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Damage Calc 
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Gnoll Commander

Joined: Tue Mar 04, 2014 9:48 pm
Posts: 65
Does anyone know the damage calc for melee and magic damage? I am trying to test out a few combinations and some of the results seem a bit strange so far.


Wed Apr 09, 2014 7:08 pm
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Orc Warlord

Joined: Sun Apr 13, 2014 6:25 am
Posts: 80
I would also like to know this, as well as how life and mana leech are applied.


Sun Apr 13, 2014 6:28 am
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Joined: Thu Jan 03, 2013 12:56 am
Posts: 4133
Location: Crofton, Maryland
Let's say you have +10 life leech.
Let's say you're on normal difficulty.
Let's say you just backstabbed for 500 damage.
30% of that physical damage is leechable.
So reduce it to 150 damage.
You will leech 10% of that.
You leech 15 health.

So in reality +10 life leech is actually 3% life leech on normal difficulty.
On nightmare this drops to 2%.
On hell this drops to 1.5%.

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Sun Apr 13, 2014 11:30 am
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Joined: Thu Jan 03, 2013 12:56 am
Posts: 4133
Location: Crofton, Maryland
I wouldn't mind explaining the damage calc, but it hurts my head just thinking about it. Just know the damage/delay and attack are probably the most important things for melee damage. Spell damage is much more straight-forward and is tied to your spell skill level and of course gets altered by stuff like +% magic damage just like physical damage does, too.

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Sun Apr 13, 2014 11:46 am
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Joined: Thu Jan 03, 2013 12:56 am
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Location: Crofton, Maryland
Feel free to sift the code if you're insane enough to try reading my awful code. Some trivial non-topic lines removed for your sanity:

Determine if hit is a crit, assess skill cost,
Code:
function calculateSkillDamage(minDamage, skillName, multiplier, manaCost, Slot){
   var zig=~~(normalizedDamage(minDamage, skillName, multiplier));
   var damage = zig;
   damage += zig/5;
   //calculate damage and crit chance
   var thisCrit = ( (criticalChance()/100)+coldBloodBonus );
   if(Math.random() >= thisCrit){
      myPhysicalDamage(damage, Slot, skillName, false);
   }else{
      damage=Math.ceil(damage + damage*(criticalDamage()/100));
      myPhysicalDamage(damage, Slot, skillName, true);
      // class crit skills
   }


Normalize a random base damage value for melee skills using primary melee weapon (off-hand weapons do not affect skill damage)
Code:
function normalizedDamage(minDamage, skillName, multiplier){
   //1h calc
   if(eq[12].type==="slashed"||eq[12].type==="crushed"||eq[12].type==="punched"||eq[12].type==="pierced"){
      var foo = Math.random()*( ((eq[12].damage/(totalHaste1()))*30000)*(attackFunct()/1200) );
   }else{//2h calc
      var foo = Math.random()*( ((eq[12].damage/(totalHaste1()))*20000)*(attackFunct()/1200) );
   }
   foo = Math.round(foo * multiplier + minDamage);
   return foo;
}


