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Master List of Game Formulae

 
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10/24/2010 19:41:19   
Kaelin

Holding Back
(AQ GD/EC/BS)


Master List of Game Formulae


Remake By Kaelin





Notes

1) Symbol Key:

^ means 'to the power of'. So 10^3 = 1000.
>= means 'greater than or equal to'.
<= means 'less than or equal to'.

2) Order of Operations:

As in all mathematics, expressions are simplified in the order below.
[a] Parentheses: Anything inside parentheses takes priority. When there are multiple layers of parentheses, simplify the innermost layers first.
[b] Exponents: Exponents come next. Work left to right.
[c] Multiplication and Division: Both of these operations are done next. Work left to right.
[d] Addition and Subtraction: Both of these operations are last. Work left to right.

Example:
3 - 4 * (5 + 3 ^ 3) / 8
= 3 - 4 * (5 + 27) / 8 <-- First we work inside the parentheses. The Exponent takes priority over the Addition.
= 3 - 4 * (32) / 8 <-- We do the addition in the parentheses.
= 3 - 4 * 32 / 8
= 3 - 128 / 8 <-- Multiplication and Division have priority over the Subtraction, so we work the Multiplication left to right.
= 3 - 16
= -13

3) Rounding:

No colored brackets = Rounding not required or undetermined
"[ ]" = Round off the contents in the brackets to the nearest integer.
"[ ]" = Round down the contents in the brackets to the nearest integer.
"[ ]" = Round up the contents in the brackets to the nearest integer.

4) Base/Random:

Taking Nemesis' Condemnation as an example.

Base Damage = 15
Max Damage = 29
Random Damage = Max Damage - Base Damage = 14

Thanks to .*. .*. .*. for the updated "Nemesis" weapon information.




Table of Contents

[1] Level Up Formulas
[2] Stat Damage Bonus
[3] Stat Bonus to Hit
[4] Blocking Ability
[5] HP, MP, & SP Formulae
[6] [empty]
[7] Who Strikes First?
[8] Special Charisma Related Info
[9] Stat Training Costs
[10] Assumed Stat Training Regimen
[11] Monster Encounter Levels
[12] Monster Scaling
[13] Standard Monster Defense
[14] Hit or Miss? (Accuracy Formulas)
[15] Calculating Average Damage Per Turn
[16] Potion Recovery
[17] Stat Rolls
[18] Monster EXP/Gold
[19] EXP/Gold Caps
[20] Equipment Prices
[21] Status Conditions
[22] [empty]
[23] Notable Post-Sweep Equipment Standards
[24] [empty]
[25] House Value




[1] Level Up Formulas

I = Initial level (current level), F = Final Level (the level you plan to reach) , E = Exp

Total Exp to Level Up:

Level <= 135: E = 10*[11*(1.1^I)]
Level >= 136: E = 10000*[0.011*(1.1^I)]

Cumulative Exp to Get from Level 0 to F (approximate): E = 1100*(1.1^F - 1)

Cumulative Exp to Get from Level I to F (approximate): E = 1100*(1.1^F - 1.1^I)

Here are (updated) values for level up in chart form:
http://i47.tinypic.com/e5gz8y.jpg




[2] Stat Damage Bonus (Per 100% Stat Bonus)

Stat Damage adds to the damage an attacker does against a target.

Core Stat Damage

Melee Weapon: STR/8
Ranged Weapon: STR/10 + DEX/40
Magic Weapon: INT*3/32
Melee Skill/Spell: STR/4
Ranged Skill/Spell: STR/5 + DEX/20
Magic Skill/Spell: INT/4
Pets & Guests: CHA/15

Each hit of all player attacks (Weapons, Skills, and Spells) has a 10% chance of adding damage in the form of a Lucky Strike, which increases core stat damage by LUK/2 for that hit. On average, this bonus results in an increase of LUK/20. Pets and Guests do NOT receive this bonus. If LUK is 0, Lucky Strikes do not activate. If LUK is negative, then the attacker instead takes a stat damage penalty when Lucky Strikes activate.

Minimum Stat Damage = 0.25 * (Core Stat Damage) * (Attack's Stat Multiplier)
Maximum Stat Damage = 0.75 * (Core Stat Damage) * (Attack's Stat Multiplier)

For these formulas above, the minimum and maximum depend on whether Lucky Strikes activate. The minimum and maximum damage values for non-Lucky Strikes should exclude the +LUK/2 bonus, and the minimum and maximum values for Lucky Strikes should include the +LUK/2 bonus.

Average Core Stat Damage, with Lucky Strikes Included

Melee Weapon: STR/8 + LUK/20
Ranged Weapon: STR/10 + DEX/40 + LUK/20
Magic Weapon: INT*3/32 + LUK/20
Melee Skill/Spell: STR/4 + LUK/20
Ranged Skill/Spell: STR/5 + DEX/20 + LUK/20
Magic Skill/Spell: INT/4 + LUK/20
Pets & Guests: CHA/15

Average Stat Damage = 0.5 * (Core Stat Damage) * (Attack's Stat Multiplier)

A few weapons, skills and spells use different formulas for stat damage. Most notably, the Heal Wounds spell series uses END/4 instead of INT/4. Other than weapons that use their "special" attack every turn, most weapons do NOT take stat damage on their specials. However, weapons do take Lucky Strikes on specials (at the usual 10% rate).




[3] Stat Bonuses to Hit

Stat Bonus to Hit adds to the likelihood the attacker's hit lands against a target. The increase will not guarantee that you will land more hits, but the chance of any attack landing will improve accordingly. The following applies to weapon attacks, skills, and spells for each type.

Melee: 0.075*STR + 0.075*DEX + 0.025*LUK
Ranged: 0.15*DEX + 0.025*LUK
Magic: 0.075*INT + 0.075*DEX + 0.025*LUK
Pets & Guests: 0.075*CHA + 0.075*DEX + 0.025*LUK

A few weapons, skills and spells use different formulas for stat bonus to hit. Other than weapons that use their "special" attack every turn, most weapons do not take stat bonus to hit on their specials.

Thanks Zephyros for the updated BtH formulas.




[4] Blocking Ability

Blocking Bonus from Stats: 0.125*DEX + 0.025*LUK

Thanks Zephyros for the updated blocking formula.




[5] HP, MP, & SP Formulae

Level is the player's level
PowLevel is the player's "power level" as modified by Guardian status. A player who is a Guardian gains at least three levels on top of their usual level.

Player HP = [23.8 * ((5.25 + 0.5625 * Level + 0.00375 * Level^2) + (1 + 0.066 * Level) * END/16)]
Player MP = [4.1 * (32 + (6.1 + 2.3375 * Level + 0.01125 * Level^2) * MIN(1, INT / MIN(Level * 2.1462 + 5.7076, 200)))]
Player Max SP = [2.25 * (38.1 + 2.3375 * PowLevel + 0.01125 * PowLevel^2)]
Player SP Regeneration = [0.15 * (38.1 + 2.3375 * PowLevel + 0.01125 * PowLevel^2)]

Player Fleeing Cost = Monster's Current SP

The Fleeing cost is capped at 150 SP.

Thanks Zephyros for updated SP formulas.




[7] Who Strikes First?

Player Luck = P
Monster Luck = M

First Strike Roll:

Player: X = Random # Roll (1,100) + P
Monster: Z = Random # Roll (1,100) + M

If X > Z, player goes first. If X = Z then there is a 50% chance of either player or monster going first. If Z >X, monster goes first.

Chance of First Strike Formula:

C = Chance Player Goes First

If P >= M + 100,
C = 1

Else If P <= M - 100,
C = 0

Else If P <= M,
C = (100 + P - M)^2 / 20000

Else If P > M,
C = 1 - (100 - P + M)^2 / 20000

All answers of C will be in decimal form. To change to a percentage, multiply by 100.

Thanks to Kalanyr, Yagno2000, and Captain Rhubarb.




[8] Special Charisma Related Info

MAJOR NOTE: "Training Difficulty" is in the process of being phased out. Pets in the future will always get their turn (unless some unique circumstance takes it away).

