Tolkienfanatic
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DragonFable Game Formulae Introduction Spikerslayer wrote the original guide for this, but (after some delay) I've got the new and updated version out. Some of the formulas are ones that I have derived myself, so if you see any errors, let me know as soon as you can and we will fix them. If you have any new formulas or a request for a new formula, please feel free to share! Table of Contents {1} Formula Bank/Navigating The Guide {2} Basic Formulae {3} Calculating your Damage (Damage Modifiers) {4} Experience {5} Stats {6} Defensive Modifiers (Melee, Range, Magic, etc) {7} Drop Rates {8} Ending Notes {1} Formula Bank/Navigating The Guide For those of you who just want the formulas without the explanations, I will provide a bank containing all of the current formula (with a LOT of abbreviations). If you choose to read through the entire guide, look for the green, bolded text, those are the formulas. Formula Bank Avg Dmg= (Min+Max)/2 Rndm Dmg= (Max-Min) Dmg Bonus From Dmg Mod. Stats= Stat/2=Total Damage Bonus Max Dmg Boost W/ Dmg. Mod Stats= (.20*Max)+Min to (.20*Max)+Max Avg Dmg (Crit Included)= (Avg Dmg)+(.01*Crit*Avg Dmg) Damage W/ Elemental Mod.s= (1 - .01*(Elemental Modifier))*Min to (1 - .01*(Elemental Modifier))*Max EXP To Next Level= (Your Level)*(Your Level)*(100)-(Current Experience) Total Stats Possible At Any Given Level= 3*(Your Level-1) Total HP Possible At Any Given Level (Before Balancing Day)= 90+ 20*(Your Level)+5*(Your END) Total HP Possible At Any Given Level (Post Balancing Day)= 80 + 20 * (Your Level) + 5 * (Your END) Balancing Day was July 25-26, 2006 Total MP Possible At Any Given Level= 100+(5*Your Level-5)+10*(Your INT) * Drop Rate= 1/Total Number of Items Available {2} Basic Formulae We don't want you lost in this guide, so here are some commonly used formulae: A) Average Damage (Min+Max)/2 B) Random Damage (Max-Min) {3} Calculating your Damage (Damage Modifiers) In this section we will be examining how damage modifiers affect your damage. These modifiers include stats, critical, bonus, boost, and elemental modifiers. Stats The three stats that will affect your character's damage are INT (Intelligence), DEX (Dexterity), and STR (Strength). STR applies to melee damage, DEX affects ranged damage, an INT boosts magic damage. Now, for every 2 points of these stats that you have, the damage type that it modifies will recieve a +1 damage bonus. The actual formula is: Stat/2=Total Damage Bonus This stat could be INT, DEX, or STR. However, there is a limit to how much bonus you can recieve, a 20% limit to be exact. 20% of the maximum damage of the weapon that you're using can be added on to your current damage via a Damage Modifying Stat (INT, DEX, or STR). Let's take a look at the Shadow Reaper of Doom by itself. A) Shadow Reaper of Doom Minimum: 38 Maximum: 70 Average: 54 B) Now, let's determine your maximum STR bonus possible. 1. 20% can be simplified into .20 (move the decimal two spaces to the left). 2. Multiply 70 by .20 to get 14 3. 14 is your maximum STR bonus 4. Thus, you would need 28 STR to get the maximum STR bonus (remember, every 2, not 1, points of a damage modifying stat will give you +1 damage) 5. If you train above a STR of 28, you simply won't receive any more damage bonus than you normally would 6. This bonus is applied to both max and min damage 7. Thus, the formula for determining your maximum damage capacity with damage modifying stats would be: (.20*Max)+Min to (.20*Max)+Max C) So, the damage of the Shadow Reaper of Doom with maximum STR bonus is... Minimum: 52 Maximum: 84 Average: 68 Critical Every point of critical is a 1% chance to score a critical hit. Critical hits double your damage. Example: You have a weapon that does 5-10, on a critical hit you'll do 10-20. Now, every character starts out with 5 critical, meaning that everyone will have at least a 5% chance to score a critical hit. Think of that as in every 100 turns you'll do 5 critical hits. However, you may be saying "Hey! I've gone without a critical hit for much longer than that!". That is because the chance to score a hit is not absolute, it's only a chance. As you raise your critical, you're more likely to perform a critical hit, but nothing is certain. Critical can be assimilated into average damage if need be, which can be very useful when comparing weapons. Use this formula to determine your average damage with critical: (Avg Dmg)+.01*Crit*Avg Dmg A) Let's look at an example. The Runed Broadsword Minimum: 36 Maximum: 50 Average: 43 B) However, the RB has a +3 boost to crit, so let's apply our formula here. (43)+.01*8*43= 