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The School of Blocking

 
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12/6/2021 13:43:32   
Sapphire
Member

https://www.dropbox.com/scl/fi/ohqau8q6eesegjw0i15ox/AdventureQuest-BTH-Formulas.xlsx?dl=0&rlkey=b6dcsg2npx3gqh1wt0ciaznpt

Yellow boxes (except the bright yellow at the top) Are manual inputs. Blue boxes are values calculated based on the input yellow.

Hi, So I built a quick and dirty spreadsheet to try and figure out some things about blocking. I have experimented at great length with a variety of ideas, and have figured out that blocking leaning armors, shields, and builds are not actually always necessary to play a blocking style, as there are numerous ways to stack a variety of effects.

First off, I wanted to reference the following from the master formulae thread:

BTH Formula
Melee: STR*3/40 + DEX*3/40 + LUK/40
Ranged: DEX*3/20 + LUK/40
Magic: INT*3/40 + DEX*3/40 + LUK/40
Pets & Guests: CHA*3/40 + DEX*3/40 + LUK/40

Blocking Ability
DEX/8 + LUK/40

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).



I built my spreadsheet using these exact values. The thing that I have wondered about, are two things:

First, does monster BTH have any hidden modifiers outside of the normal LEAN system? If they DO, the rest of this post is null and void.

Second, how much blocking enhancers would one need to become "unhittable" outside of auto-hit?

There are some other potential things I may have overlooked, and there IS a variable in that, Level 150 Monsters can have 275 Mainstat. Also, I do NOT know what constitutes as "standard blocking" or "assumed blocking" when it comes to armor and shield.

In testing with the spreadsheet, I have come up with 59 combined. This results in a pure build 250/mainstat/dex/luk monster to hit at a 85.25% rate. And we all know 85% is the assumed standard.

So these values will assume the following:
1. Monster is pure build with 250/250/250 stat spread. BTW, 275 mainstat adds about 2% over 250.
2. Monster has a standard accuracy lean. So no + or -.
3. There are no hidden mods to monster BTH, and I will assume that standard bth is the same as player standard bth of Armor + Weapon.
4. Level 150 Monster and Player
5. This means 19 bth for weapon and armor, so 38 standard bth for the monster's "attack value"
6. 59 Player MRM

How much blocking enhancements is needed to lower hit rate to 0 or below?


Pure Build (250 mainstat/dex/luk)
~ Will be hit 85.25% of the time starting out
~ You will need 86 total MRM increase, blind, bth loss stacked to get to becoming un-hittable.
~If monster has 275 mainstat, this increases to 88.

No Luck, but with DEX Build (250 mainstat/dex, 0 luck)
~ Will be hit 93% of the time starting out
~You will need 92 total MRM increase, blind, bth loss stacked to get to becoming un-hittable
~ If monster has 275 mainstat, this increases to 94.

No Dex, but has luck build (250 mainstat/luck, 0 Dex)
~Will be hit 100% of the time starting out
~Will need 117 total MRM increase, blind, bth loss stacked to get to becoming un-hittable
~If monster has 275 mainstat, this increases to 119.


If the Monster has a +10 BTH lean, a Pure build would need 96 MRM buff to become un-hittable, or 98 if the monster has 275 mainstat.

So to make things easier, if you can garner 100 total help from MRM/Blocking buffs, blind, berserk, entangle, etc...probably nearly every monster in the game w/o an auto-hit attack will not hit you. Even the 250 dex, 0 luck build at 275 mainstat/+10 bth lean on the monster gives you only a 0.03% chance of being hit. So this same 100 total BUFF target likely holds true.


So in conclusion, if you have 250 dex, if you take 59 and then add whatever additional MRM from your armor and shield (For example, Necromancer armor wielding Titan's Fall is 67 Magic, so you're already +8) and add up all of your blocking buff spells, blinds, bth loss from things like entangle, the cold, berserk, etc or OTHER effects that essentially do the same, your target number is 100.

100 should be worst case scenario, since this number is versus a Pure Build Monster.

If someone thinks I am off with something, let me know and I'll adjust.


But so far, every monster I have encountered I can key in it's stats, assume no bth lean since this is always unknown, and cast a few things, give myself a buff or two, and key these into my spreadsheet and it spits out a number and tells me if I can be hit. And then test.

Against a Lvl 145 Shada Naga Baba Yaga, with 265 Int, 240 Dex, 220 Luck... I get celerity, cast Mandate twice, got me 57 blind, roots of daw got me 194 entangle for 14.55 bth loss, and dual bun barrets for another 19.69 and have 69 Magic MRM to start. The sheet says I cant be hit. So far, havnt been hit try after try after try. I think it should be very accurate, but let me know.




< Message edited by SapphireCatalyst2021 -- 12/8/2021 16:51:59 >
Post #: 1
12/22/2021 13:44:48   
Mr. Roguish
Banned


Finally, someone has completed that anti-life equation! *Laughs in Darkseid*

More seriously though, I don't know if the math is perfect like you mentioned, I have experienced that same when I used to use the "Absolute Darkness" [spell]; when I got to 85.5 -BtH blind on enemy, I was essentially unhittable unless autohit.