Attack Rate = 67 + (CHA - Training Difficulty)/2

Formula from Chii via Sora Aeragorn.

Charisma Needed for 100% Attack Rate = 66 + Training Difficulty

Some pets have a negative Training Difficulty but will display a value of 0, so the true attack rate may be higher. "Friendly" pets will usually have a Training Difficulty of -66. Pets released 2012 or later also use a Training Difficulty of -66. Some older pets will have attack rates specific to them.




[9] Stat Training Costs

Stats are trained in increments of five.

Cost to Train Once = [10*1.25^(NewValue/5)]

Cost of Training Stats with Z-Tokens = [1.25^(NewValue/5)/2], with a minimum of 1

Approximate Cumulative Gold Cost = [(1.25^(NewValue/5) - 1.25^(OldValue/5))*50 - (NewValue - OldValue)*0.1]

Training Cost Spreadsheet: File - Image




[10] Assumed Stat Training Regimen

Available Stat Points = Level*5

Primary Stat (PStat) = MAX(10; MIN(MROUND(Level*2.1462+10.399; 5); 5*Level; 200))
Secondary Stat (SStat) = MAX(0; MIN(MROUND(Level*2.1462+8.2528; 5); 5*Level - PStat; 200))
Tertiary Stat (TStat) = MROUND(MIN(MAX(0; 0.7123*Level-19.111; 5*Level-400); 200); 5)
Quaternary Stat (QStat) = MIN(MAX(0; 5*Level-600); 200)

You can view a table of each stat value (in five-level increments) here




[11] Monster Encounter Levels

Random Encounter Monster List

Single Monsters

Min Monster Level = [0.75*CharacterLevel] - 5
Max Monster Level = [1.15*CharacterLevel] + 1

Pack Monsters

Min Monster Level = [0.75 * (CharacterLevel - 20)]
Max Monster Level = CharacterLevel - 18

Note: Yonder lowers the Min Monster Level by 5 and increases the Max Monster Level by 5.




[12] Monster Scaling

Level = Your Level + 5
NOTE: Level-scaling maxes out at the original level * 2.5 . If the monster would be scaled above that point, then it is simply set at the maximum. This can set the level at a fraction.

Strength = (Current Level/Normal Level)*Normal Strength
Dexterity = (Current Level/Normal Level)*Normal Dexterity
Intellect = (Current Level/Normal Level)*Normal Intellect
Endurance = (Current Level/Normal Level)*Normal Endurance
Charisma = (Current Level/Normal Level)*Normal Charisma
Luck = (Current Level/Normal Level)*Normal Luck




[13] Standard Monster Defense

Defense = [0.259*Level + 15]

Note: This equation does not account for a monster's DEX or LUK, so [DEX*0.125 + LUK*0.025] should be added for the stat-adjusted Defense rating. This formula is a "best guess" based off monster data collected so far. This formula may be incorrect by one point of Defense -- if you find such an example, please contact me, and I will try to resolve the example. If a monster Defense deviates by more than one point, then this monster either has a "lean" (in which case the difference is usually a multiple of five), or it is a monster released on older balance standards.

For those interested in a Standard Adjusted Monster Defense, you can use this formula:

Standard AMD =ROUND((0.2815*Level + 13.52) + ROUND(MAX(0; MIN(MROUND(Level*2.1462+8.2528; 5); 5*Level - MAX(10; MIN(MROUND(Level*2.1462+10.399; 5); 5*Level; 200)); 200))/10 + MROUND(MIN(MAX(0; 0.7123*Level-19.111; 5*Level-400); 200); 5)/20))

To use this formula in Excel, you may need to use commas in place of the semicolons. Also replace "Level" with the cell you reference.




[14] Hit or Miss? (Accuracy Formulas)

Attacker Value (weapon) = Weapon BTH + Armor BTH + Stat BTH
Attacker Value (weapon special) = Weapon BTH + Weapon Special BtH
Attacker Value (spells) = Spell BTH + Stat BTH
Attacker Value (pet/guest) = Pet/Guest BtH + Stat BtH
Roll = Rolls a Random Float between 0 and 100.
Defender Value = Blocking Defense + 0.125*DEX + 0.025*LUK

If Attacker Value + Roll > Defender Value, then it hits. Otherwise it misses. Certain special actions, like healing spells, will always hit.

Chance to Hit

Chance to Hit = (100 + Attacker Value - Defender Value) / 100

Chance to Hit is in decimal form. It will always lie between 0 and 1 (inclusive).

Thanks to DarkDevil, PyroPuppy, and In Media Res for the update to the rounding mechanics.




[15] Calculating Average Damage Per Turn

For the calculations below, convert all Resistance, Special Rate, hit rates, base%, random%, and stat% (include Special Lucky Strike%) into decimals.

Average Lucky Strike Stat = 0.0375*LUK

Normal Weapon Power = (Weapon Base) * (Armor Base) + (Weapon Random) * (Armor Random) / 2 + (Stat Damage) * (Armor Stat) / 2
Weapon Special Power = (Weapon Base) * (Special Base) + (Weapon Random) * (Special Random) / 2 + (Average Lucky Strike Stat) * (Special Lucky Strike) / 2

Average Weapon Damage = Resistance * [Weapon Hit Rate * (1 - Special Rate) * (Normal Weapon Power) + (Weapon Special Hit Rate) * (Special Rate) * (Weapon Special Power)]

Average Spell Damage = Resistance * (Hit Rate) * [Base + Random / 2 + (Stat Damage) * (Spell Stat) / 2]

Average Pet/Guest Damage = Resistance * (Hit Rate) * [Base + Random / 2 + (Stat Damage) * (Companion Stat) / 2]

When calculating average damage for weapons with a 100% special rate, disregard Weapon Special Power. Just calculate Normal Weapon Power using the built-in Base/Random/Stat multipliers as the Armor Base/Random/Stat multipliers, and then calculate Average Weapon Damage using Special Rate = 0.

Besides weapons with a 100% special rate, a handful of older weapons deal stat damage on their special. For these weapons, add (Stat Damage) * (Weapon Stat) to the Weapon Special Power.

For player weapon and armor comparisons, Dev's Weapons Spreadsheet is available.

For player spell comparisons, JMill's Spell Comparison Spreadsheet is available.

For player pet comparisons, JMill's Pets and Guests Spreadsheet is available.

Thanks to Everest for the updated damage comparison links.




[16] Potion Recovery

Health Potion Healing

HP recovered drinking one Health Potion = (50 + Level/3) to (100 + Level/3 + LUK/2 + END/2)
HP recovered drinking two Health Potions = (100 + Level/3) to (200 + Level/3 + LUK/2 + END/2)

Mana Potion Healing

MP recovered drinking one Mana Potion = (50 + Level/3) to (100 + Level/3 + LUK/2 + INT/2)
MP recovered drinking two Mana Potions = (100 + Level/3) to (200 + Level/3 + LUK/2 + INT/2)




[17] Stat Rolls

Roll: Rolls a Random # (1-100)
Bonus: A bonus added to the roll. Usually Bonus = Stat/5, where Stat is the value of the stat used for the roll.
Difficulty: The value the player must reach to win a roll

If Roll = 100, the roll instantly succeeds. If Roll = 1, the roll instantly fails.
Otherwise, if Roll + Bonus >= Difficulty, then the roll succeeds.
If the roll still has not succeeded, the roll will fail unless the player can defy the roll (see Roll Defiance below).

Probability of Success = 1.01 + Bonus - Difficulty.

Probability is in decimal form. 0.01 <= Probability <= 0.99 due to Instant Failures and Instant Successes when rolling 1 and 100.

Roll Defiance: If a stat roll neither succeeds nor instantly fails, a player may be allowed to pay SP to "defy" a stat roll. When available, the player must pay [0.3*Point] for each point the player fell short of the roll Difficulty. For example, a player that gets a Roll + Bonus of 84 against a Difficulty of 88 must pay a cost of [0.3*85] + [0.3*86] + [0.3*87] + [0.3*88] = 26 + 26 + 27 + 27 = 106 SP.

