increase our damage, but we don't have a ballista that improve our damage, what's happen?

Sword lv.79->Increase Damage by 22% with a probabily of 8%

Ballista lv. 47->No orange's statistics.

Buff Monk.

What's happen? It's easy-> With a probabily of 8+70% increase our damage by 22-25%= with a probabily of 78% increase damage by -3%.

Is there a chance that with some equipments we can't get 100% probabily to increase our damage? Obv yes. In fact we have in the game: Sword lv.49 that with a probabily of 3% increase our damage by 30% and ballista lv. 33 that with a probabily of 10% increase our damage by 30%. With monk's buff we get: Probabily of 3+10+70 increase our damage by 30+30-25= 83% increase damage by 35%.

What is the problem of this buff? The problem is that we must have a pet that attacks in a long range and is very far from monters, because if it gets damage, we get the 75% of his/her damage. So the monk must stick up for the partners.

--------------------------------------------------------------------------------------------------------------------------------------------

BuffBerserker1 = Berserker, In this case i refer to the wording to the second effect that happens after 40 seconds: "Improve Power Damage in PvP by 20%". This buff improve the Final damage(Physic+Element damage) by 20%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff.

BuffMonk3 = Spirit of Enlightenment. In this case i refer to the wording: "Improve Power Damage in PvP by (Lv./10 of the players)%". This buff improve the Final damage(Physic+Element damage) by X%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff. 

BuffMonk4 =  Spiritual Strength. In this case i refer to the wording: "Improve Power Damage in PvP by (Lv./5 of the player)%". This buff improve the Final damage(Physic+Element damage) by X%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff. 

BuffRenegade2 Ignition. In this case i refer to the wording: "Improve Power Damage in PvP by (Lv./10 of the player)%. This buff improve the Final damage(Physic+Element damage) by X%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff. 

BuffDestroyer1 Miracle Cure. In this case i refer to the wording: "Improve Power Damage in PvP by 15%". This buff improve the Final damage(Physic+Element damage) by 15%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff.

BuffCrusader1 = The Triple Charging. In this case i refer to the wording: "Improve the Damage by 10%,30%,50%". This buff improve the Final damage(Physic+Element damage) by 10,30,50%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff.

-------------------------------------------------------------------------------------------------------------------------------------------

BuffMonk5 Spirit of Temperance. In this case i refer to the wording: "Improve Power Defence in PvP by (Lv./6 of the Player)%. This Buff reduce the Final Damage(Physic+Element damage) by X%.

BuffAvenger Angel2 = Halo. In this case i refer to the wording: "Improve Power Defence in PvP by (Lv./6 of the Player)%. This Buff reduce the Final Damage(Physic+Element damage) by X%.

BuffDestroyer2 = Miracle Cure. In this case i refer to the wording: "There is a chance of 15% that all damages would be reduced by 90%". This buff is the same buff of the costume's buffs. It can be reduce all damages and all extra effects(buffs+others) that can improve the damages(elemental+physic damage). This buff is combinable with costume's buffs.

BuffRanger2 = Rapid. In this case i refer to the wording: "There is 10% chance that damage from all attacks are reduced by 90%". This buff is the same buff of the costume's buffs. It can be reduce all damages and all extra effects(buffs+others) that can improve the damages(elemental+physic damage). This buff is combinable with costume's buffs.

BuffFireCannoner1 = Weapon Defence. In this case i refer to the wording. "There is 5% chance that damage from all attacks are reduced by 90%". This buff is the same buff of the costume's buffs. It can be reduce all damages and all extra effects(buffs+others) that can improve the damages(elemental+physic damage). This buff is combinable with costume's buffs.

BuffMonk6 Meditation(if you are the guys that have this buff and not the monk!). In this case i refer to the wording: "Reduce the 75%'s of the Damage of your partner, for this you get 75% of the Damage". If you have this buff, the monk gets the 75% of the damage, but your damage will be reduce by 75%(elemental+physic damage).

Example:

Monk and the player under Meditation. The damage is 500. The monk gets 375 damage, the other guy 125.

Buff RedMagician,Holy,Dark Gunner,Volcano,Tide Lord,Seer,Archmage2 Mana Transfusion, Mana Shield, Ghost Guard, Magma Shield, Water Bubble, Armour of Darkness, Spellbook Scholar's Buffs. In this case i refer to the wording: "A X% of HPs is converted into MPs". This is the last part of the Formula. The conversion of the HP in MP is the last transfer, this is the last reduction of the HP on MP. It can reduce elemental+Physic damages.

 

Translation finished.

  • Like 5
  • Thanks 4

Share this post


Link to post
Share on other sites

Up. I did a big update in translation today, put an extra and many images and correct some part of the formula damage

I have to finish the translation , do an example, put some extras and interest and my final consideration.

 

Idk if there is a limit for Every post, but maybe i can reach It(i think that i have to write min other 70,000 words). Now im going out. See ya tomorrow

  • Like 2

Share this post


Link to post
Share on other sites

I dont understand maths at all , but I do feel like this took  a big amount of time to create a formula , I'm not sure if it's accurate since I dont understand maths to begin with.

