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Author Topic: Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) [Locked]
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
okay yes have to work on the enemy armor part a bit more ^^

can you hit your bot a few times unstyled and tell me the min and max damage you have done? and the current relic and keep bonus setting as shown on the bonus window. possible that it is like: 266(min) to 370(max)?
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
looked a bit more on armor and monster damage... this tests are based on MP armor with 70% Condition vs. the testing mobs on pendragon. no other item then a crap weapon without stats + the armor where used. no af buffs or anything else.

1) mobs also got only 50 different damage values.

2) melee damage only takes into account the piece of armor you hit. for example if you have a full set of plate armor equiped and the mob hits your torso, then this does exactly the same amount of damage if you only have a plate torso equiped and rest is naked.

3) a leather armor will take (1 - 0.1) / (1 - 0.34) = 1.3636363636 the amount of damage a plate armor does.

4) the displayed af cap = [10 * USEABLE_ITEM_LEVEL * (1 + ITEM_ABSORB)] if item_absorb is 0, 0.1, 0.19, 0.27 or 0.34

5) the displayed af does not take into account the items condition. only quality of the item plays a role

6) the chance to hit a armor (CHANCE_TO_HIT_ITEM):
0.40 torso
0.25 legs
0.15 arms
0.10 head
0.05 boots
0.05 hands

7) the displayed af = 10 * FOR_EACH_ARMOR(USEABLE_ITEM_LEVEL * CHANCE_TO_HIT_ITEM) * (1 + FOR_EACH_ARMOR(ITEM_ABSORB * CHANCE_TO_HIT_ITEM))
and don't ask me how they do the rounding here ^^ a little example on this. lets say you are rr5+ paladin with torso + helm = plate and rest chain armor. so you got 50% chance that your enemy hits your plate armor and 50% that it hits your chain. (you could also equip plate torso + hands + boots and rest chain would be the same)
af = 10 * (51 * 1) * (1 + 0.27 * 0.5 + 0.34 * 0.5) = 665.55 (in game it's 663. that just because round down... as always. would be only bad if the calculated value would be smaller, but as long as its bigger everything is okay and its just a round down problem!)
StanleyM84  1 star
Posts: 109
Registered: 2009-8-17 13:37:49
Also very interesting.


- as always, great work


Any idea how +AF in template fits into the equation of Enemy_Armor?

 

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Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
step by step ^^
Thak0r  1 star
Posts: 170
Registered: 2009-7-21 02:56:50
are armor vulnerabilities/resistances already included in one of the formulas?

 

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Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
yes but one final factor is still missing that reduces the damage modifier at ~60% or so. have to do more testing for this...

next set of results:

1) base af is not working against condition lost of your armor. if your armor is at 100% condition you will take 100% damage. if your armor goes down to 99% condition you will take 100% / 99% = 101.01% damage. at 70% condition you take 100% / 70% = 142.857% of the normal damage. => so repairing your armor very often will let you take less damage.

2) base af is working against lower quality items. a full set of 96% quality plate + base af buff will give you exact the same protection as a 100% quality plate armor set (with and without base af buff because 100% quality does not get a bonus form base af). => you can use any quality, just get a base af buff and your protection is the same as 100% MP.

3) base af will not fully increase a weak armor piece. for example a full mp set of plate armor lvl 51 with a lvl 21 mp studded helm + base af buff. it shows 673 af (in compare to 683 on a full plate set). but the melee damage on the helm is still much higher then you may guess because that "10 points difference". (the damage on the plate pieces is the same in both situations. looks like the shown af is used for bolt damage or so? not for melee damage ^^)