Fast Defiance Cost Formula = [0.15 * ((Difficulty + 2)^2 - (Roll + Bonus + 2)^2)]

If a player lacks the SP to defy the roll or declines to pay the cost, the roll will fail. If the player defies the roll, the player will win the stat roll and lose the required SP.

Note: The Fast Defiance Cost Formula will produce an error of 1 SP in 10% of possible outcomes.




[18] Monster EXP/Gold

EL: The enemy's Level

GoldLean: Value between 0 and 2 describe the distribution of reward between Gold and XP. 0 means XP only, 2 means Gold only, and 1 means a "normal" split, with roughly three times as much XP as gold.

Gold = ROUND(GoldLean*(1.055^EL + 8 + 1.055^(EL^1.085)))
XP = ROUND(2*3*(1.055^EL + 8 + 1.055^(EL^1.085)) - 3*Gold)

These rewards take an additional multiplier: ((T^2 + 15*T - 1)/15)*(P^1.75)*G*X

G is 1 for AQ and 2 for WF
X is 1.1 for an X-Guardian and 1 otherwise. For X-Guardians, the extra 0.1 is rolled in automatically for Gold, but it is applied after battle for XP.
P is the number of monsters in the enemy "pack." This value is 1 unless an enemy title uses (2), (3), (4), in which case those numbers are used instead.
T is the monster's "power." A normal monster is 1, a boss is 2, an elite boss is 3, etc.

A table showing the rewards of a standard monster with a GoldLean of 1 can be seen here: refer to this table (which also contains standard equipment prices).

Thanks to Aelthai/Kalanyr for these formulas and explanations, which have been copied almost word for word. Thanks to whackybeanz and IMR for reward multiplier correction.




[19] EXP/Gold Caps

PL: Player Level

AQ Daily Exp Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 900
AQ Daily Gold Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 300

AQ X-Guardian Daily Exp Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 990
AQ X-Guardian Daily Gold Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 330

WF Daily Exp Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 1200
WF Daily Gold Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 400

I herd u liek mudkipz tables, so here you go.

Regardless of your circumstance, these daily caps translate to winning 300 battles against standard monsters of your level.

NOTE: This formula does not seem to be behaving properly at the moment. Your results may vary by a few percent.

Thanks to BlackAces/Dev/TCO/Aelthai/Kalanyr for the updated caps.




[20] Equipment Prices

Equipment Costs

Standard item cost = (3.5 * 1.11^L + 26.5) * S * M

Equipment Scalars (S)
Weapon, shield, spell, skill: 1
Armor: 2
Pet: 0.5
Misc item: 0.25

Mastercraft Multiplier (M)
Standard: 1
Mastercraft: 1.1

If an item is "compressed" to include two features (like an armor that allows a player to use a skill), the cost scalars are added together. The item also takes on a 1.1 Mastercraft cost multiplier. For example, an armor with a skill built-in takes a combined (S * M) cost multiplier of (2 + 1)*1.1 = 3.3, and a Misc item that can cast a spell takes a combined (S * M) cost multiplier of (0.25 + 1)*1.1 = 1.375.

For a table of equipment costs and the number of wins needed to obtain them, refer to this table (which also contains full monster rewards). The sheet assumes the player is fighting standards monsters with the same level as the equipment.




[21] Status Conditions

Status System Save Roll Formula

Major: (MajorInflictStatistic - MajorResistStatistic)/5, minimum -20, maximum +20
Level: (InflictLevelStatistic - ResistLevelStatistic)/5, minimum -20, maximum +20
Minor: (MinorInflictStatistic - MinorResistStatistic)/10, minimum -10, maximum +10
Additional Modifiers: (NetInflictModifiers - NetResistModifiers), minimum -20, maximum +20

Save Roll Difficulty = 51 + (Major + Level + Minor + Additional Modifiers)

Resist Status Roll = Random # Roll (1,100)

If Resist Status Roll < Save Roll Difficulty, the status condition is applied. Otherwise the status condition is not applied.

Poison Damage

Base Damage: [[4 + 0.5*PoisonLevel + 0.005*(PoisonLevel^2)]/2] * 0.1

Random Damage: {[[13 + 1.25*PoisonLevel + 0.005*(PoisonLevel^2)]/2] + [(200 + 8.8*PoisonLevel)/200] * [[[(2.1462*PoisonLevel + 10.399)/5]*5] / 8]} * 0.1

= Min 10, Max 200

Poison damage is applied for ten turns.

Burn Damage

Base Damage: [[4 + 0.5*BurnLevel + 0.005*(BurnLevel^2)]/2] * 0.2

Random Damage: {[[13 + 1.25*BurnLevel + 0.005*(BurnLevel^2)]/2] + [(200 + 8.8*BurnLevel)/200] * [[[(2.1462*BurnLevel + 10.399)/5]*5] / 8]} * 0.2

= Min 10, Max 200

Burn damage is applied for five turns.

New status condition info thanks to In Media Res.




[23] Notable Post-Sweep Equipment Standards

Note: Sweep standards are always in flux. Some "swept" equipment may now be on outdated standards.
Note: This section is a work in progress.

Balance Spreadsheets
Weapons/Pets/Spells
Armors
Shields
Misc Items

Regarding these sheets, be advised that many balance rules are not stated or have since changed. These include but are not limited to the following:

* AQ items now use "WF" (swept) prices.
* The "Random" value for weapons/spells/pets may be rounded differently to account for a favorable/unfavorable rounding of an item's "Base" value.
* Armors that optimize two Resistances will take a penalty to those Resistances equal to (Good - Defensive). Armors with high Offense do the same. Armors with high Defense or low Defense may also take a penalty or discount equal to this amount.
* Misc items with element-ignoring effects will not take a full *8 upkeep cost.
* Damage/BtH modifiers generally presume the effect is for a Melee weapon. Spells may only receive half the effect for the same cost.

Definitions

Level: Equipment Level

Equipment level is the level a piece of equipment is intended for purchase.

PLvl: Power Level

The Power Level for an item is the equipment's intended purchase level plus any bonuses. Guardian-only and Ballyhoo equipment will get a bonus of at least 3 levels. Equipment bought with Tokens gets a bonus of at least 10 levels.

MPLvl: MP Level = [PLvl*3/4 + Level/4]

OffLean: Offensive Lean on an armor. It can range from "Defensive" (0.8, in other words "80%") up to "Offensive" (1.25, in other words "125%"). The most common lean on swept armors is "Average" (1, in other words "100%"). The Offensive Lean of an armor indirectly affects how good an armor can be in terms of Defense and Resistance.

Wild Factor is a value between 0 and 1 describing the distribution of power between "base" damage (guaranteed damage, if the attack hits) and "random" damage (extra damage potentially awarded if the attack hits). An "average" attack will use a value of 0.5. Using a Wild of 0 will sometimes result in an attack receiving Random damage of -1. In this event, Base is effectively decreased by 1 and Random is effectively increased from -1 up to 1.

Melee Power: Melee Power designates the amount of damage done by a Melee weapon supported by stats but disregarding the weapon's special, excluding the effect of Lucky Strikes. This amount of damage is similar to what a Melee weapon does in an armor with an Offensive Lean of 0.9 (often called "mid-defensive") when including the weapon's special. A mid-defensive armor is commonly assumed when considering sources of damage not coming from a player's weapon, so this unit "Melee Power" plays an important role in balance.

Spells

Spell Base Damage = [2*(1 - Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]
Spell Random Damage = [4*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] - 2*(Spell Base Damage)
Spell Stat Multiplier = 1 + 0.066*PLvl
BTH per Hit = [PLvl/4]
MP Cost = [38.1 + 2.3375*MPLvl + 0.01125*(MPLvl^2)]

Spells fully supported by stats will do roughly 2 * (Melee Power).

