 # Character Attack Formulas

(Difference between revisions)
 Revision as of 14:16, 1 October 2009 (edit) (added probabilities of scoring backstab or crititical hit)← Previous diff Revision as of 20:56, 1 October 2009 (edit) (undo) (clarification)Next diff → Line 2: Line 2:

GLvl = Guild Level with best fighting ability, should be the same as the one in "Guild" Tab
GLvl = Guild Level with best fighting ability, should be the same as the one in "Guild" Tab
- FightingMod = Value found in Help File / 10, ie Warrior = 1.2, Nomad = 0.7
+ FightingMod = Value found in Help File / 10, i.e., Warrior = 1.2, Nomad = 0.7
Size = Range [0 to 5] or Very Small, Small, Normal, Big, Very Big, Huge
Size = Range [0 to 5] or Very Small, Small, Normal, Big, Very Big, Huge
Ln stands for natural logarithm.
Ln stands for natural logarithm.
Line 40: Line 40:

Chance of scoring a critical hit or backstab:
Chance of scoring a critical hit or backstab:
- Crit: ((((LN((GLvl / 999) + 1) * 100) * LN(CritMod + 1)) / 3) - (LN((MonLvl / 999) + 1)) * 100))/3 + Ln(ItemCritMod+1) * Ln(10), maximum 50%
+ Crit: ((((LN((GLvl / 999) + 1) * 100) * LN(CritMod + 1)) / 3) - (LN((MonLvl / 999) + 1)) * 100))/3 + Ln(ItemDropLevel+1) * Ln(10), maximum 50%
- Backstab: ((((LN((GLvl / 999) + 1) * 100) * LN(BSMod + 1)) / 3) - (LN((MonLvl / 999) + 1)) * 100))/2 + Ln(ItemBSMod+1) * Ln(100), maximum 75%
+ Backstab: ((((LN((GLvl / 999) + 1) * 100) * LN(BSMod + 1)) / 3) - (LN((MonLvl / 999) + 1)) * 100))/2 + Ln(ItemDropLevel+1) * Ln(100), maximum 75%
+
+ CritMod = Value found in Help File, i.e., Warrior = 9, Seeker = 3
+ BSMod = Value found in Help File, i.e, Thief = 9, Ninja = 2
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## Revision as of 20:56, 1 October 2009

The formula has been well tested and seems to be extremely close, barring possible issues with different rounding algorithms.

GLvl = Guild Level with best fighting ability, should be the same as the one in "Guild" Tab
FightingMod = Value found in Help File / 10, i.e., Warrior = 1.2, Nomad = 0.7
Size = Range [0 to 5] or Very Small, Small, Normal, Big, Very Big, Huge
Ln stands for natural logarithm.
Rnd is a number ranging from 0 to 0.999.. (not 1, this is important because it produces different top values).

This is the Damage Modifier, a bit more complex than I expected really
1: DamMod = 0.6 + (((Ln(100 + GLvl) / 1.75) - 2.3) * FightingMod^2 / 2)
2: * WeaponModifier
3: + 5 if Critical Hit, Chance see below
4: + 2 if Backstab, Chance see below
5: / 2 if Monster is invisible and character can't see invisible
6: +0.1/-0.1 per size bigger/smaller than monster
7: if DamMod is > 1, then DamMod = DamMod - ln(DamMod)^2
Value 0.1 to 7ish (Lv 999 Human Warrior with a Mod 2.6 Weapon, severing a Tiny monster)

Let's get the Strength Modifier, it's actually 2 parts, and requires a new Strength Value (called BSV here)
BSV = Int(Strength - (LN(Strength) * ((LN(Strength) - 2,4) * 2,25))) + 1
StrMod1 = Int((Rnd * ((BSV + 10) / 2)) + ((BSV + 10) / 4)) / 10
StrMod2 = BSV/30
Str 1 to 40 -> Value [0.3-0.8 * 0.06667] to [1-2.9 * 1] Note, this value is the 2 StrMods combined

And last part of formula, Level Modifier.
LvlMod = (Ln(GLvl + 5) + 1) / Ln(1.2)
Lvl 1 to 999 -> Value 15.31228 to 43.39447

Base Damage = LvlMod * StrMod1 * StrMod2 * DamMod
Final Damage = Base - Rnd[1 to (Def-Atk)/8] or very close to this
Defense bug lurks though, so it's just:
Final Damage = Base + Rnd[1 to Atk/8]

Chance to Hit Formula in percent, range [1 to 97]
if Atk = 0 and Def = 0: 50
if Atk > Def: 0.5 + 0.5 * (Atk - Def) / Atk
if Atk < Def: 0.5 - 0.5 * (Def - Atk) / Def
Since Monster Defense passed to this formula is 0, you should always have 97% chance to hit.

Chance of scoring a critical hit or backstab:
Crit: ((((LN((GLvl / 999) + 1) * 100) * LN(CritMod + 1)) / 3) - (LN((MonLvl / 999) + 1)) * 100))/3 + Ln(ItemDropLevel+1) * Ln(10), maximum 50%
Backstab: ((((LN((GLvl / 999) + 1) * 100) * LN(BSMod + 1)) / 3) - (LN((MonLvl / 999) + 1)) * 100))/2 + Ln(ItemDropLevel+1) * Ln(100), maximum 75%

CritMod = Value found in Help File, i.e., Warrior = 9, Seeker = 3
BSMod = Value found in Help File, i.e, Thief = 9, Ninja = 2