Bu Kek Siansu -> =ED= Formulas and Calculations (12/20/2010 2:02:44)
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Formulae and other Calculations Stat Progression (by AVA) Robot Damage (by Dax) Agility 01. How does the Rage Meter fill up? An attacker's Rage Meter increases by the amount of damage reduced as a result of the defender's defense or resistance. A defender's Rage Meter increases by 33% of the total damage received. quote:
Gamma Evolution 1.1.1b had the following changes to critical attacks: BASE crit % reduced from 4% to 2% chance Crit Max % reduced from 15% to 13% Each increased Crit % requires 1 additional point of Support (increased to 7 up from 6) Here are a few examples: Example 1 (DEFENDER): A player is attacked for 21 damage. The defender's Rage Meter will increase by 7 points. Example 2 (ATTACKER): A player attacks using a physical club for 40 base damage. The defender's Physical Defense reduces this damage by 23 points down to 17 damage. The attacking player's Rage Meter will increase by 23 points. Example 3 (ATTACKER): A player attacks using Plasma Bolt for 34 base damage. The defender's Resistance reduces this damage by 14 points down to 20 damage. The attacking player's Rage Meter will increase by 14 points. Example 4 (ATTACKER): Player A casts Technician on himself. Player B proceeds to attack Player A using an energy weapon for 28 base damage. The defender's Resistance reduces this damage completely to the minimum damage. The attacking player's Rage Meter will increase by 28 points. Example 5 (ATTACKER): Player A casts Malfunction on Player B. Player B's resistance is reduced to 2-3. With Malfunction still active, Player A proceeds to attack Player B using an energy weapon for 28 base damage. Player B's debuffed Resistance reduces this damage by only 3 points down to 24 damage. The attacking player's Rage Meter will increase by only 3 points. Notice that the Rage Meter will fill more rapidly against an enemy that is heavily defended or well-buffed. Additionally, notice that the Rage Meter will only fill when a player is attacking or taking damage ... actions like Healing, using packs, or casting a buff will have no effect on the Rage Meter. 02. How many points are required to fill the Rage Meter? The amount required to fill the Rage Meter starts at 40 points and increases by 3 points per level. So for example, a level 5 character's Rage Meter would require 55 points (40 base + (3 points x 5 levels)). 03. How much more damage will a Rage attack inflict? Rage attacks are designed to ignore 50% of defense (and yes ... it can stack with reductions from Critical Strikes and skills like Cheap Shot). Because the Rage Meter was introduced as counter for tanking, the damage increase will naturally be most noticeable against players with highly-defensive builds. 04. How is Rage calculated? If both players have the same Support values, their Rage meters will increase at the same rate. Your rate is scaled upward or downward by 1% per 3 points of Support advantage or disadvantage you have compared to the enemy. (Additionally, remember that the original Rage rules still apply ... Rage increases faster when attacking heavily defended enemies, and your Rage increases slightly when taking damage as well). The above increase maxes out at 15% in either direction - it can scale up to 115% of the normal Rage rate, and can be reduced to a minimum of 85% of the normal Rage rate. This means that having a Support advantage of more than 45 points (15% x 3) will have no further improvement on your Rage rate. 05. What happens when attacks are blocked? If an attacker is blocked, the attacker's Rage Meter will still fill up by the amount that the defender's defense or resistance would have reduced the damage had the attack connected. The defender's Rage Meter will not increase. Here's an example: A Mercenary attacks an enemy with Berzerker for 44 base damage. The defender's defense reduces the damage by 24 points down to 20 damage. Regardless of whether the Berzerker attack successfully connects, the Mercenary will still see 24 points added to his Rage Meter. The defender will see no increase if the attack is blocked. 06. How is Deflection calculated? Players begin with a 10% chance to deflect all sidearm attacks. Your Support advantage or disadvantage when compared to your enemy will affect this base chance. For every 3 points of Support more you have compared to your enemy, you increase your chance to deflect their attack by 1%. Naturally, if you are the attacker, for every 3 points of Support you have compared to your enemy, you reduce their chance to deflect your attack by 1%. The chance for Deflection can not drop below 2% and the maximum chance for Deflection is limited to 25%. This implies that investing in Support beyond a certain point will have no further improvement on your Deflection odds. 07. How are critical attacks calculated? I want to first provide some details on how your chance to deal a Critical Strike is calculated. To approximate your odds, take the difference between your Support and the target enemy's Support. Divide that difference by 7 and add the number you get to the base chance of 2%. Let's use the numbers you provided as an example: Your Support - 54 Enemy Support - 20 The difference in Support here is 34 