Weapons

Weapon Base Damage = [(1 - Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)/(1 + 0.03*PLvl)]
Weapon Random Damage = [2*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)/(1 + 0.03*PLvl)] - 2*(Weapon Base Damage)
BTH per Hit = [PLvl/8]

Special Base/Random =ROUND((20*ROUND(-0.000349*PLvl^3+0.0552*PLvl^2+8.01*PLvl+167,0)%*(Base+Rand/2)-(20-SpecialRate)*((Base+Rand/2)*(100+3*PLvl)+MROUND(MIN(2.1462*PLvl+10.399,200),5)*(100+6.6*PLvl)/16)%)*100/SpecialRate/(Base+Rand/2),0)%

Special Lucky Strike =ROUND(100+(PLvl*6.6),0)%
Special BtH =FLOOR(MIN(2.1462*PLvl+10.399,200)/8+IF(PLvl<90,MAX(0.7123*PLvl-19.111,0),MIN(5*PLvl-400,200))/20+PLvl/8,1)

Armors

Base Multiplier = [1 + 0.03*PLvl] * OffLean
Random Multiplier = [1 + 0.03*PLvl] * OffLean
Stat Multiplier = [100 + 6.6*PLvl]/100 * OffLean
BTH per Hit = [PLvl/8]

Pets

Pet Base Damage = [0.4*(1 - Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]
Pet Random Damage = [0.8*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] - 2*(Pet Base Damage)
Pet Stat Multiplier = (100 + 6.6*PLvl) * 0.75 / 100
BTH per Hit = [PLvl/4]

Pets fully supported by stats have power roughly equal to 0.4 * (Melee Power). Pets not supported by CHA are assumed to be worth 0.2 * (Melee Power).

Guests

Guest Base Damage = [0.6*(1 - Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]
Guest Random Damage = [1.2*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] - 2*(Guest Base Damage)
Guest Stat Percentage = (100 + 6.6*PLvl) * 1.125 / 100
BTH per Hit = [PLvl/4]
Upkeep MP Cost = [[38.1 + 2.3375*MPLvl + 0.01125*(MPLvl^2)]*0.175]

Guests fully supported by stats have power roughly equal to 0.6 * (Melee Power).

Assumed Equipment Replacement

These assumptions are not hard requirements but rather an average assumed baseline of what will happen. These assumptions are also not necessarily the most-efficient use of gold. For example, you will probably find it useful to replace armors more frequently and shields less frequently at higher levels, and warriors will have much less use for spell upgrades, so act as you see fit.

Weapon: One upgrade per level, so each item is replaced every 7 levels.
Spell: One upgrade per level, so each item is replaced every 8 levels.
Pet: One upgrade per two levels, so each item is replaced every 16 levels.
Misc: One upgrade per two levels, so each item is replaced every 16 levels.
Armor: One upgrade per three levels, so each element is replaced every 21 levels.
Shield: One upgrade per three levels, so each element is replaced every 21 levels.

Common Damage Multipliers

SP Cost (instead of MP): *0.75 (applied before rounding)
Magic Weapon Base/Random Damage: *0.75 (applied before rounding)
Mastercraft (if bonus is applied to damage): *1.05
Two Forced Allied Elements: *1.05, or *1.1 on the less powerful elemental attack (for all attack types, applied to spells before rounding)
Two Forced Neutral Elements: *1.1, or *1.2 on the less powerful elemental attack (for all attack types, applied to spells before rounding)
Two Forced Poorly-Related Elements: *1.155, or *1.31 on the less powerful elemental attack (for all attack types, applied to spells before rounding)
Two Forced Opposite Elements: *1.2, or *1.4 on the less powerful elemental attack (for all attack types, applied to spells before rounding)
All elements: *132/109
Choice of Two Elements: *0.9 (for all attack types, applied to spells before rounding)
Element-Seeking: *0.8
Element randomized at the start of battle: *1.1
Generic trigger: *1.1 (can vary depending on prevalence of triggering targets)
Generic downtrigger: *0.95 (sometimes varies)
Harm-element: *0.9 (for all attack types, applied to spells before rounding)
Auto-Hit: *0.85
Healing: *0.9 (also receives *0.85 for Auto-Hit)
Accuracy Lean (BtH Mod = Equipment BtH - Standard BtH Per Hit): *85/(85 + BtH Mod)
Theoretical Weapon Special Advantage: *(1 + 0.1/Proc) (Proc is the weapon special rate. For the default 20% rate, the multiplier is 1 + 0.1/0.2 = 1.5. The exact effect is different because weapon specials typically ignore player stats and will do extra base/random damage to compensate.)
No-special weapon: *1.09 (specials are stronger than regular attacks, so a lack of a special is accounted for this way)
"100% special" weapon: *1.02 (the lack of a normal special means the weapon does less damage than normal, but since it also ignores armor lean, the compensation isn't as high)
Damage to MP: *1.5
Damage to SP: *1.125

Golden Rule of Multipliers: Multipliers are used so any two pieces of equipment with the same PLvl in the same equipment category have similar levels of usefulness. Items with behaviors that make them more versatile will generally be made weaker in other ways. Likewise, items that are harder to use effectively will generally be made more powerful.

Status Effect / Damage Compensation

Attacks without status effects are the "standard" actions. If a player does an action that applies or attempts to apply a negative status effect on the enemy, the particular item will directly do less damage than a standard action. The usual rule is:

Damage Reduction: (Expected Status Attempt Rate) * [50 - (Enemy's Save Bonus)] * (Effect Value)

The Expected Status Attempt Rate is almost always affected by the attack's hit rate. If a special with a BtH Mod of -5 requires both of its hits in a two-hit special to connect to attempt a status effect, and the status effect is only attempted 50% of the time when that condition is met, then the Expected Status Attempt Rate is 0.8 (first hit lands) * 0.8 (second hit lands) * 0.5 (50% chance to try) = 0.32.

The Effect Value is a measure of the status effect's usefulness. Some examples are included below.

Turn Loss with no extra effect: 1.4 * (Melee Power)
Frozen/Petrification: 1.6 (Melee Power)
Poison/Burn/etc: (Turns of Poison/Burn/etc) * (Poison/Burn/etc's Damage Per Turn)
Blind: [(BtH Reduction)/70] * (Turns of Blinding) * 1.4 * (Melee Power)

Damage reductions apply before multi-element multipliers.

Enemy Power Multipliers

Monsters may receive difficulty multipliers to place them above or below standard. Below are common multipliers:

Mook: 0.5
Champion: 1.25
Elite: 1.5
Boss: 2

However, monsters are not required to use these multipliers in particular. Monsters with power multipliers of 1.4 or 0.9 are possible in their own right.

Special thanks to Aelthai, Kalanyr, and Lord Barrius for these formulas and parameters. Correction thanks to ArchMagus Orodalf.

Elemental Wheel

The Elemental Wheel is used to describe the relationship of elements. Pairs of elements that are close on the wheel are said to be more related than those farther away.



Earth and Light are considered to be three positions apart since they are connected through Light <--> Energy <--> Fire <--> Earth.

For equipment that is forced to attack with two elements, the distance of those two elements determines how much (more) damage the attack can do.

Allied Elements: 1 position apart
Neutral Elements: 2 positions apart
Poorly-Related Elements: 3 positions apart
Opposite Elements: 4 positions apart

Attacks that force more than two elements will receive multipliers according to the difficulty of using such attacks effectively. The more elements used and the farther apart the elements are on the wheel, the greater the damage multiplier.

Thanks to the Knights of Order for the publishing these standards. Thanks to BexnDan for finding an omission and Roblos for fixing BtH on weapon/armor. Thanks to zekefreed777 for identifying confusion between "Multiplier" and "Percent." Thanks to Watashig for pointing out obsolete rounding behavior in armor standards. Thanks to KlawdStrife for BtH typos. Thanks Watashig for Weapon Special formulas. Thanks IMR for MPLvl rounding correction. Thanks IMR and KlawdStrike for rounding changes (armor BRS, companion stat%, spell stat%). Thanks Syth for suggesting trigger value notes. Thanks to pure tppc and Mr G W for suggesting other multipliers, and KlawdStrife for the note on -1 Random. Thanks to afterlifex on typos for equipment replacement standards. Syth for the removal of outdated healing spell standards. ruleandrew for per-battle randomization multiplier.