Keep going , this looks interesting for a dummie like me :o 

Share this post


Link to post
Share on other sites

Update. Sorry, i haven't translated much today because i studied with a friend from 7 pm until 11:55 pm All Swrodsmen buffs,especially defensive ones (we should be near to finish)

The Part:

-Damage = (At - Dt) * (1+Attack Oil Act 5.2) * (1+ Bskl8)  * ( 1 - Bskl5)

for now is:

-Damage = (At - Dt) * (1+Attack Oil Act 5.2) * (1+ Bskl8) (maybe it will change again)

 

The final part:

-Final Damage = (Damage + Ef + Moral Difference + Dmob) * (1 - bsp3) * [1 + (Attack potion + Ahat + Apet)] 

Now is changed in:

Final Damage = {[(Damage + Moral Difference) * (1 - Bskl5) + Ef + Dmob)] * (1 + % Incresce  PvP Attack Power ) * (1 + Bskl2) * (1 + Bskl9) * (1 + Bskl10) * (1 + Bskl11)}  * (1- Bsp3) * [1+ (Attack Potion + Ahat + Apet)] * Archer's Distance
Archer's Distance = During a long range attack,if the opponent is within 2 cells,only 70% of the damage will be dealt (on some servers is translated at 75%,don't know why)


There IS a big difference:

"% Damage in Pvp"(shell's effect) is a different effect from "% Increase PvP Attack Power". They Work in two different positions:
 
% Damage in pvp works here:

Apg = (Aeq + Abase + Aeff + Asp + Br7) * (1 + Br22)[br22 is the shell effect]

% Increase PvP Attack power(from 82-88 equips and some warrior's class buff) works here:

Final Damage = {[(Damage + Moral Difference) * (1 - Bskl5) + Ef + Dmob)] * (1 + % Incresce  PvP Attack Power ) * (1 + Bskl2) * (1 + Bskl9) * (1 + Bskl10) * (1 + Bskl11)} 

So if you have an 88 Equips with 22% Damage in Pvp and 20% Increase PvP Attack Power you don't have 42% but you have two different effects that work in two separate section.

If you Have +20% Increase Pvp Attack Power and with the Bk you get another +20% Increase Pvp Attack Power you don't have +40% Increase Pvp Attack Power But 20%+20%

I don't know if i have explained it properly, but its late night. Tomorrow i will translate and probably explain this post better.

I think that this formula damage is 98-99% perfect, because we don't change nothing until we don't get the same damage that we had calculate before(we work without equips before because you don't have a range of damage and after with equips with a range of damage)

  • Thanks 1

Share this post


Link to post
Share on other sites

Sorry, i was in holiday xD And now i have to go out to eat pizza with a friends xD

 

Now after a lot of work, I finally finish to translate ALL the underline effects. In the next day i will start to translate all Bonus Stones/shells xD

I have changed the part of the "Final Damage" again xD

I have to put the screen tomorrow ç_ç Someone can help me with Fluffy Bally's Buff? Idk where can i found it.

  • Thanks 1

Share this post


Link to post
Share on other sites

I just finish to translate :) Sorry if i was disappear for 1 year, but, with university and some other situation i didn't have the time for translating. I hope is a good translate.

 

Just the buffs are not translate, because i have to put a lot of buffs now.

Share this post


Link to post
Share on other sites

Ok, i update a bit, with new Buffs And Debuffs, and some extras, but... Now there is a biggest problem. I don't really know the correct name of the Buff and Debuffs in english, because i'm not an english player.

Share this post


Link to post
Share on other sites
2 hours ago, Decathlon said:

Ok, i update a bit, with new Buffs And Debuffs, and some extras, but... Now there is a biggest problem. I don't really know the correct name of the Buff and Debuffs in english, because i'm not an english player.

I help you with the translates

  • Thanks 1

Share this post


Link to post
Share on other sites
On 9/1/2018 at 12:43 AM, ChavezSempai said:

I help you with the translates

Thank You. Im very near to finish all' the formula damage. :) The only buff that i have to understand is: cri-up of the assasin. I spent about 300 minutes today... But no progess z.z this buff it's hard.

Share this post


Link to post
Share on other sites

Debuff Seer1 = Weak Dark Energy. In this case I refer to the wording: "There is a 50% of chance to increasce the dark damage by 25%". This debuff works like "The Increasce damage" of the equipments lv.88+, but just on the element. This debuff Can be really OverPower, but have many problems that make this debuff really useless:

A note, I do not know if it's a bug or not, but this negative effect seems to work only on obscure opponents. If the enemy is: without element/light/water/fire this debuff doesn't work! 

- The Seer doesn't have debuff with higher decreasce's resistence.(so all enemys can have over +100% vs Dark element)

So it's just a "Support's debuff" for all class and elements against dark's special card.