Commit physical damage:
Code:
function myPhysicalDamage(damage, Slot, skillName, crit, identifyRightHand){
   if(mob[TGT].name===""){ return; }
   if(evadeStatus===true){
      evadeStatus=false;
      damage=(damage*1.6);
      evadeBash();
   }
   if(damage<=1){ damage=1; }
   //%increases
   var phyEnh = enhancePhysicalEquip;
   if(yaulpStatus===true){ phyEnh+=yaulpBonus; }
   if(ancestralRampageStatus===true){ phyEnh+=40; }
   if(mob[Slot].faerieFlameTickCount>0){ phyEnh+=15; }
   if(mob[Slot].frozenStatus===true){
      var shatterBonus = 0;
      if(mob[Slot].shatterStatus===true){
         $("#iceIcon"+Slot).animate({opacity:0},500,function(){ $(this).remove(); });
         shatterBonus = 25;
         clearTimeout(mob[Slot].shatterTimer);
         mob[Slot].frozenStatus=false;
         mob[Slot].shatterStatus=false;
      }
      damage = Math.round(damage*1.25+shatterBonus);
      phyEnh+=(25+shatterBonus);
   }
   damage = (damage+(damage*(phyEnh/100)));
   //mob defense adjustment
   damage = Math.ceil(damage*(1-((mobDefense(Slot)/4)/100) ) );
   //damage negation
   if(mob[Slot].riftStatus===true){
      var stasisCheck = Math.random();
      if(stasisCheck>(.3+(conjurationTotal()/500))){ //do nothing
      }else{
         damage = 0;
         slotDamage(damage, Slot);
         return damage;
      }
   }
   if(mob[Slot].stasisFieldStatus===true){
      if(my.job==="Magician"){
         damage = 0;
         slotDamage(damage, Slot);
         return damage;
      }
   }
   //elemental damage highestElement
   var eDmg = 0;
   if(poisonDamageEquip>0){
      var Pboost = 1+(enhanceAllEquip+enhancePoisonEquip)/100;
      eDmg+=((Pboost*poisonDamageEquip)*(1-((mob[Slot].poison/4)/100) ));   
   }
   if(magicDamageEquip>0){
      var Mboost = 1+(enhanceAllEquip+enhanceMagicEquip)/100;
      eDmg+=((Mboost*magicDamageEquip)*(1-((mob[Slot].magic/4)/100) ));
   }
   if(lightningDamageEquip>0){
      var Lboost = 1+(enhanceAllEquip+enhanceLightningEquip)/100;
      eDmg+=((Lboost*lightningDamageEquip)*(1-((mob[Slot].lightning/4)/100) ));
   }
   if(coldDamageEquip>0){
      var Cboost = 1+(enhanceAllEquip+enhanceColdEquip)/100;
      eDmg+=((Cboost*coldDamageEquip)*(1-((mob[Slot].cold/4)/100) ));
   }
   if(fireDamageEquip>0){
      var Fboost = 1+(enhanceAllEquip+enhanceFireEquip)/100;
      eDmg+=((Fboost*fireDamageEquip)*(1-((mob[Slot].fire/4)/100) ));
   }
   //physical bonus
   if(physicalDamageEquip>0){
      damage = damage + (Math.random()*(physicalDamageEquip*(1-((mobDefense(Slot)/4)/100) ) ) );
   }
   if(eDmg>0){
      if(eDmg<1){ eDmg=1; }
      eDmg = Math.ceil(Math.random()*eDmg);
      myElementalDamage(highestElement, eDmg, Slot);
   }
   damage = Math.round(damage);
   //level check   
   if(mob[Slot].level>my.level){
      levelDifference = 1-(mob[Slot].level-my.level)/100;
      damage=~~(damage*levelDifference)
   }
   if(damage <= 1){ damage = Math.ceil(Math.random()*(my.level/10)); }
   if(damage > 9999){ damage = 9999; }
   //commit damage
   if(mob[Slot].phased===true){ damage=Math.ceil(damage/2); }
   if(mob[Slot].runeHp>0){
      mob[Slot].runeHp-=damage;
      if(mob[Slot].runeHp<=0){ $("#MruneIcon"+Slot).remove(); }
      playAudio("blockBlunt");
   }else{
      mob[Slot].hp-=damage;
      if(skillName==="attack"){
         if(identifyRightHand===true){
            var kek = eq[12].type;
            if(kek==="staff"){ kek="smashed"; }
            //Chat("You "+kek+" "+mob[Slot].name+" for "+damage+" damage.");
         }
         if(identifyRightHand===false){
            //Chat("You "+eq[13].type+" "+mob[Slot].name+" for "+damage+" damage.");
         }
      }
   }


Example melee skill using Rogue's Shadow Strike:
Code:
function shadowStrike(){
   if($NG.shadowstrikeId.hasClass("disabled")===true){return;}
   if(checkBashFear()===true){ return; }
   beginGlobalCooldown();
   var skillName = "Shadow Strike";
   var multiplier = .6;
   var minDamage = 2+(Math.ceil((1.5*offenseTotal()/16)+(weaponSkillCheck()/4.4)/1.5));
   var manaCost = 0;
   calculateSkillDamage(minDamage, skillName, multiplier, manaCost);
}

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Sun Apr 13, 2014 12:00 pm
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