[25] House Value

Value = [Price * (0.9 + [Days Owned]/700)]

"Price" is the original purchase Z-Token price, "Value" is the current Z-Token sellback, "Days Owned" is the number of days the player has owned the house.

Put more plainly, a house's value is about (90 + Weeks Owned)% of the purchase price, updated daily based off the time of day you purchased the house.




Edit Log:

11/20/14: AQ Update 39.0
10/24/10: Level Scaled Weapons, Level Scaled Pets/Guests, and Vamp/Lycan Armours have been removed. Most other sections are revamped/updated or have merged.
10/25/10: XP table updated, Elemental Wheel picture added!
11/1/10: Updated damage comparison spreadsheet links.
3/7/11: Nemesis Mace replaced with Nemesis' Condemnation
3/19/11: House Value Added. Tweaked Sweep standards for Random value calculations. Tweaked encounter formula to specify rounding
3/24/11: Removed "old freeze" as it should no longer exist.
6/2/11: Removed EXP/Gold Cap Table Links, Added Order of Operations Explanation, Clarified Stat Damage and Stat Bonus to Hit a little.
7/21/11: Added Non-BM pet stat%.
8/3/11: Corrected BtH on weapons/armors. Added "Offensive Lean" since is relevant to players' interests. Added housing note.
8/4/11: Updated daily caps.
9/7/11: Added monster rewards, daily cap tables, and a table of "wins needed to cap" and "wins needed to buy equipment," since these questions sound popular.
11/29/11: Added formulas and a table for assumed stat training.
1/1/12: Added approximate Standard Monster Defense formula
1/3/12: Added note that Training Difficulty is being phased out.
2/27/12: Added Training Cost Information for WF/Sweep Standards
3/29/12: Added Standard Adjusted Monster Defense. I blame Everest.
5/12/12: Added notes on Status Effect compensation.
5/21/12: Changed formulas using percent to instead use multiplier, and then updating/correcting formulas accordingly. Also added element-seeking damage multiplier.
6/7/12 - 6/9/12: XP/Gold update is rolling. XP formulas, XP chart, daily caps, equipment costs, monster rewards updated accordingly.
12/10/12: Small fix to XP formula multiplier
4/1/13: Removed funky data duplication (thanks zippy2010)
4/12/13: Daily Caps Increased by 50%
6/13/13: Version 37.6 Update
9/13/13: Cleaned up some of the formulas, deleted obsolete rounding behavior
9/21/13: Fixed typos with BtH and certain MP-related formulas.
3/18/14: Lucky Strikes on weapon specials are (finally) enabled.
4/26/14: Lots of little things.
7/20/14: Added proc-related multipliers, MP/SP damage multipliers, and a note about -1 Random damage.
7/20/14: Removed rounding/integer mechanics for BtH, blocking, and hit rate, added Sweep equipment replacement assumptions.
7/22/14: Fixed typos on equipment replacement standards.
10/15/14: Removed note on old healing spells, added *1.1 for per-battle randomized attacks.



Credits:

I'd like to thank all the previous owners of this guide: Everest, Cloudxx, Neon, Scakk, Astral, and Orion of the Stars; you all made my job much easier through your own research. Formatting credit goes to Orion of the Stars. I'd also like to thank the Encyclopedia AKs for all their hard work, without whom there may be no Master List of Game Formula. I'd also like to thank the Knights of Order for publishing many of the sweep standards and Aelthai in particular for answering specific questions. Finally, I want to thank Everest for entrusting me with this guide.



If you feel I have made a mistake, please let me know. I'd like to keep this guide as accurate as possible, and every user helps. Thank you in advance! Please also feel free to ask questions if something is confusing; other forum members and I will be glad to clarify.

I have made some executive decisions about what to include and what to leave out. If you feel that certain information belongs in this guide, I will try to give it appropriate consideration.
Looks good to me. Approved Oct. 24 by vezha

< Message edited by Kaelin -- 11/25/2014 21:31:21 >
AQ DF AQW  Post #: 1
10/25/2010 4:01:24   
Trans
Member

I decided to do Exp Chart, as old one is updated ^_^
[image]http://i54.tinypic.com/ngr95x.png[/image]
AQ DF Epic  Post #: 2
10/25/2010 19:01:35   
Kaelin

Holding Back
(AQ GD/EC/BS)


Your table has some discrepancies. Anyway, I've uploaded a corrected version.

Also, I have added a picture of the Elemental Wheel!

Nov 1: Added Everest's updated links.

< Message edited by Kaelin -- 11/1/2010 2:47:30 >
AQ DF AQW  Post #: 3
10/29/2010 21:25:33   
Everest
Moving Mountains


I noticed a couple of the spreadsheets linked in [13] aren't actually the most up-to-date ones we have in EC. My fault. :P

Dev's Weapons Spreadsheet and JMill's Pets and Guests Spreadsheet would be better, they are both being updated. And now I have to go through a bunch of forums and change all the Game Formulae links. :P

< Message edited by Everest -- 10/29/2010 21:26:27 >
Post #: 4
3/8/2011 18:15:51   
Beofox
Member
 

In paragraph [12] Hit or Miss Formulas you state:

"If Attacker Value + Roll > Defender Value, then it hits. Otherwise it misses."

Is there a Defender Roll in this calculation too, or do you always hit if the Attack Value is greater than the Defender Value?

< Message edited by Beofox -- 3/8/2011 18:56:22 >
AQ  Post #: 5
3/9/2011 4:25:01   
The Forgotten

The Last Dragon
AQ Q&A, EC/Strat


Nope. If Attacker Value > Defender Value, it always hits.
AQ AQW  Post #: 6
5/31/2011 19:29:49   
Faru
Member
 

I have an issue with a few things.

I see that you are using (weapon base) + (weapon random) /2 to calculate average damage. (Before armor and specials).
I would think [(weapon random) - (weapon base) / 2] + (weapon base) would be more accurate, since in all reality, the average damage is the minimum damage the weapon does plus the average value between the min and max damage.

Both usually comes to the same values, but your version causes errors with other formulas down the road.

Also, to add stat bonus damage to weapon average damage, why did you add it as (above formula) + (Stat Damage) / 2 ? (also, before including armor and specials)

I dont understand your logic on that. Wouldn't the stat damage be added at the end of the base damage roll as a whole, not divided?

for instance, using Hei Quan(8-32 damage) with 100 str(12.5 bonus stat damage) before armor, specials, defences, etc:
Your formula: ((8+32)/2)+(12.5/2) = 26.25 average damage with Hei Quan + Bonus stat damage
My proposal: (((32-8)/2)+8)+12.5 = 32.5

I dont know why you are dividing the bonus stat damage in half. I'm assuming the game calculates weapon damage as (weapon damage roll) + (bonus stat damage), not (weapon damage roll) + (half of stat bonus damage).


Also, i'm seeing inconsistancies between all the formulas above and actual playtesting in the game.

My in-game test stats:
lvl 60, str100(12.5 bonus dmg to melee), dex100, luck0, using Hei Quan(8-32 dmg, no special, no effects, dark damage) and Nighthunter Vampire Slayer armor(zero damage bonuses to normal attacks from armor)
Test dummy: Seed Spitter (level 2, 25 Melee/Ranged/Magic defence, dex10, all other stats 0, 100% dark resistance)

Using the formulas above and using my modified formulas, that would turn out to be:
Your forumula: Min damage: (weapon min) + ((stat bonus) /2)
Mine: Min damage: (wepon min) + (stat bonus)
actual values:
Your formula: 8+(12.5/2)=14.25
My formula: 8+12.5=20.5

However, swinging away at the seed spitter with the above equipment and stats, i'm seeing damage values as low as 12 showing up on normal strikes.

Is the stat bonus damage value you listed (str/8) incorrect? Is there some variable to damage that is missing? Or is my math incorrect?
Post #: 7
5/31/2011 19:44:13   
JMill
Milling About


It looks like it's an issue of understanding a few things. The first thing is that random damage isn't the same thing as max damage. For instance, using your Hei Quan example (8-32 damage). The Base is 8, the max is 32 and the random is 32-8 or 24. So your first part about subtracting to find the difference is on the right track, but you got confused by the terminology.

quote:

I dont know why you are dividing the bonus stat damage in half. I'm assuming the game calculates weapon damage as (weapon damage roll) + (bonus stat damage), not (weapon damage roll) + (half of stat bonus damage).