Debuff Seer2 = Dark Energy: In this case I refer to the wording: "There is a 50% of chance to increasce the dark damage by 50%". This debuff works like "The Increasce damage" of the equipments lv.88+, but just on the element. This debuff Can be really OverPower, but have many problems that make this debuff really useless:

A note, I do not know if it's a bug or not, but this negative effect seems to work only on obscure opponents. If the enemy is: without element/light/water/fire this debuff doesn't work! 

- The Seer doesn't have debuff with higher decreasce's resistence.(so all enemys can have over +100% vs Dark element)

So it's just a "Support's debuff" for all class and elements against dark's special card.

Holy&Crusader's Debuff1 = Eliminate Shadow. In this case i refer to the wording: The "Effect of the Dark are not applied". This particular debuff destroy all the Dark Element! It works like -100% of element(*0). If some dark sp have this debuff, you can fight with him without resistances, and he can't do element damage in anycase :)

DarkGunner Debuff1 = Hand of Death. In this case i refer to the wording: "Increase Magic attack by 50%". This Debuff improve All Physic's Magical Damage that the opponent receives.

A note, the DarkGunner can't do Magical Damage, because he use the gun! This Debuff don't improve the Dark Gunner's damage. It is just a "Support Debuff". This Debuff improve by 50% the damage of the other 7 Magician's Sp. Only the Special card that use the Main Weapon of the Magician.

BuffWarrior1 = Iron Skin. In this case i refer to the wording: "Reduce Close Damage by 20%; Reduce long Damage by 65%". This Buff reduce only the physic damage(obv only long and close damage, not magician's damage)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Warrior die in anycase very fast.

BuffRenegade1 = Reignition, In this case i refer to the wording: "Reduce Damage by Lv./7% of player". This buff reduce only the physic damage(like the Warrior's buff, but this works for all types of attacks)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Renegade die in anycase very fast.

 

Today i translate this :) For the buffs i upgrade everytime with a new post, so if someone will read how works the buffs, he/she can :)

 

One edit!

 

Archer's Distance = During a long range attack,if the opponent is within 2->1(fix'd) cells,only 70% of the damage will be dealt (on some servers is translated at 75%,don't know why) Edit: 03/09/2018.

Share this post


Link to post
Share on other sites

Buff RedMagician,Holy,Dark Gunner,Volcano,Tide Lord,Seer,Archmage1 = Mana Transfusion, Mana Shield, Ghost Guard, Magma Shield, Water Bubble, Armour of Darkness, Spellbook Scholar's Buffs. In this case i refer to the wording: "Reduce Damage by X%(depends from the buff). This buff reduce only the physic damage(like the Warrior and Renegade's buff, obv this works for all types of attacks)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Magician's SP will die very fast in anycase.

- Sorry if i don't write every shield, but they work the same way

MonkBuff2 = Spirit of Sacrifice, In this case i refer to the wording: "Reduce Damage by 30%". This buff reduce only the physic damage(like the Warrior and Renegade's buff and all Magician's shield except Blue Magician, obv this works for all types of attacks)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Monk will die very fast in anycase.

--------------------------------------------------------------------------------------------------------------------------------------------

BuffMonk1 = Spirit of Sacrifice, In this case i refer to the wording: Waiting for a correct version in english.

--------------------------------------------------------------------------------------------------------------------------------------------

BuffBerserker1 = Berserker, In this case i refer to the wording to the second effect that happens after 40 seconds: "Improve Power Damage in PvP by 20%". This buff improve the Final damage(Physic+Element damage) by 20%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff.

BuffMonk3 = Spirit of Enlightenment. In this case i refer to the wording: "Improve Power Damage in PvP by (Lv./10 of the players)%". This buff improve the Final damage(Physic+Element damage) by X%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff. 

BuffMonk4 =  Spiritual Strength. In this case i refer to the wording: "Improve Power Damage in PvP by (Lv./5 of the player)%". This buff improve the Final damage(Physic+Element damage) by X%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff. 

BuffRenegade2 Ignition. In this case i refer to the wording: "Improve Power Damage in PvP by (Lv./10 of the player)%. This buff improve the Final damage(Physic+Element damage) by X%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff. 

BuffDestroyer1 Miracle Cure. In this case i refer to the wording: "Improve Power Damage in PvP by 15%". This buff improve the Final damage(Physic+Element damage) by 15%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff.

BuffCrusader1 = The Triple Charging. In this case i refer to the wording: "Improve the Damage by 10%,30%,50%". This buff improve the Final damage(Physic+Element damage) by 10,30,50%, but it can be also reduced by Some Buffs or Some costumes/Armors. That happens after this buff.

-------------------------------------------------------------------------------------------------------------------------------------------

BuffMonk5 Spirit of Temperance. In this case i refer to the wording: "Improve Power Defence in PvP by (Lv./6 of the Player)%. This Buff reduce the Final Damage(Physic+Element damage) by X%.

