# Spell Damage Formula

### From Braindead's Mordor Site

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Minimum = (Base + (Base * LN(SL) / 1.61) + Int(SL * (Power-1) / 10)) / 2 | Minimum = (Base + (Base * LN(SL) / 1.61) + Int(SL * (Power-1) / 10)) / 2 | ||

Base Damage = Minimum + Random(1 to Minimum) | Base Damage = Minimum + Random(1 to Minimum) | ||

- | Final Damage = Damage * (1 - Resistance/100) | + | Final Damage = Base Damage * (1 - Resistance/100) |

(Simplified Formula, slightly inaccurate for very low SL) | (Simplified Formula, slightly inaccurate for very low SL) | ||

## Revision as of 01:58, 22 March 2006

# Damage Spells

SL = Highest Spell Level from all joined guilds that can cast the spell, range 1-255 Base = X in SpellName(X/Y) ie Firebolt(10/1) Power = Y in SpellName(X/Y) Resistance = Monster Resistance to Spell Damage-Type

Minimum = (Base + (Base * LN(SL) / 1.61) + Int(SL * (Power-1) / 10)) / 2 Base Damage = Minimum + Random(1 to Minimum) Final Damage = Base Damage * (1 - Resistance/100) (Simplified Formula, slightly inaccurate for very low SL)

For Kill Spells, if damage is less than monster HP, then damage becomes 0

# Healing Spells

SL = Spell Level of current Guild, not from highest Guild that can cast the spell.

Minimum = (Base + (Base * LN(SL) / 2,3) + Int(SL * (Power-1) / 10)) / 2 Healing = Minimum + Random(1 to Minimum) (Simplified Formula, slightly inaccurate for very low SL)

# Protection Spells

For Protection gained through items:

SL = Spell Level from current Guild Added Defense = 3 * LN(SL)^2

For Protection gained through Guild Spells:

SL = Highest Spell Level from all joined guilds that can cast the spell Added Defense = 3 * LN(Int(SL / 2) + 1)^2

Buggy, Nudibranch explains in Post #8

Now comparing damage spell formula to values found in this thread

CODE

FB BF CB AS

SL 15 25/26 53/ 54 39/40 92/ 95

SL 65 35/35 117/118 59/59 170/172

SL 115 38/38 172/173 66/69 230/232

SL 255 43/43 313/320 89/90 386/387 <--- Max SL

FB = Firebolt(10/1)

BF = Blue Flame(15/11)

CB = Cold Blast(15/2)

AS = Acidic Spray(30/11)

X/Y: X is observed Max Damage, Y is calculated Max Damage

Real Spell Damage Formula:

Modifier1 = Base + (Base * LN(SL + 1) / LN(5)) + Int((SL / 10) * (Power-1)) Modifier2 = Int(Rnd * (Modifier1 - ((SL - 1) / SL^2)) / 2) + 1 Damage = Int(Modifier1 - Modifier2) Damage = Damage * (1 - Resistance/100)

Real Healing Formula:

Modifier1 = Base + (Base * LN(SL) / LN(10)) + Int((SL / 10) * (Power-1)) Modifier2 = Int(Rnd * (Modifier1 - ((SL - 1) / SL^2)) / 2) + 1 Healing = Int(Modifier1 - Modifier2)