points. Now, divide 34 by 7 and you get 5 (after rounding). So your chance to inflict a critical strike now becomes 7% (2%base odds + 5% Support bonus). Also be aware that while Support improves your chance to inflict a Critical Strike, it also reduces your Enemy's chance to inflict a Critical Strike on you! In the same example, your opponent's odds to inflict a Critical Strike are very low (the minimum chance of 1% actually). This chance is calculated by taking the base chance of 2% and subtracting your Support bonus (which in this case is 5%). Since 2% - 5% = -3%, the minimum chance of 1% is used. Understand that a 7% chance to inflict a massively damaging blow is an enormous advantage. Consider this... if in your average battle, you live to see 5 turns, each with a 7% chance to inflict a Critical Strike, your projected odds of inflicting at least one Critical during the battle become about 47%. 08. How does stunning work? The way stuns work will be modified in the next update, the changes will be as follows: The chance to stun another player will now be reduced if the defender has higher Support than the attacker. The defender will reduce the chance to be stunned by 1% for every 4 points of Support they have more than the attacker. The maximum any stun can be reduced will be 12%. If the attacker has more support than the defender, the attacker will NOT increase the chance to stun the defender. For example: If the attacker has 25 Support and the defender has 41 Support, the defender has an advantage of 16 Support. To determine the stun reduction, take the defender's support advantage of 16 and divide by 4. 16 / 4 = a 4% reduction in stun chance. If the attacker were a Tech Mage using overload, the chance to be stunned would be 30% base chance - 4% stun reduction =- 26% chance to be stunned. After the update, the defense of stunned players will be reduced by 15% instead of 30%. 09. How is the Deadly Aim skill calculated? This skill takes your gun's base damage, multiples it by a percent scale factor and rounds up before defense is applied. New Gun Damage = ROUND UP(normal gun damage * % damage increase) Example: Gun does 20 damage I have Level 4 Deadly Aim - 19% increase New Gun Damage = ROUND UP( 20 * 1.19 ) New Gun Damage = 24 Damage (20 +4 buff) *The scaling only impacts the gun, it does not scale your total damage range including strength 10. What is the math behind Bludgeon skill? This skill takes the damage you can inflict, converts the damage type to Physical damage, and scales the damage by a percent after defense is applied. New Damage = ROUND UP(normal damage * % damage increase); Example: Your damage range is 20-24 with your staff equipped You have Level 3 Bludgeon - 35% Damage Increase Your enemy has 15-18 physical defense A damage number is selected by the server, say 22 damage ... this is used as your base damage. The opponent's physical defense is then applied. Say the server selects their Physical defense value to be 16. Subtraction is performed (22 damage - 16 physical defense = 6 damage). The result is then multiplied by the damage increase of 35% and rounded up: New Damage = ROUND UP(6 * 1.35) New Damage = 9 Damage 11. How is blocking determined? quote:
POST UPDATED 3/17/11 I've added to this section for many players that have requested more specific details on how blocks work. The system has not changed, I'm just adding further explanation about the calculations. If the defender is stunned ... the defender has a 0% chance for a block A block adjustment is calculated by taking the final dexterity values of both the defender and attacker. This block adjustment value can be either negative or positive. Block Adjustment = (defender dexterity - attacker dexterity) / 2 Chance to Block = 10 + Block Adjustment The chance to block can never be less than 4% The chance to block can never be more than 45% Connect reduces the chance that your attacks will be blocked. It can not reduce the block rate below the minimum. of 4%. Example 1: Defender has 100 Dexterity Attacker has 60 Dexterity Block Adjustment = (100 - 60) / 2 = 20 Chance to Block = 10 + 20 = 30% Example 2: Defender has 60 Dexterity Attacker has 100 Dexterity Block Adjustment = (60 - 100) / 2 = -20 Chance to Block = 10 + -20 = -10% Since the block chance can never reduce below 4%, the Chance to Block becomes 4% Example 3: Defender has 30 Dexterity (Also, the defender has a -40 Dexterity Debuff Applied) Attacker has 29 Dexterity Dexterity never uses negative values in calculations ... so even though a debuff is applied, the Defender's dexterity value is calculated using the minimum value of 1 instead of -10. Block Adjustment = (1 - 29) / 2 = -14 Chance to Block = 10 + -14 = 1% Since the block chance can never reduce below 4%, the Chance to Block becomes 4% A good rule of thumb is that for every 2 points of Dexterity you have more or less than your enemy, your chance to block increases or decreases by 1% respectively. NOTE: Currently, guns and many skills are currently unblockable Titan updated his original post on the block rate and gave the exact formula for it plus the min and max chance to block. Also, a recent update decreased the base chance and the max chance to block by 5% so base is now 10% while max is 45%.
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