Stat damage is essentially added on to max damage. Therefore it's basically like the same thing above, the game does add in the bonus stat damage, but to find the average value it's going to to add to your damage is in the middle (hence the 0.5). This is actually the same problem with the last part of the post, the base is unchanged, so using an armor with 100% base, you could hit as low as 8, which puts 12 within the range of possibility.


< Message edited by JMill -- 5/31/2011 19:50:47 >
AQ DF AQW  Post #: 8
6/1/2011 11:00:49   
Faru
Member
 

quote:

It looks like it's an issue of understanding a few things. The first thing is that random damage isn't the same thing as max damage. For instance, using your Hei Quan example (8-32 damage). The Base is 8, the max is 32 and the random is 32-8 or 24. So your first part about subtracting to find the difference is on the right track, but you got confused by the terminology.


so are you saying that the damage roll is actually applying the 8, and then doing a seperate random roll with a range of 0-24? Basically, (8 + rand(0,24))? This makes alot of sence from a coding standpoint if the coder wasn't able to, or chose not to, simply do a (rand(8,32)). My only issue with the way the damage calculation was written above, could give false results when combined with other formulas. But yeah, its mostly a matter of preference.

quote:

Stat damage is essentially added on to max damage. Therefore it's basically like the same thing above, the game does add in the bonus stat damage, but to find the average value it's going to to add to your damage is in the middle (hence the 0.5). This is actually the same problem with the last part of the post, the base is unchanged, so using an armor with 100% base, you could hit as low as 8, which puts 12 within the range of possibility.


So you are saying that the bonus stat damage is also a random value? So in this case, the stat damage wouldn't be applied as a flat 12.5, it would be a (rand(0,12.5))? So in entirety, it would be (8+(rand(0,24))+(rand(0,12.5))? If this is true, then that would indeed explain the low results.

*Edit: Going back to the way it is written in the post..

quote:

Normal Weapon Power = (Weapon Base) * (Armor Base) + (Weapon Random) * (Armor Random) / 2 + (Stat Damage) * (Armor Stat) / 2


And what you stated, if i'm understanding it correctly, it brings more confusion. (The lack of additional parenthesis/brackets really messes everything up)

Which would be correct for our example of Hei Quan(8-32 damage, no special) when including bonus stat damage of 12.5(100str) and no armor bonus to damage?
A. (8+(rand(0,24))+(rand(0,12.5))
B. (8+(rand(0,32))+(rand(0,12.5))
C. (rand(8,32))+(rand(0,12.5))
D. (rand(8,32))+12.5

To clear up possible confusion, the above formulas are "not" for calculating average damage, but the actual formula used by the game to calculate damage.

A. Is what it sounds like you were quoting, where the minimum damage, 8, is applied as a constant, then added to a generated random number representing the maximum damage of the weapon, which is then added to a random generated number represented by the maximum bonus stat damage.
B. With the way the OP's formula is written, it sounds like this is the way they think it is calculated. Unless they are saying "weapon random" is actually the value of the difference between the weapon's min and max damage, then they are basically applying the weapon's damage like the formula in B.
C. and D. With what you stated in your response makes these incorrect, but I'm posting them in this response just in case.


If any of this is true, I would suggest that the OP clarifies this in thier post. Adding a note stating that bonus stat damage is a random value between 0 and the bonus, a note stating to calculate "weapon random" you use the difference between the min/max of the weapon, and adding additional brackets/parenthesis to the formulas to correct them.

There is a huge difference between:
(Weapon Base) * (Armor Base) + (Weapon Random) * (Armor Random) / 2 + (Stat Damage) * (Armor Stat) / 2
and
((Weapon Base) * (Armor Base)) + (((Weapon Random) * (Armor Random)) / 2) + (((Stat Damage) * (Armor Stat)) / 2)

This would help clear up alot of confusion.

Edit: Also, one more question.

If you are implying that the 'weapon random' is the difference between the min/max damage of the weapon, when the weapon or armor adds "Damage: 50% Base, Random, and Stats each", such as Fyre Force's special(8-32 damage, special=ranged,4hits@50% base/random/stats) with 12.5 total bonus stat damage, does that mean the special is calculated as:

(8*0.5)+(rand(0,((32-8)*0.5)))+(rand(0,(12.5*0.5))) per hit
or
(8*0.5)+((rand(0,(32-8)))*0.5)+((rand(0,12.5))*0.5) per hit

Double post merged. ~JMill

< Message edited by JMill -- 6/1/2011 16:39:20 >
Post #: 9
6/1/2011 17:23:54   
JMill
Milling About


quote:

so are you saying that the damage roll is actually applying the 8, and then doing a seperate random roll with a range of 0-24? Basically, (8 + rand(0,24))? This makes alot of sence from a coding standpoint if the coder wasn't able to, or chose not to, simply do a (rand(8,32)). My only issue with the way the damage calculation was written above, could give false results when combined with other formulas. But yeah, its mostly a matter of preference.

Essentially, yes. Although I'm still not seeing how combining it with other formulas could yield false results. In fact, if you take a look at some of the spreadsheets he has linked, you'll see we routinely combine formulas and we've never had any problems with it.

quote:

Which would be correct for our example of Hei Quan(8-32 damage, no special) when including bonus stat damage of 12.5(100str) and no armor bonus to damage?
A. (8+(rand(0,24))+(rand(0,12.5))
B. (8+(rand(0,32))+(rand(0,12.5))
C. (rand(8,32))+(rand(0,12.5))
D. (rand(8,32))+12.5

To clear up possible confusion, the above formulas are "not" for calculating average damage, but the actual formula used by the game to calculate damage.

A. Is what it sounds like you were quoting, where the minimum damage, 8, is applied as a constant, then added to a generated random number representing the maximum damage of the weapon, which is then added to a random generated number represented by the maximum bonus stat damage.
B. With the way the OP's formula is written, it sounds like this is the way they think it is calculated. Unless they are saying "weapon random" is actually the value of the difference between the weapon's min and max damage, then they are basically applying the weapon's damage like the formula in B.
C. and D. With what you stated in your response makes these incorrect, but I'm posting them in this response just in case.

Weapon random is the value of the difference between the weapons min and max. In fact if you look at the notes at the top of the page, this is clearly stated (quoted below). On the next part of that, I'll admit that coding isn't my forte, but if I'm understanding it right, A&C are just two ways of coding that would yield you the same results.
quote:

3) Taking Nemesis' Condemnation as an example.

Base Damage = 15
Max Damage = 29
Random Damage = Max Damage - Base Damage = 14



quote:

If any of this is true, I would suggest that the OP clarifies this in thier post. Adding a note stating that bonus stat damage is a random value between 0 and the bonus, a note stating to calculate "weapon random" you use the difference between the min/max of the weapon, and adding additional brackets/parenthesis to the formulas to correct them.

There is a huge difference between:
(Weapon Base) * (Armor Base) + (Weapon Random) * (Armor Random) / 2 + (Stat Damage) * (Armor Stat) / 2
and
((Weapon Base) * (Armor Base)) + (((Weapon Random) * (Armor Random)) / 2) + (((Stat Damage) * (Armor Stat)) / 2)

I'm not sure if you made a mistake in something you meant to type, but the two examples you gave are exactly the same mathematically. The only difference between the two is the use of superfluous parenthesis in the second example. It makes no difference in solving the function (and IMO the second one just makes the formula more confusing and sets you up to make mistakes by misreading a parenthesis).

quote:

If you are implying that the 'weapon random' is the difference between the min/max damage of the weapon, when the weapon or armor adds "Damage: 50% Base, Random, and Stats each", such as Fyre Force's special(8-32 damage, special=ranged,4hits@50% base/random/stats) with 12.5 total bonus stat damage, does that mean the special is calculated as:

(8*0.5)+(rand(0,((32-8)*0.5)))+(rand(0,(12.5*0.5))) per hit
or
(8*0.5)+((rand(0,(32-8)))*0.5)+((rand(0,12.5))*0.5) per hit

The second one should be correct. If you take a look at the formula, order of operations dictates that you'd solve the random damage before applying armor modifiers.
AQ DF AQW  Post #: 10
6/2/2011 6:02:38   
Kaelin

Holding Back
(AQ GD/EC/BS)


I believe JMill has fully addressed Faru's concerns already. To clarify the matter of the extra parentheses, the reason they are not needed is because the multiplication and division are evaluated before working out any addition and subtraction (order of operations).