BuffDestroyer2 = Miracle Cure. In this case i refer to the wording: "There is a chance of 15% that all damages would be reduced by 90%". This buff is the same buff of the costume's buffs. It can be reduce all damages and all extra effects(buffs+others) that can improve the damages. This buff is combinable with costume's buffs.

BuffMonk6 Meditation(if you are the guys that have this buff and not the monk!). In this case i refer to the wording: "Reduce the 75%'s of the Damage of your partner, for this you get 75% of the Damage". If you have this buff, the monk gets the 75% of the damage, but your damage will be reduce by 75%.

Example:

Monk and the player under Meditation. The damage is 500. The monk gets 375 damage, the other guy 125.

Buff RedMagician,Holy,Dark Gunner,Volcano,Tide Lord,Seer,Archmage2 Mana Transfusion, Mana Shield, Ghost Guard, Magma Shield, Water Bubble, Armour of Darkness, Spellbook Scholar's Buffs. In this case i refer to the wording: "A X% of HPs is converted into MPs". This is the last part of the Formula. The conversion of the HP in MP is the last transfer, this is the last reduction of the HP on MP. 

 

This is what i translated today :) I finish! now i have to upgrade only the formula and wait for the good translation of BuffMonk1.

  • Thanks 1

Share this post


Link to post
Share on other sites

Very nice guide, this brings more understanding about the game and it's kinks. This game is known for false damage showing up and everything but you are explaining the real deal. Good job and keep it up.

MbWlyNk.jpg

Share this post


Link to post
Share on other sites

Update/Note.

I will expalin somethings about the animations of the Charathers and Special's Card.

Starting with some example:

I did this test without equipments, because your damage is locked and it can't change.

dmw70p.jpg

This is my new charather. I have 35-35 damage, Dander has 18 defense, my basic skill has 0. My lv. is 15 and dander's lv. is 1. Moral difference=+14 for me. We have one costant that increase our damage that give to us +15.

35+15=50

50-18=32

32+14=46

This is the damage with 1st animation:

2e5ozuo.jpg

We have in fact 46.

Now i put one screenshot with 2nd animation:

2mxmlqu.jpg33+15=48

And now i put the screenshot with 3rd animation:

260plvs.jpg53 damage.

 

What are this animation? They are some animation that was created by Entwell. I don't know how this animation improve, but the formula is based only with the 1st animation(until i don't found why and how the damage increase with the others animations).

Normal class:

Swordsman have 3 animations with main weapon, and if i remember well 0 animations with secondary weapon.

Archer: have 3 animation with main weapon, and 0 animation with 2nd weapon(this is for sure)

Mage:Don't have animation with main weapon, but if i remember well the magician have 3 animation with 2nd weapon.

 

Special card with animation:

1-2-3-4th SP of the swordsman have 3 animations.

5-6-7-8th Sp of the swordsman have 2 animations.

1-2-3-4th Sp of the Archer have 3 animation. 

5-6-7-8th Sp of the archer have 2 animation.

1-2-3th Sp of the Magician don't have animation.

4th Sp of the magician have 3 animation(don't remember really good)

5-6-7-8th Sp of the magician don't have animation.

More is your damage and more is the difference beetween the animations!

I did not find any real match or logic between the animations, but if the second or third animation comes out, your damage will be greater than what was set. 

the only correspondence I found between the animations is: If the difference between the first and second animation is 4, the difference between the second and third will be 8 for a total of 12 between the first and third.( i don't know where born the difference from 1st and 2nd animation. With this system i can found only the difference beetween 1st and 3rd and 2nd and 3rd)

In this case we have: 7,5,2. 

Difference beetween 1st and 2nd one->2,5

Difference beetween 2nd one and 3rd one->5(because 2,5+2,5=5)

Difference beetween 1st and 3rd = 2,5+2,5+2,5=7,5=7!

So this is one of the many "hid statistics" of Nostale. There are other Funny tricks about fairies too(only with normal class, not with SPs), but i don't remember now really well. I will ask with my Best "nos friend" that he know like me or maybe more than me, and maybe he remember this tricks about the fairies.

Share this post


Link to post
Share on other sites

Fairy System:

if You have right Fairy of the skill You Just see the normal guide, this is for the non-elemental's skill and for the skill with a different element of the fairy that You have.

If we have a neutral skill(so not-element skill) or a wrong fairy for the skill(like we have Light Fairy and the skill is Water Fairy) this part of the formula work like this:

E = (At +100) * (F + Esp)

F= -100%

So if we have 2000 AT with a neutral skill or with a skill with different element the "elemental damage" become:

(2000+100)-100%=0 So it's like: 2100*0=0.

Is it all here? Obviously not.

If we put one resistances that improve All the elements by 100, this part of the formula work like this:

E=(At+100)*(F+Esp)
>> Esp = Element given by sp setting Bonus given by Sp's element Setting + Element given by Gems
Et = (E + Eeff + Eskill + Br1 + Br2 + Br3 + Br4 + Br5

At=2000

F=80%

Eeff=100

E=(2000+100)*(0)

E=2100*0=0

Et=(0+100)

Et=100.

