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RE: Master List of Game Formulae

 
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4/27/2014 2:34:48   
KlawdStrife
Helpful!


Not sure if it's worth noting but according to IMR there is some minor problems with the item base/rand formula when wild is equal to 0.

For example a PLvl 153 pet with a full base lean will result in a 72 base and -1 rand. IMR said rand can't be -1 so to solve this they adjust them manual by subtracting 1 from base and adding 1 to rand which results in 71 base and 1 rand.
Post #: 76
6/15/2014 19:56:39   
Mr G W
Member

The multipliers for MP/SP damage are not listed.

Aren't they *1.5 and *1.125 respectively? not sure
AQ DF  Post #: 77
7/20/2014 23:19:32   
Kaelin
 Strange World


Okay, I think I've added everyone's recommendations. I've also included equipment replacement standards.

Given that the Sweep standards section has grown quite large (it's about a third of the guide's length), I'll probably have to break it up into smaller sections eventually. It won't happen right away, but it'll be on my "to do" list.

My availability is going to fall off a bit now, but I'll try to update the guide as I can.
AQ  Post #: 78
8/8/2014 2:46:50   
Syth
Member

quote:

Other bits

"Heal Wounds" spells have +20 added to their PLvl and MPLvl and receive a *1.3 multiplier instead of the *0.9 *0.85 that the sweep standards call for. These spells were given stats based off an old standard, but their influence on the game makes them worth mentioning.


Should no longer be needed.
AQ  Post #: 79
8/21/2014 3:44:01   
ruleandrew
Member
 

New formulae to add to this game

Randomly selects an element at the beginning of battle, and sticks with that element for the rest of battle: 1.1 damage boast.
AQ  Post #: 80
10/15/2014 18:39:37   
Kaelin
 Strange World


Both things are added. Thank you.
AQ  Post #: 81
11/20/2014 10:53:31   
KlawdStrife
Helpful!


For the new SP formulas:
quote:

<IMR|NotHere> Guardians use the Guardian MPLvl, which is Level+2 for high-level players.
Post #: 82
11/21/2014 4:29:27   
The Green Guy
Member

So where's the old formulae in order for us to compare the new to the old...?
Post #: 83
11/29/2014 12:01:38   
UKTone
Member

Level 150 X-Guardian Gold Cap Ranges


70,730,224-70,735,704 gold (about 98.616%-98.62403% of the formula's cap)
^(may be tainted since I have a few weeks of hidden power of gold activated, but this is the cap range when the first )

If the hidden power of gold does affect when the gold cap text appears, the range is:

quote:


ORIGINAL: UKTone

98.486295558659985888964296715004%-98.739185206200311678658332853243%

or between 70,636,920-70,818,299 gold


Cap range while having the hidden power of gold activated is:

73,812,504-74,325,304 (about 102.29%-103.63% of the formula's cap)

Note: I will edit this post as I find closer to exact numbers. Feel free to help with this.

Hopefully these can help determine lower level and/or Non-Xguardian caps, or at least when they are nearing them more accurately. Think I was capping around 96%-97% on some of the lower levels though.

< Message edited by UKTone -- 11/29/2014 12:22:45 >
AQ  Post #: 84
12/9/2014 19:54:36   
The Green Guy
Member

I tried figuring out how much effect END has (150 vs 200) using the new formula...so I got confused, but ended up solving my own problem. For the sake of publicly giving the new info on the effect END now has on HP at max level, I'm gonna post it out here.

I came up with the number 55007.75, which, clearly, signifies I missed a mark somewhere. So I went back, more slowly:

[23.8 * ((5.25 + 0.5625 * Level + 0.00375 * Level^2) + (1 + 0.066 * Level) * END/16)]

Assuming max level:

[23.8 * ((5.25 + 0.5625 * 150 + 0.00375 * 150^2) + ( 1 + 0.066 * 150) * END/16)]

Simplying bit by bit according to the order of operations listed here:
[23.8 * ((5.25 + 84.375 + 84.375) + (1 + 9.9) * END/16)]
[23.8 * ((174) + (10.9) * (END/16))]

So using that underlined bit, I can now plug in the varying END/16 numbers:

200/16 = 12.5
(this is where I goofed and added before multiplying: [23.8 * (184.9 * 12.5 = 2311.25)] = 55007.25)
The CORRECT answer is this:
[23.8 * (174 + (10.9 * 12.5 = 136.25))] = 7383.95

150/16 = 9.375
[23.8 * (174 + (10.9 * 9.375 = 102.1875))] = 6573.2625

100/16 = 6.25
[23.8 * (174 + (10.9 * 6.25 = 68.125))] = 5762.575

50/16 = 3.125
[23.8 * (174 + (10.9 * 3.125 = 34.0625))] = 4951.8875

0/16 = 0 (yes I'm going there)
[23.8 * (174 + (10.9 * 0 = 0))] = 4141.2



TL/DR:


Max Level Hitpoints with varying levels of END from 0-200, with 50 points each jump:

0 END: 4141 HP
50 END: 4952 HP
100 END: 5763 HP
150 END: 6573 HP
200 END: 7384 HP

So roughly 811 HP per 50 points of endurance invested.

Whew, that's enough math for the month for me.

< Message edited by The Green Guy -- 12/9/2014 19:55:08 >
Post #: 85
1/3/2015 4:22:18   
DarkDevil
Member

I think you have forgotten to change the Special Lucky Strike formulae.
http://forums2.battleon.com/f/fb.asp?m=21877647
Also it appears both SBR and SLS are rounded after the *(1+10/Proc)
in other words it's inside the rounding brackets.


< Message edited by DarkDevil -- 1/5/2015 8:36:34 >
AQ Epic  Post #: 86
1/5/2015 8:28:43   
KlawdStrife
Helpful!


quote:

SBR and SLS are unrounded now.

~IMR
Post #: 87
4/17/2015 21:01:42   
Ward_Point

Honour, Hope, Love
AQ Pedia


Kaelin is now busy with life and has decided go give up ownership of this Guide. Please PM me if you're interested in updating it.
AQ  Post #: 88
3/20/2016 19:43:45   
  James Lu




The HP and MP potion, and player HP formulae were updated thanks to info from afterlifex.

We are still in need of a new guide owner. PM if interested.
AQ DF MQ AQW Epic  Post #: 89
3/20/2016 19:47:41   
  James Lu




Stat table thanks to cVantez.
AQ DF MQ AQW Epic  Post #: 90
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