46 C) Now, you may have a few questions, so I'll explain myself here. - Why did you use 8 instead of 3 as your crit number? You always have a +5 to your crit. 3+5=8, and thus your total boost to crit would be 8. - The answer is 46.44, why did you only put 44? If you're answer ends in a decimal point follow these rules: If the your decimal is .50 or greater, round up to the next digit in the one's place. If it is below .50, remove the decimal and keep the whole number as it is. Bonus and Boost Bonus: The bth (Bonus to Hit) of DragonFable. For every 1 point of bonus you have, you'll gain a 1% higher chance to hit your enemy. Boost: Each point of Boost will give you 1% extra damage. If you were to do 500 damage in a single hit, then you would gain 5 extra point of damage with a 1% increase of boost. The Elemental Modifiers These are a bit tricky, as the numbers vary depending on whether the enemy is resistant to an element or weak to it. In DragonFable, if an elemental modifier has a "-" in front of it, then that shows a weakness (meaning more damage). If an elemental modifier shows just a number, then that shows a resistnace (meaning less damage). Here is a brief table showing how your damage will be affected by these modifiers (compliments of Xevious): 200: -1*Damage 100: 0 50: 0.5*Damage 0: 1*Damage -50: 1.5*Damage -70: 1.7*Damage -100: 2* Damage -200: 3* Damage Now, you may encounter some other resistances, and thus I will explain things further. 0 is your starting mark, and it is from there that we will begin. Now, let's go up a bit, into the positives. Think of these numbers as exaxct percents, and each percent shows you how much damage will be resisted. 50% means 50% of your damage will be blocked. 100% means that you won't deal damage. Now, anything above 100% means that you'll be healing the enemy. Let's say you do 150% percent. The enemy would gain 50% to its HP of your attack. Now, let's go back to zero, and from there we will go down. The way things run down here in the negatives are a bit different. Think of these numbers as percents that will be added to an already existent 100% of damage (meaning that you're doing regular damage unaffected by elemental modifiers). Thus, a 50% resistance would mean that you'll actually be dealing 150% damage. Here is the actual equation: (1 - .01*(Elemental Modifier))*Min to (1 - .01*(Elemental Modifier))*Max *NOTE*: Any negative results are to be treated as the amount of health that will be restored to whom is being attacked. Confused? I'll explain it again, but in a somewhat differing fashion (and with examples). When a monster is resistant to an element, it will have a positive elemental resistance. What ever the number is, is how much of your damage will be resisted. Example: You're fighting a monster with a 50 resistance to Light, and you're using a Light weapon. You attack for 4-16 damage. However, the monster will resist 50% of your attack. Let's use our equation (shown above). (1 - .01*(50))*4 to (1 - .01*(50))*16= (.5)*4 to (.5)*16= 2 to 8 Thus, you'll only be doing 2 to 8 damage. Now, you're facing an enemy who has a weakness. When dealing with a weakness, take the number (disregarding the "-" in front of it) and add that to 100. That's how much damage you'll do (in percent form). We have two examples here. 1. You're facing a monster with -50 to Darkness. Thus, you add the 50 to 100, and so you'll be doing 150% of your normal damage. 2. Let's use our lovely equation. (1 - .01*(-50))*4 to (1 - .01*(-50))*16= (1.5)*4 to (1.5)*16= 6 to 24 You'll do 6 to 24 damage. {4} Experience To calculate how much experience you will need to level up, use this equation (Credit goes to pi): (Your Level)*(Your Level)*(100)-(Current Experience) Example: You are a level 5, and you have 100 experience. You want to know how many more EXP points you need to level up. (5*5*100)-(100)=(2500)-(100)= 2400 more points You can use this formula to predict how much experience you'll need in the future. Example: How much EXP will I need to get from level 20 to level 21 (once I get there)? (20*20*100)-(0)= 40,000 points to get from 20 to 21 {5} Stats You will start out (at level 1) with no stat points. As you level up, you will gain 3 stat points per level. You can invest these points in stats in the Falconreach Defender Shop...for a price, of course. To find the amount of stat points available to you at any given level, use this formula: 3*(Your Level-1) The next to formulas were derived by pi (the forumite, not the treat, not the number, lol). Total HP possible (without stat-boosting items) at any level: 100 + (20*Your Level-10) Total MP possible (without stat-boosting