Regarding the Fyre Force example, while the second formula is more in-line with how the engine works, the two appear to be equivalent.

I have done some minor revisions to the guide, particularly to provide a brief explanation of Order of Operations, and to mention that stat damage is strictly a "random" damage factor (not a guaranteed contributor).

< Message edited by Kaelin -- 6/2/2011 6:09:05 >
AQ DF AQW  Post #: 11
6/4/2011 11:27:50   
Faru
Member
 

Those updates definately finishes off the guide for the most part, thanks.

Kaelin, and/or JMill for that matter,
May I ask what were your sources? Is there a resource for the codebase somewhere, or are you guys going by theory? I'm not questioning the validity of your claims, just wondering if there is a way that I could see the numbers firsthand without going through the trouble of messing with flash editors and the like.
Post #: 12
6/5/2011 6:55:47   
Kaelin

Holding Back
(AQ GD/EC/BS)


Sources come from all over the place: previous guide owners, various players, and game staff (either by asking them, looking at their announcements, or by looking at published Balance Standards -- although some of those standards are out of date). The research process has been up to guide owner discretion, but generally when formulas can be verified, we find and/or check them ourselves, and when we can't easily verify them, we ask a staff member. There is not an "official" source where *all* of this information is available, and that is ultimately why we have this guide. There are some cases where there may be "equivalent" formulas in place instead of the "true" formulas (for example, Pet BtH is actually coded as "CHA/20 + CHA/15" instead of "CHA*7/60"), but hopefully the results you see are correct.
AQ DF AQW  Post #: 13
7/8/2011 4:21:17   
ugauga
Member

@Kaelin
Then, the item 20 (Notable Post-Sweep Equipment Standards) already can be used by players that want calculate by themselves? If no, what current calculations are officially valid?
AQ DF AQW  Post #: 14
7/12/2011 23:34:05   
Kaelin

Holding Back
(AQ GD/EC/BS)


Yes, those equations/formulas should all be up-to-date, and you can use them to make calculations yourself. There are some formulas not listed, but you can glean most major things from that list. If you see any problems or notable omissions, please let me know.

< Message edited by Kaelin -- 7/12/2011 23:35:14 >
AQ DF AQW  Post #: 15
7/19/2011 9:11:46   
BexnDan
Member

In the Notable Post-Sweep Equipment Standards section there is only one set of equations for pets. Are these for BM or non-BM pets and what would be the equivalent equations for the other type of pet?
AQ  Post #: 16
7/21/2011 16:42:19   
Kaelin

Holding Back
(AQ GD/EC/BS)


The equation for stat% listed was for BM pets. I have now clarified this point and added a formula for non-BM pets (all other formulas apply for both). Thanks!
AQ DF AQW  Post #: 17
7/31/2011 23:49:06   
Roblos
Member

I may be mistaken but the pedia entry's match the guide formula if we change the red text with the green one

quote:

[20] Notable Post-Sweep Equipment Standards

...
Weapons

Weapon Base Damage = [(1 - Wild)*SCP/SABRM]
Weapon Random Damage = [2*SCP/SABRM] - 2*(Weapon Base Damage)
BTH per Hit = [Level/4] [Level/8]

Armors

Base Multiplier = [100 + 3*PLvl]
Random Multiplier = [100 + 3*PLvl]
Stat Multiplier = SS
BTH per Hit = [Level/4] [Level/8]


Plus it seems that offensive armors get a 125% dmg bonus and the mid-offensive armors a 12.5% one, though I know nothing on how it affects the elemental modifiers
AQ DF AQW  Post #: 18
8/2/2011 11:38:30   
thundernukeer
Member

can you give the percent that i get (z-token) on the House Value the formula make me confuse even i know how to work it out but i want to know how many percent of the house prize will add to the sell cost ???
Post #: 19
8/3/2011 1:21:31   
Kaelin

Holding Back
(AQ GD/EC/BS)


Roblos: Your are correct regarding the four versus the eight.

"Offensive armors" have 25% higher attack power (which translates to being 125% power). Similarly, being 12.5% more powerful than normal translates to having 112.5% power. These do not have a direct relationship on a player's Resistance. Rather, the lean of Offense on an armor determines how many "points" are available for Resistance and Defense, and it also determines the best Resistance an armor is allowed to have at a given level.

Thundernukeer: I have added a note pertaining to your question:

"Put more plainly, a house's value is about (90 + Weeks Owned)% of the purchase price, updated daily based off the time of day you purchased the house."
AQ DF AQW  Post #: 20
8/4/2011 3:18:36   
Cataclysm
The fanciest of moustaches


AQ's EXP and Gold cap formulae have been changed.
AQ DF MQ  Post #: 21
8/4/2011 4:40:10   
Kaelin

Holding Back
(AQ GD/EC/BS)


Updated.
AQ DF AQW  Post #: 22
9/5/2011 19:36:54   
Razen
Member

So far, I've only noticed two formulae that seem to be missing. There's no gold scaling system for any equipment listed, nor the system for which monsters rewards are set up. If there are reasons for this, I'd like to know why. Because, seriously, this list makes Suggesting things so much easier but lacking those things make it 'so' much harder.
AQ DF MQ AQW Epic  Post #: 23
9/6/2011 19:55:40   
TRB1965
Warganizer!


Here's the daily experience and gold caps using the new formula...