Now some questions:

Eele =  Element-based coefficient:

Fire--->Shadow // Shadow--->Water // Water--->Light // Light--->Fire = 50%

Water<--->Fire // Fire<--->Water = 100%

Shadow<--->Light // Light<--->Shadow = 200%

The elemental-based coefficient works on this +100? Obviously yes.

So make this example:

We are light, our enemy is Obscure, he doesn't have any resistances.

Our AT = 2000

F= 80%

Eeff=100

Eele=200%(*2)

Defence enemy is 1000. No moral difference, what is our final damage?

E = (At +100) * (F + Esp)

E=(2000+100)*0

E=2100*0=0

Et = (E + Eeff + Eskill + Br1 + Br2 + Br3 + Br4 + Br5

Et=(0+100)=100

Ef = [Et * (1 + Eele)] * [1 - (Dres - Ares)] 

Ef=[100*(1+2)]*[1-(0-0)]

How i said he doesn't have any resistances and we can't drop down resistances.

Ef=[100*3]*[1-0]

Ef=300*1=300 

Our elemental damage is 300.

Now we have to think about our physic damage.

How i said our At(total attack of the player) is 2000, enemy's defence(DT) is 1000.

Damage = (At - Dt) * (1+Attack Oil Act 5.2) 

Damage = (2000-1000)=1000

Final Damage = |{[(Damage + Moral Difference) + Ef)] 

Moral difference is 0. So:

(1000+0)+300=

1000+300=1300 

1300 is our final damage. 

What can we understand from this?

If the ability is neutral or another element, the fairy is completely canceled, but the game still considers us the element of the fairy we have equipped. So if we have element increases of that fairy via global element resistances or increases, those will come in.

-But then for special cards that do not have an element like chicken? Why is elemental damage so high if we change fairy against someone who has no elementary resistance?

Because I said that the fairy does not enter, while the setting of the Special Cards is not considered by the game as the element increase of that determined Special Card, but on the contrary it is considered a global increase of all the elements, and therefore it will act both on abilities without element (because in the end the "non element" is a fifth element) and on any other fairy

So if we have:

At=2000

F=80%

Esp=30%

This is what's happen:

E = (At +100) * (F + Esp)

E = (2000+100)*(0+0,3)

E= 2100*0,3=630.

So the fairy doesn't work and the elemental's setting yes :)

So with Special Card like the renegade that can change the fairy, if we do a dark skill with a light fairy this is what's happen. ^^

 

I know, it's a bit complicate. But the elemental's system in nostale is bugged and works in a very strange mode.

 

 

 

Share this post


Link to post
Share on other sites

Final Damage = |{[(Damage + Moral Difference) * (1 + Debuff DarkGunner1) * (1 - Buff Warrior1) * (1 - Buff Renegade1) * (1 - Buff RedMagician1) * (1 - Buff Holy1) * (1 - Buff Dark Gunner1) * (1 - Buff Volcano1) * (1 - Buff Tide Lord1) * (1 - Buff Seer1) * (1 - Buff Archmage1) * (1 - BuffMonk2) + Ef + Dmob)] * (1 + Incresce Power Damage in PvP) * (1 + % Incresce Power Damage in PvP From Book Act 6) * (1 + BuffBerserker1) * (1 + BuffMonk3) * (1 + BuffMonk4) * (1 + BuffRenegade2) * (1 + BuffDestroyer1) } * (1 - % Incresce Power Defence in PvP) * (1 - % Incresce Power Defence In PvP From Book Act 6) * (1 - BuffMonk5) *  (1 + Buff Cusader1)| * (1 - Bonus Elemental Sp's setting that reduce Magical Damage) * [1+ (Attack Potion + Ahat + Apet)] * Archer's Distance * (1 - BuffDestroyer2) * (1 - BuffMonk6) * (1 - Buff RedMagician2) * (1 - Buff Holy2) * (1 - Buff Blue Magician2) * (1 - Buff Dark Gunner2) * (1 - Buff Volcano2) * (1 - Buff Tide Lord2) * (1 - Buff Seer2) * (1 - Buff Archmage2)

 

Update:

 

