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2/1/2023 8:24:27   
battlesiege15
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Melee 20% Special = ?% Spell damage

1 HP = 3/2 MP = 4/3 SP?
AQ AQW  Post #: 1
2/1/2023 12:49:52   
Legendary Ash
Member

100% melee is a Damage percentage unit based on a Melee Weapon, Base+Random values are the base damage component for equipment that equates to 50%, Stat/Expected Stat scales as level increases, 200 Stat contributes for Mainstat Str/Dex/Int/Cha 38.5% and for Luk 11.5%, both Base+Random and Stat damage from Mainstat+Luk are multiplied by an Armor's BRS% multiplier.

Weapon specials have their own BRS% multipliers, includes base damage and an additional component of an assumed Expected Mainstat for the Weapon's level, Lucky Strike% multiplies with the character's current Luk similar to Armor attacks.
Performance of weapon specials vary depending on character's Mainstat/Expected Mainstat multiplied by Armor modifiers, the character's Mainstat being below/above the Expected values assumed for a specific level, results in a Weapon Special being relatively stronger/weaker despite a shared melee% value between Special proc rate and Armor's attack modifier to BRS%.
Weapon special's power determined by proc rate: 100%+ 10%/(proc rate in decimal), for example a 20% proc's calculation, 100%+10%/.2 -> 100%+50% = 150% melee.

Weapons and their specials take appropriate damage distribution modifiers determined by Melee/Ranged/Magic attack types.
Game Engine 45.77 Ranged damage now starts at x0.75 damage and increases by x0.06 per turn, to a max of x1.29 damage. This applies to weapon attack and spells. Skills+spells get "half" the modifier, starting at x0.875 and gaining x0.03 per turn, to a max of x1.145
Magic receives *.75 for Weapon attacks, applies to both Int and Cha Mainstat Weapons.

For an X% melee equivalent Damage Boost applied to normal attacks, it receives *4/3 for Magic weapons and /2 for Skill/Spell, Spell only Damage Boosts have already applied a /2 to the X% melee they are equivalent to.
Conversion of a character's damage among HP/MP/SP resource types: 1 HP to 3/2 MP = *1.5, 3/2 MP to 3/4 SP = *1.125.

X% melee equivalent HPcost: Old standard 5% of Max HP at 0 End equates to 100% melee damage.
Modern standard Revamped -mancer Bloodblades and Bloodzerker Blades, HP cost on these has been adjusted to no longer be based on a % of a 0 END player's max HP, and instead they're now the equivalent MPCost/1.5. We felt that HP costs were a bit low for the benefit that they were giving, so our initial method for HP cost is being ditched and being replaced with this new one.

The character's HP/MP/SP according to level progression, on Graphing Calculator Desmos, copy paste the HP, MP, SP formulas below that are in the format of the calculator site's programming, it will be automatically reformatted to be identical to =AQ, Dev, Balance= Game Engine 44's MP formula and Master List of Game Formulae's HP/SP formula, where X is the character's level, users may replace it with a specific level's value.
\frac{23.8}{1.4}\left(\left(5.25+.5625\cdot x+.00375\cdot x^{2}\right)+\frac{0}{16}\left(1+.066\cdot x\right)\right)
4.1\left(33+\left(5.1+2.3375\cdot x+.01125\cdot x^{2}\right)\right)
2.25\left(38.1+2.3375\cdot x+.01125\cdot x^{2}\right)

< Message edited by Legendary Ash -- 2/1/2023 12:52:11 >
AQ  Post #: 2
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