ADVENTURER and GUARDIAN

Level - Gold Cap - Experience Cap
1 - 2,500 - 3,800
2 - 4,500 - 7,100
3 - 6,500 - 10,400
4 - 8,500 - 13,700
5 - 10,500 - 17,000
6 - 12,500 - 20,300
7 - 14,500 - 23,600
8 - 16,500 - 26,900
9 - 18,500 - 30,200
10 - 20,500 - 33,500
11 - 22,500 - 36,800
12 - 24,500 - 40,100
13 - 26,500 - 43,400
14 - 28,500 - 46,700
15 - 30,500 - 50,000
16 - 32,500 - 53,300
17 - 34,500 - 56,600
18 - 36,500 - 59,900
19 - 38,500 - 63,200
20 - 40,500 - 66,500
21 - 42,500 - 69,800
22 - 44,500 - 73,100
23 - 46,500 - 76,400
24 - 48,500 - 79,700
25 - 50,500 - 83,000
26 - 52,500 - 86,300
27 - 54,500 - 89,600
28 - 56,500 - 92,900
29 - 58,500 - 96,200
30 - 60,500 - 99,500
31 - 62,500 - 102,800
32 - 64,500 - 106,100
33 - 66,500 - 109,400
34 - 68,500 - 112,700
35 - 70,500 - 116,000
36 - 72,500 - 119,300
37 - 74,500 - 122,600
38 - 76,500 - 125,900
39 - 78,500 - 129,200
40 - 80,500 - 132,500
41 - 82,500 - 135,800
42 - 84,500 - 139,100
43 - 86,500 - 142,400
44 - 88,500 - 145,700
45 - 90,500 - 149,000
46 - 92,500 - 152,300
47 - 94,500 - 155,600
48 - 96,500 - 158,900
49 - 98,500 - 162,200
50 - 100,500 - 165,500
51 - 102,500 - 168,800
52 - 104,500 - 172,100
53 - 106,500 - 175,400
54 - 108,500 - 178,700
55 - 110,500 - 182,000
56 - 112,500 - 185,300
57 - 114,500 - 188,600
58 - 116,500 - 191,900
59 - 118,500 - 195,200
60 - 120,500 - 198,500
61 - 122,500 - 201,800
62 - 124,500 - 205,100
63 - 126,500 - 208,400
64 - 128,500 - 211,700
65 - 130,500 - 215,000
66 - 132,500 - 218,300
67 - 134,500 - 221,600
68 - 136,500 - 224,900
69 - 138,500 - 228,200
70 - 140,500 - 231,500
71 - 142,500 - 234,800
72 - 144,500 - 238,100
73 - 146,500 - 241,400
74 - 148,500 - 244,700
75 - 150,500 - 248,000
76 - 152,500 - 251,300
77 - 154,500 - 254,600
78 - 156,500 - 257,900
79 - 158,500 - 261,200
80 - 160,500 - 264,500
81 - 162,500 - 267,800
82 - 164,500 - 271,100
83 - 166,500 - 274,400
84 - 168,500 - 277,700
85 - 170,500 - 281,000
86 - 172,500 - 284,300
87 - 174,500 - 287,600
88 - 176,500 - 290,900
89 - 178,500 - 294,200
90 - 180,500 - 297,500
91 - 182,500 - 300,800
92 - 184,500 - 304,100
93 - 186,500 - 307,400
94 - 188,500 - 310,700
95 - 190,500 - 314,000
96 - 192,500 - 317,300
97 - 194,500 - 320,600
98 - 196,500 - 323,900
99 - 198,500 - 327,200
100 - 200,500 - 330,500
101 - 202,500 - 333,800
102 - 204,500 - 337,100
103 - 206,500 - 340,400
104 - 208,500 - 343,700
105 - 210,500 - 347,000
106 - 212,500 - 350,300
107 - 214,500 - 353,600
108 - 216,500 - 356,900
109 - 218,500 - 360,200
110 - 220,500 - 363,500
111 - 222,500 - 366,800
112 - 224,500 - 370,100
113 - 226,500 - 373,400
114 - 228,500 - 376,700
115 - 230,500 - 380,000
116 - 232,500 - 383,300
117 - 234,500 - 386,600
118 - 236,500 - 389,900
119 - 238,500 - 393,200
120 - 240,500 - 396,500
121 - 242,500 - 399,800
122 - 244,500 - 403,100
123 - 246,500 - 406,400
124 - 248,500 - 409,700
125 - 250,500 - 413,000
126 - 252,500 - 416,300
127 - 254,500 - 419,600
128 - 256,500 - 422,900
129 - 258,500 - 426,200
130 - 260,500 - 429,500
131 - 262,500 - 432,800
132 - 264,500 - 436,100
133 - 266,500 - 439,400
134 - 268,500 - 442,700
135 - 270,500 - 446,000
136 - 272,500 - None



X-GUARDIAN

Level - Gold Cap - Experience Cap
1 - 2,750 - 4,180
2 - 4,950 - 7,810
3 - 7,150 - 11,440
4 - 9,350 - 15,070
5 - 11,550 - 18,700
6 - 13,750 - 22,330
7 - 15,950 - 25,960
8 - 18,150 - 29,590
9 - 20,350 - 33,220
10 - 22,550 - 36,850
11 - 24,750 - 40,480
12 - 26,950 - 44,110
13 - 29,150 - 47,740
14 - 31,350 - 51,370
15 - 33,550 - 55,000
16 - 35,750 - 58,630
17 - 37,950 - 62,260
18 - 40,150 - 65,890
19 - 42,350 - 69,520
20 - 44,550 - 73,150
21 - 46,750 - 76,780
22 - 48,950 - 80,410
23 - 51,150 - 84,040
24 - 53,350 - 87,670
25 - 55,550 - 91,300
26 - 57,750 - 94,930
27 - 59,950 - 98,560
28 - 62,150 - 102,190
29 - 64,350 - 105,820
30 - 66,550 - 109,450
31 - 68,750 - 113,080
32 - 70,950 - 116,710
33 - 73,150 - 120,340
34 - 75,350 - 123,970
35 - 77,550 - 127,600
36 - 79,750 - 131,230
37 - 81,950 - 134,860
38 - 84,150 - 138,490
39 - 86,350 - 142,120
40 - 88,550 - 145,750
41 - 90,750 - 149,380
42 - 92,950 - 153,010
43 - 95,150 - 156,640
44 - 97,350 - 160,270
45 - 99,550 - 163,900
46 - 101,750 - 167,530
47 - 103,950 - 171,160
48 - 106,150 - 174,790
49 - 108,350 - 178,420
50 - 110,550 - 182,050
51 - 112,750 - 185,680
52 - 114,950 - 189,310
53 - 117,150 - 192,940
54 - 119,350 - 196,570
55 - 121,550 - 200,200
56 - 123,750 - 203,830
57 - 125,950 - 207,460
58 - 128,150 - 211,090
59 - 130,350 - 214,720
60 - 132,550 - 218,350
61 - 134,750 - 221,980
62 - 136,950 - 225,610
63 - 139,150 - 229,240
64 - 141,350 - 232,870
65 - 143,550 - 236,500
66 - 145,750 - 240,130
67 - 147,950 - 243,760
68 - 150,150 - 247,390
69 - 152,350 - 251,020
70 - 154,550 - 254,650
71 - 156,750 - 258,280
72 - 158,950 - 261,910
73 - 161,150 - 265,540
74 - 163,350 - 269,170
75 - 165,550 - 272,800
76 - 167,750 - 276,430
77 - 169,950 - 280,060
78 - 172,150 - 283,690
79 - 174,350 - 287,320
80 - 176,550 - 290,950
81 - 178,750 - 294,580
82 - 180,950 - 298,210
83 - 183,150 - 301,840
84 - 185,350 - 305,470
85 - 187,550 - 309,100
86 - 189,750 - 312,730
87 - 191,950 - 316,360
88 - 194,150 - 319,990
89 - 196,350 - 323,620
90 - 198,550 - 327,250
91 - 200,750 - 330,880
92 - 202,950 - 334,510
93 - 205,150 - 338,140
94 - 207,350 - 341,770
95 - 209,550 - 345,400
96 - 211,750 - 349,030
97 - 213,950 - 352,660
98 - 216,150 - 356,290
99 - 218,350 - 359,920
100 - 220,550 - 363,550
101 - 222,750 - 367,180
102 - 224,950 - 370,810
103 - 227,150 - 374,440
104 - 229,350 - 378,070
105 - 231,550 - 381,700
106 - 233,750 - 385,330
107 - 235,950 - 388,960
108 - 238,150 - 392,590
109 - 240,350 - 396,220
110 - 242,550 - 399,850
111 - 244,750 - 403,480
112 - 246,950 - 407,110
113 - 249,150 - 410,740
114 - 251,350 - 414,370
115 - 253,550 - 418,000
116 - 255,750 - 421,630
117 - 257,950 - 425,260
118 - 260,150 - 428,890
119 - 262,350 - 432,520
120 - 264,550 - 436,150
121 - 266,750 - 439,780
122 - 268,950 - 443,410
123 - 271,150 - 447,040
124 - 273,350 - 450,670
125 - 275,550 - 454,300
126 - 277,750 - 457,930
127 - 279,950 - 461,560
128 - 282,150 - 465,190
129 - 284,350 - 468,820
130 - 286,550 - 472,450
131 - 288,750 - 476,080
132 - 290,950 - 479,710
133 - 293,150 - 483,340
134 - 295,350 - 486,970
135 - 297,550 - 490,600
136 - 299,750 - None
AQ  Post #: 24
9/6/2011 20:01:40   
ArchMagus Orodalf
Member

@Razen in the post above: Monster stats have, historically, never been given to players (you'll notice that not much specificity is given in Monster Pedia entries).

However...

The average Experience monsters give is (3*1.055^PL +24 + 3*1.055^(PL^1.085)) (rounded) and the average Gold is that value divided by three. Note that this is for normal monsters. Bosses, for example, multiply this by 2.
AQ DF MQ AQW Epic  Post #: 25
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