Assuming this is right, this is good to know because I have long wondered if my past strategies (and kinda current) have been doing too much and taking too much time and using too many resources to get way more overall MRM (-BtH = +MRM) than was/is necessary. With my playstyle and personally, I don't think ever being 100% unhittable is necessary unless attempting to dodge a nuke or powerful status infliction (which doesn't even always prevent the infliction); even less so against non boss enemies. This helps know roughly how much to be aiming for, very useful!
Post #: 2
12/22/2021 14:43:09   
J9408
Member

quote:

More seriously though, I don't know if the math is perfect like you mentioned, I have experienced that same when I used to use the "Absolute Darkness" [spell]; when I got to 85.5 -BtH blind on enemy, I was essentially unhittable unless autohit.


I sometimes use that strategy, it was how I took down DUM and that new bun bit void boss.

Now that I think about, Blind is a very powerful status.

< Message edited by J9408 -- 12/22/2021 14:48:06 >
Post #: 3
12/23/2021 0:52:56   
Biokirkby
Member

It's a great defensive status that's gotten easier to use recently, and been given more offensive potential after that. I love it, I think it really fleshes out a gameplay feature that allows to be roguish typish or illusionists, or whatnot. As things go on, it might need a cap or some kind... y'know, something that's not an all-around nerf.

My favoured technique, with a 250 STR/DEX/LUK Warrior/Rogue type is to use a Chaosborn armour, Tiamoth shield, and the Brightslayer derk, since all of those let me attack when I'm blocking (Hopefully brightslayer derk will get elemental clones someday, since it's rare now.) It' very satisfying.

The Shadowfall Raiment also works very well with last Frostaval's Master's Blade, it can make me extremely dodgy without needing spells, and builds up over time. Problem is when you get hit hard, the Master's Blade inflicts much less blind, which makes being unhittable more important.

So it tends to be best to stack the Imanok Edoc with some guests that help dodge, if you don't have the time to do Absolute Darkness
DF AQW  Post #: 4
12/23/2021 1:11:09   
Sapphire
Member

^ This is why I personally use Mandate after PCO. While you build to become unhittable, the choke it also inflicts does wonders if you DO get hit. I know some people like to self buff rather than inflict on monsters to get there, and that's understandable, but I am finding the emancipator's radiance shield, plus wind drake, plus necromancer's 7.5 status potency combines to the monster rarely winning the save. Even boss monsters you're going to be ahead of the curve nowadays.

As a mage variant, MP regen is cake in today's game so casting 3 mandate spells and regenning MP while you block (dodgelash) is simple.

I really wish they'd fix the ele vuln bugs on shadow riament and the ele empowerment on chaosborn....
Post #: 5
12/23/2021 7:15:08   
Biokirkby
Member

Are they bugged? Using the Shadow Raiment, I can get to ele vuln of 150-200%, which is pretty good. The Chaosborn weapon's ele empower is certainly much weaker
DF AQW  Post #: 6
12/23/2021 11:43:01   
Lv 1000
Member


quote:

Are they bugged? Using the Shadow Raiment, I can get to ele vuln of 150-200%, which is pretty good. The Chaosborn weapon's ele empower is certainly much weaker

The Elemental Empowerment from the Chaosborn weapons should have been fixed a few days ago (like at least a week). If y'all aren't seeing any difference then it may not have been rolled live (which would be weird).

Also as a reminder that value of Elemental Vulnerability is always [StatusPanelValue] - 100. So an EleVuln that shows as 150% is actually +50% damage.




< Message edited by Lv 1000 -- 12/23/2021 11:51:26 >
Post #: 7
12/23/2021 15:46:55   
Sapphire
Member

Hollowborn looks fixed.

Shadow Raiment I dont think is. Ele Vuln is multiplicative, not additive.

The ele vuln inflicted by shadow Raiment doesnt modify damage, even if you switch armors. Still broken. Same damage w/o the effect as X208% right now.
Post #: 8
12/24/2021 16:47:58   
Lv 1000
Member


quote:

Shadow Raiment I dont think is. Ele Vuln is multiplicative, not additive.

The ele vuln inflicted by shadow Raiment doesnt modify damage, even if you switch armors. Still broken. Same damage w/o the effect as X208% right now.


After some digging and testing, I can definitely conclude that the EleVuln from Shadow Raiment is definitely working as intended. This was tested while staying in the Shadow Raiment armor and also stacking EleVuln and swapping to another armor.
When doing in-game tests for damage values keep in mind that weapons sometimes have very random BR leans. Additionally, while testing in the Shadow Raiment armor, noticing the increased damage may be difficult as the armor's attacks take a -33.33% damage penalty to pay for the EleVuln.
Post #: 9
12/24/2021 19:24:22   
Sapphire
Member

Alright, I'll look at it a bit again. Thanks

Edit-> Tested against lower resist (25%), and yeah I think it's working.

< Message edited by SapphireCatalyst2021 -- 12/24/2021 19:35:18 >
Post #: 10
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