Final Damage = |{[(Damage + Moral Difference) * (1 + Debuff  Gladiator1) (1 + Debuff DarkGunner1) * (1 + BuffRanger1) * (1 - Buff Demon Hunter) * (1 - Buff Warrior1) * (1 - Buff Renegade1) * (1 - Buff RedMagician1) * (1 - Buff Holy1) * (1 - Buff Dark Gunner1) * (1 - Buff Volcano1) * (1 - Buff Tide Lord1) * (1 - Buff Seer1) * (1 - Buff Archmage1) * (1 - BuffMonk2) + Ef + Dmob)] * (1 + Incresce Power Damage in PvP) * (1 + % Incresce Power Damage in PvP From Book Act 6) * (1 + BuffBerserker1) * (1 + BuffMonk3) * (1 + BuffMonk4) * (1 + BuffRenegade2) * (1 + BuffDestroyer1) * (1 + DebuffMonk1) * (1 + DebuffMonk2) * (1 + DebuffMonk3)} * (1 - % Incresce Power Defence in PvP) * (1 - % Incresce Power Defence In PvP From Book Act 6) * (1 - BuffMonk5) *  (1 + Buff Cusader1)| * (1 - Bonus Elemental Sp's setting that reduce Magical Damage) * [1+ (Attack Potion + Ahat + Apet)] * Archer's Distance * (1 - BuffRanger2) * (1 - BuffDestroyer2) * (1 - BuffMonk6) * (1 - Buff RedMagician2) * (1 - Buff Holy2) * (1 - Buff Blue Magician2) * (1 - Buff Dark Gunner2) * (1 - Buff Volcano2) * (1 - Buff Tide Lord2) * (1 - Buff Seer2) * (1 - Buff Archmage2)

 

Now i have to wait the correct name in english of the buff and debuffs.

 

One fix:

 

Dmob = minimum base damage and defence(new) dealt by mobs. It varies based in what level that mob is:

Lv. 1-44 = 0
Lv. 45-55 = Lv. * 1
Lv. 56-69 = Lv. * 2
Lv. 70 or above = Lv. * 5

 

 

Share this post


Link to post
Share on other sites

Update: Explained this buff.

 

BuffMonk1 = Spirit of Sacrifice, In this case i refer to the wording: In this case i refer to the wording: "Damage is decreased with a probabily to 70% by 25%". This is a wrong translation. The correct translation is: "Improve the probabily to incresce damage by 70% but decrease the damage by 25%" In fact this particular buff improve your probabily to incresce damage, but reduce the effect by 25%(so the equipments orange effects work with this buff). It's a very strong buff, but for lucky in FC and in Arena can't be really strong(i don't think is a good idea do the "sacrifice's buff" on our pets), but, in pve it can be very strong If it used in combination with other equipment.

Example:

Sword lv.79 -> Increase damage by 6% with a probabily of 33%

Secondary Weapon lv.72 -> Increase Damage by 33% with a probabily of 6%

This equipe+Monk buff become: (probabily of 33+6+70) increase damage by (6+33-25) = With a probabily of 109% increase damage by 14%.

Why this buff is so good? Because everytime we do a critic hit, we do a critic hit+Increase damage for sure! Because all our attacks in basically are attack with damage increase :) So if we have a sword with a strong Critic Damage you can do a lot of damage!(Fake 90+Ballista lv.72)

Equipments that increase damage:

Main Weapons-> Sword lv.49,Sword lv.70, Sword lv.79, Sword lv.88(Honorauble), Sword 90(fake and not), Sword 92,Sword 95, Sword c25 and in future Sword c45.

Secondary Weapons-> Ballista lv.33,Ballista lv.58,Ballista lv.72.

Where is not good use this combination?(in my opinion)

1) On Hero's equipments, but why? Because if we use Sword c25 or c45(Killer sword, not support sword obv) with a Ballista lv.72 we lose many important high SL(remember the under equipments have a max of 13/14 single SL and 8/9 Overall, the equipments Hero can gets 17 single SL and 11 Overall)

2) In the equipments where the Main Swords don't have a biggest Critical Hit(like sword lv.49) or where the increase damage go under 0%. 

Example:

We have a Sword that increase our damage, but we don't have a ballista that improve our damage, what's happen?

Sword lv.79->Increase Damage by 22% with a probabily of 8%

Ballista lv. 47->No orange's statistics.

Buff Monk.

What's happen? It's easy-> With a probabily of 8+70% increase our damage by 22-25%= with a probabily of 78% increase damage by -3%.

Is there a chance that with some equipments we can't get 100% probabily to increase our damage? Obv yes. In fact we have in the game: Sword lv.49 that with a probabily of 3% increase our damage by 30% and ballista lv. 33 that with a probabily of 10% increase our damage by 30%. With monk's buff we get: Probabily of 3+10+70 increase our damage by 30+30-25= 83% increase damage by 35%.

What is the problem of this buff? The problem is that we must have a pet that attacks in a long range and is very far from monters, because if it gets damage, we get the 75% of his/her damage. So the monk must stick up for the partners.

 

Share this post


Link to post
Share on other sites

Laurena's Necklace
    [removed] Increases PvP attack power by 3%.
    [removed] Defence power in PvP is increased by 3%.
    [added] Damage is increased by 3%.
    [added] Defence is increased by 3%.

Laurena's Ring
    [removed] Increases PvP attack power by 3%.
    [removed] Defence power in PvP is increased by 3%.
    [added] Damage is increased by 3%.
    [added] Defence is increased by 3%.

Laurena's Bracelet
    [removed] Increases PvP attack power by 3%.
    [removed] Defence power in PvP is increased by 3%.
    [added] Damage is increased by 3%.
    [added] Defence is increased by 3%.