4) base af gives you a max of: VALUE_OF_BUFF * SPEC_BONUS_OF_CASTER * BUFF_BONUS_OF_CASTER * (1 + FOR_EACH_ARMOR(ITEM_ABSORB * CHANCE_TO_HIT_ITEM)).
when SPEC_BONUS_OF_CASTER = 1.00 to 1.25 and SPEC_BONUS_OF_CASTER = x to 1.25 (depending on the spec). so for example a 52 value base af buff of a cleric is 52*1.25*1.25=81 and this multiplied with the absorb value. for example 1 + 0.34 for a full plate set = 97 for a caped base af on a plate char.
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
i have done some more testings on the af in combination with melee damage. as i already said, only the piece of armor that is hit, is effecting the damage. the impact of the absorb from the armor is the same as from the casters absorb buff. it's a plain: "DAMAGE * (1 - ABSORB)" calculation. so a cloth armor (with casters base af buff) will protect you the same way a plate armor does. the difference in damage is only because the difference within the absorb of the armor. the armor factor itself is equal.

so the armor piece that is hit calculates its armor factor like this:
ARMORFACTOR = MIN(USEABLE_LEVEL * 2, USEABLE_ITEM_AF * QUALITY + BASE_AF / 5)
with: USEABLE_LEVEL = the level of the person with the armor (+1 if rr5+)

then it adds the spec af, toa af and other stacking af effects on it.
ARMORFACTOR = (ARMORFACTOR + (SPEC_AF + TOA_AF) / 5) * (1 + 0.01 * AF_PERCENTAGE_BUFF)
be careful. if you buff yourself a spec af buff, the displayed armorfactor on your char screen will give you + "SPEC_AF_REALVALUE * (1 + ABSORB)". so unequip all your armor pices with absorb on it first, then you can write down the value of your af buffs.

how armor factor really reduces the damage is a bit strange and i did not figure it out yet. what i can say at this point is that armor factor is getting weaker if you get more of it. so every additional armor factor will give you lesser protection then the armor factor you already had. it's somehow square, square root or something like this. a first guess is something like this: damage reduced from 51 to 102 af is the same as 102 to 204 af on the item that was hit. but needs much more testing :-)
Toughest
Posts: 31
Registered: 2004-7-23 12:23:06

 

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n00bystar
Posts: 26
Registered:
Vanesyra posted:

so the armor piece that is hit calculates its armor factor like this:
ARMORFACTOR = MIN(USEABLE_LEVEL * 2, USEABLE_ITEM_AF * QUALITY + BASE_AF / 5)



u mean /6 ?

anyway great work again thanks. Maybe read the Af testing of the link I posted on page 2. He claims that there is a 0 point for AF. Below gives extra damage above reduces the damage. He somehow calculated it from 102 AF * 0,7 or something (for worst condition). Maybe it will help. (consider taking 100 AF as reference since this was the original AF pre realm ranks)
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
no it's "/5". easy example a caster below rr5 get's 50 af from his armor and 250/5 from his base af buff. so 50+50=100 af. that's how the game was designed for casters, half af from items and half from the af buff. as allready said the difference between cloth + base af in compare to plate armor is only the absorb. the effect of the armorfactor itself is not different. casters only take more damage because they have lesser absorb. (for melee attacks, bolts or so may working different)

i also read that post from your link. i can only say that this tests are not correct. here's a little image showing the real impact of items af on the damage:


now have to figure out the formula they use for this something like y = 1 / (x ^ 0.5)

condition has no impact on armor factor or armor absorb. its just a pure multiplicator. damage = damage / condition. so 99% condition => damage = damage * 1.0101010101... or 70% condition => damage = damage * 1.4285... also 100% condition != 100% condition, the game calculates condition very very correctly. every item has a given number of swings / hits until it reaches 70% condition. within the damage calculation the game uses the exact status of the armor. so 100% condidtion can be 100.99999999999% or 100.0000000000001% condition. so there is a damage lost after the first hit of your weapon and there is a damage increase after your armor was hit the first time. and to make that more funny, from 100% to 90% you need the same amount of swings / hits as from 90% to 70%. so basicly the condition shown is also just a decoration value also that's a reason to repair stuff very often. especially if you use invincible items that can be repaired unlimited.

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