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[ 5 posts ] |
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Feragh
Gnoll Commander
Joined: Tue Mar 04, 2014 9:48 pm Posts: 65
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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.
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Wed Apr 09, 2014 7:08 pm |
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TerdarE'ci
Orc Warlord
Joined: Sun Apr 13, 2014 6:25 am Posts: 80
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I would also like to know this, as well as how life and mana leech are applied.
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Sun Apr 13, 2014 6:28 am |
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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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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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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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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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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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) 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:
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Sun Apr 13, 2014 12:00 pm |
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