 

*Coff Coff* Now i have to gets this items and see how and where they work ç_ç Other time to spend :/

@Bash you are bad guy

Share this post


Link to post
Share on other sites

Update:

 

BuffAvenger Angel1 = Halo. In this case i refer to the wording: "Reduce Damage by 15%". This buff reduce only the physic damage(like the Warrior and Renegade's buff and all Magician's shield except Blue Magician, obv this works for all types of attacks)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Avenger Angel will die very fast in anycase.

 

BuffRanger1 = Hawk Eye, In this case i refer to the wording: "Attack power increases at long range as the distance to the enemy increase". This buff starting to works after 2 cellas. So distance >2. This buff improve only the Physic Damage and not the elemental Damage of the skills!

This are the bonus:

1 cella, you don't get any bonus and get the debuff "Archer's Distance" .

2 cellas, you don't get any bonus and any debuff.

3 cellas +10% atk
4 cellas, +15% atk
After this it improve 5% each cella. So:
5 cellas,+20%
6 cellas,+25%
7 cellas,+30%
8 cellas,+35%
9 cellas,+40%
10 cellas,+45%
11 cellas,+50% 

etc...

Is cella the right translation for distance in english?

BuffAvenger Angel2 = Halo. In this case i refer to the wording: "Improve Power Defence in PvP by (Lv./6 of the Player)%. This Buff reduce the Final Damage(Physic+Element damage) by X%.

 

BuffRanger2 = Rapid. In this case i refer to the wording: "There is 10% chance that damage from all attacks are reduced by 90%". This buff is the same buff of the costume's buffs. It can be reduce all damages and all extra effects(buffs+others) that can improve the damages(elemental+physic damage). This buff is combinable with costume's buffs.

 

BuffFireCannoner1 = Weapon Defence. In this case i refer to the wording. "There is 5% chance that damage from all attacks are reduced by 90%". This buff is the same buff of the costume's buffs. It can be reduce all damages and all extra effects(buffs+others) that can improve the damages(elemental+physic damage). This buff is combinable with costume's buffs.

 

Sorry for the late update. but i and chevez are little busy! Hope that i finish this for the finish of september.

Share this post


Link to post
Share on other sites

UPDATE:

 

Monk's Debuff1 = Internal Injury 1st Degree. In this case i refer to the wording: "Damage Increase by Combo:5%". This debuff improve Physic+Elemental Damage of the Monk.

Monk's Debuff2 = Internal Injury 2nd Degree. In this case i refer to the wording: "Damage Increase by Combo:10%". This debuff improve Physic+Elemental Damage of the Monk.

Monk's Debuff3 = Internal Injury 3rd Degree. In this case i refer to the wording: "Damage Increase by Combo:10%". This debuff improve Physic+Elemental Damage of the Monk.

Debuff Gladiator1 = Enormously Shaky Status. In this case i refer to the wording: "With a probabily of 100% improve the melee damage by 20%". This skill improve only the physic damage of the Gladiator! It doesn't combine with the Increase damage of the equipments!

 

Buff Demon Hunter1 = Vengeful Spirit Pendulum. In this case i refer to the wording: "Damage is decreased by 40%". This Buff reduce only the physic damage(obv only long and close damage, not magician's damage)! This Buff can't defend you from elemental damage! So, if you don't have good resistances, the Demon Hunter die in anycase very fast.

 

For now i think that i finish the translation :) I need to understand only the Buff of the Assassins.

Share this post


Link to post
Share on other sites

I would like if u can check how interacts the S damage to large monster.

A bit time ago on the spanish official forum was tested that this S it's superior to the overall S dmg since it applies at the end of the formula. Always talking about raiding (that its the main source of gold on all the servers)

Since im not a super expert on the formula (i have some notions just to know how to play, but not the completed knowledge) im curious, what are ur thoughts on this. @Decathlon

Share this post


Link to post
Share on other sites

@Alkarin About Shell, they was studied about 4 years ago, so maybe is possible that some effects are changed. But the last year i tested the most part of the shells again. Unfortunately I did not have a way to test S damage to large monsters, but, All the effects:

S Damage,S to devil,S low-society of monsters, S to plants etc... That i tested and i can test right now too works like 4 years ago. So I do not see why it should be the only effect to be changed, for this reason, i think that S Large monster doesn't work in the final damage, but in the total attack of the charather. but this don't mean that is less power.

I'll make an example with S large monster in the final and one with S large monster at the start.(without increase damage or critic)

Let's start put S large monster in the total attack.

Apg = (Aeq + Abase + Aeff + Asp + Br7) * (1 + Br22) = Apg = 2400 damage(is a damage of a medium-low charather)

At = {(Apg + Askill + 15) * [1 + (Br6 + Br8 + Br9 + Br10 + Br11 + Br12 + Br13)]} * (1 + BonusEq - MonkBuff1). basic skill in normal is about 100 and S large monster about 22%.