items) at any level: 100+(5*Your Level-5) {6} Defensive Modifiers The current defensive modifiers are melee, range, magic, parry, dodge, and block. Now, these modifiers can be split into two groups, Primary Defensive Modifiers (Melee, Range, and Magic) and Secondary Defensive Modifiers (Parry, Dodge, and Block). Primary Defensive Modifiers Whatever number is shown is the percentage that you'll have of dodging an attack of that type. For example: You have 10 Melee, and an enemy attacks with Melee. You have a 10% chance of dodging the attack. All characters have 5 Range, 5 Magic, and 5 Melee (at least). Secondary Defensive Modifiers If an enemy attacks and your above stats don't cover you, then these guys come in as backup. They work in the same way as the Primary Def. Mod.s, meaning that 3 Parry would be a 3% chance to Parry an attack. It is assumed that the order in which these backups operate is the order in which we see them on the screen (Parry, Dodge, then Block). *NOTE*: These modifiers can not be grouped together. They work out separately. {7} Drop Rates Allow me to start this section by saying: Rarity has no effect on drop rates whatsoever. It is a number chosen by the staff that, as far as we know, has no effect on anything. Now then, this next formula is courtesy of westward_ho!'s On Rarity, Rares, Item Drops, and Sellback Values - A FAQ guide. To find the drop rate of an item, use: 1/Total Number of Items Available or check Drop Rates by Quest By "Total Number of Items Available" I mean the total number of quest drops. Example: You want a weapon found in a quest with 9 other items. There are 10 items total (including the weapon that you want), so your drop rate would be 1/10, or 10%. *NOTE*: There are a few exceptions to this rule. Some items have what is known as a "fixed" drop rate, meaning their drop rate has been fixed by the staff and is no longer dependent on the above equation. A few of these items include the Royal Penguin Shrink Ray (.27% drop rate) and the Battle Core (2% drop rate). Please remember that nothing else affects these drop rates, not LUK, not rarity, not logging when the clock strikes midnight. {8} Ending Notes Regarding Formula Submissions: Before a formula is submitted, please check it numerous times. Even if it is not your formula, it would be appreciated if you backchecked it to verify or disprove it. I will be checking these formulas as well, and I will not submit a formula that I feel is erroneus. If you strongly disagree with me and you feel that you can prove me wrong, please do so; I'll listen closely as will the rest of those interested in helping out. Backchecking The Guide: If you see a formula that is in the guide that you feel is incorrect, please call me on it. The formulas added are not set in stone, though they have been checked, rechecked, and verified. Thus, they usually will not be incorrect, but there is always a chance. Simply saying "That's wrong, change it" will not do anything. You must prove to me that I am incorrect by using math, NOT by using somebody else's spreadsheet. I can not explain your math for you, so if you wish to proffer a new formula or correct a new one, please be sure that you know what you are talking about and that you have the math to back up your idea(s). Possible Guide Features: Now, this is a small section for myself and anyone else who wants to think of new features for the guide. These features can range from a FAQ to an entirely new formula section. All ideas are welcome, and just because you think of an idea does not mean that you have to do it. Please do not simply post your idea as a two word blurb, describe and expand upon it. These ideas are not arranged in any particular order, feel free to comment on them! - Info. Submisson: Recognize the name? Good, then you have an idea of what this will be like. New formulas may be added to an "Info. Submission" section for backchecking and finalization before being added directly to the guide. Old Thankees: Kodi for chatting with Spikerslayer about the Defensive Mod.s section, and Xevious for the Table of Elemental Mod.s, pi for both the experience and HP/MP formulas. Spikerslayer for the old guide and permission for the new one, Alac. for the renewed permission, westward_ho! for moving the guide, and bladeoflight16 for formula corrections/simplifications and ideas. New Thankees: senomi15 for recreating Spikerslayer's work, and Alac. & Mr. Irish for choosing to give this new thread to me, bladeoflight16 for more corrections, and yet more corrections.
< Message edited by Tolkienfanatic -- 8/20/2007 1:34:08 >
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