(2400+100)*1,22=3050 Total Attack. Now let's calculate the element

E=(At+100)*(F+Esp) F=80%. Esp= 80 points in element = 110+6=116%

(3050+100)*(0,8+1,16)= 3150 * 1,96 = 6174

Et = (E + Eeff + Eskill + Br1 + Br2 + Br3 + Br4 + Br5) * (1 + Debuff Seer1) * (1 + Debuff Seer2)
Ef = [Et * (1 + Eele)] * [1 - (Dres - Ares)] * Debuff Cruseder&Holy1

now the Skill give to us 100 and for the "enemy's monster" im going to take this boss: http://wiki.nostale.it/wiki/Kertos,_il_cane_demoniaco So 70% ress, and we use a water sp, so we get: Water<--->Fire // Fire<--->Water = 100%

6174 + 100 = 6274

6274 * 2 = 12548

We use the 92/93 archer so 8+16=24%ress down

12548 * [1 - (0,7-0,24)]

12548 *  [1 - 0,46]

12548 * 0,54 = 6776 Elemental Damage.

Now going to see the physic damage. 

(2400+100)*1,22=3050 Total Attack. In the normal the boss over 90+ have about 600/700 defense, so i'll give to him 650(i don't remember right now the kertos's statistics)

Damage = (At - Dt)  = 3050 - 650 = 2400

2400 + 6776 = 9176 Final damage with S damage in the first part of the formula.

Now let's see with the same statistics in the final how it change.

2400 (medium-low damage)

basic skill in normal is about 100

2400+100= 2500

Now let's calculate the element.

E=(At+100)*(F+Esp) F=80%. Esp= 80 points in element = 110+6=116%

(2500 + 100) * (1,96) = 5096

Et = (E + Eeff + Eskill + Br1 + Br2 + Br3 + Br4 + Br5) * (1 + Debuff Seer1) * (1 + Debuff Seer2)
Ef = [Et * (1 + Eele)] * [1 - (Dres - Ares)] * Debuff Cruseder&Holy1

now the Skill give to us 100 and for the "enemy's monster" im going to take this boss: http://wiki.nostale.it/wiki/Kertos,_il_cane_demoniaco So 70% ress, and we use a water sp, so we get: Water<--->Fire // Fire<--->Water = 100%

5096 + 100 = 5196

5196 * 2 = 10392

10392 * 0,54(same than before) = 5611 Elemental Damage

Now let's go on the physic damage.

2500 - 650 = 1850

Now let's calculate the final damage.

(1850 + 5611) * 1,22

7461 * 1,22 = 9102 Final Damage.

 

Now let's compare the two final damage:

S- Large monster in the first part of the formula = 9176

S- Large Monster in the final part of the formula = 9102.

 

How you can see, placing it at the beginning, the final damage will be greater than at the end. The difference is not so many, because the monsters don't have so many reduction of damage or element, but the difference there is. And if long ago even the Spanish believed that the damage was greater, this effect must necessarily be at the beginning or would do slightly less damage in percentage than S-Damage % that is focused in the first part of the formula. 

Sorry if I compressed some parts a bit, but I did not want to make the calculations too long and dispersive.(so image with all the others effects how the difference start to be more)

  • Like 1

Share this post


Link to post
Share on other sites

@Kaizou here is write what do you search.

 

Br22 = increase % Of Damage in PvP (S- Effect)

Br6 =  increase % Of Damage(S - Effect)

 

Br31 = Improve % of all defense(S- Effect)

Br32 = Improve % of all defense in PvP(S- Effect)

 

The S % Damage in PvP improve your basic stats+your equipments+ Improve Damage of the Shell+ Attack SP's setting and the Gems of the SP in attack+Attack of the other equipments(ex. X Mask that give + attack)

S % Damage improve the same of S % Damage in PvP + S % Damage in PvP + the skill of the SP/Normal.

 

S % Overall Defense and S % Overall Defense in PvP work at the same time, they improve:

Equipments

Charather stats

Defense stats from other equipments(ress,jewerly etc.)

All the Defense of the Shells(melee,ranged,magic)

Defence from SP's settings SP+Gems of Sp.

 

 

Here there is all that you want know, about all type of attacks like: Power Attack in PvP + Buffs of SP + debuffs of SP + All. The only buff that there isn't here is: The Sin Buff+Act 6.2 Fairies. This formula damage is 99% perfect in Pve and 100% perfect in PvP.

  • Thanks 1

Share this post


Link to post
Share on other sites

Update.

This Is not a sure update, but, i found a team where we are going to start to make a program for the damage. This should work for pvp and not for pvm, because i have to check some things for pvm. In anycase the program are in italian and maybe in future would be in english too. I don't know how many times Can take and we Need to see if we have the time to make this. We are working to create the database of All equipments and other stats of the game, because nostale doesn't have API or something like that, so we Need to re-write All.

Share this post


Link to post
Share on other sites

I have a question here: do you know how exactly work the "increase dmg"? because has no sense for me. I made for example a test with my friend (I m sordman and he is archer)

basic atk ~ 400

crit ~ 800

But then, with an increased atk, the dmg goes to 8k or so, doesn´t make any sence for me.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this