Формула расчета урона

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Форум клана Gangsters / Архив / Формула расчета урона

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Автор Сообщение

Хранитель форума
Группа: Администраторы
Сообщений: 997
Добавлено: 01-07-2007 17:55
для тех кто в танке, привожу полную формулу расчета урона в РО:

Physical Attacks

Physical Attacks encompass all regular attacks (from monster or player) and all physical attack skills. The game goes through the following process to assess the result of an attack.

1. Is the attack a skill attack? If so, go to step 6.
1. All active attack skills are automatically considered skill attacks.
2. Double Attack is checked for on every non-skill attack with a Dagger weapon as the primary weapon (right-hand weapon). If a Double Attack is determined to have occured (based on the level of the attackers Double Attack skill), then it automatically becomes a Skill Attack.
3. When wielding dual weapons (only Assassins can do this), the left-hand weapon always counts as a skill attack, although if the right-hand weapon gets a crit then, the crit bubble will show on the left-hand weapon hit as well. You will also never see a "Miss!" from a left-hand weapon.
4. The Sidewinder Card in a weapon gives the weapon a chance of a Double Attack equal to a Double Attack Level 1 with non-skill attacks. This over-rules the normal restriction of Double Attack only applying to a Dagger weapon.
5. The monster skill Multi-Attack is a skill attack too.
6. Defensive attack skills like Counter Attack and Poison React cause normal attacks. They are not skill attacks.
2. Does a Safety Wall effect protect the target and is it a melee attack? If so, reduce the total number of hits left on the safety wall by 1 and then stop.
1. A melee attack from a monster is any normal physical attack with a range of less than 4 tiles.
2. A melee attack from a player is any normal physical attack from any weapon other than a .
3. Does a Pneuma effect protect the target and is it a ranged attack? If so, damage is 0, go to step 26.
1. A ranged attack from a monster is any normal attack with a range of at least 4 tiles.
2. A ranged attack from a player is any normal physical attack with a or with a physical attack skill that is also designated as Ranged.
4. Does a perfect dodge occur? If so, indicate with a "Lucky!" animation above the target's head and then stop.
1. Player ch aracters have a 1 + [LUK/10] + EquipmentBonuses percent chance of perfect dodging an attack directed at them. This is the same as the right-hand part of their flee value.
2. Monster targets cannot perfect dodge.
5. Does a critical hit occur? If so, go to step 7.
1. Player ch aracters have a (1 + LUK*0.3 + EquipmentBonuses) * CritModifier - TargetLuk/5 percent chance of causing a critical hit. This is not the same as the critical value shown in the status window! Full information here.
2. Monsters only do a critical hit if they have used the monster skills Critical Attack or Counter Attack to make an attack (and then it is an automatic critical hit).
6. Does a hit or a miss occur? If a miss, assign an damage value of 0 and go to step 18. If a hit, display an "Impact" animation.
1. A hit has a 80 + AttackerHit - DefenderFlee percent chance of occuring. An alternative formula for use with the monster hit table is 100 + PlayerHit - HitRequiredfor100%.
2. Some skills automatically hit. Others increase AttackerHit by a certain amount.
7. Calculate BaseATK.
1. BaseATK for melee weapons is STR + [STR/10]^2 + [DEX/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards.
2. BaseATK for missile weapons is DEX + [DEX/10]^2 + [STR/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards.
3. Monsters have a BaseATK of 0.
8. Calculate WeaponATK.
1. WeaponATK for melee weapons is rnd(min(DEX*(0.8+0.2*WeaponLevel),ATK), ATK). In the case of a critical hit, it is ATK.
2. WeaponATK for s is rnd(ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)), max(ATK, ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)))) + rnd(0, ArrowATK - 1). In the case of a critical hit, it is ATK + ArrowATK.
3. WeaponATK when weaponless (fist) is 0.
4. WeaponATK for Monsters is simply rnd(minATK, maxATK) using the values shown in my monster list. In the case of a critical hit (due to a skill), use maxATK.
5. In the case of Dual Wielded weapons, all cards apply to the right-hand weapon only.
9. Apply size modifier to Weapon ATK.
1. Size modifiers vary by weapon (see table at the end of this section).
2. Monsters count as using Fist.
3. Players are special. They do not have a "size" as such. Against a player, the modifier is 100%.
10. Apply skill modifiers to the total of Base ATK + WeaponATK.
1. Skill modifiers add together (eg. 1 + 0.25 + 0.9).
2. Power Thrust gives a skill modifier and may apply to any physical attack.
3. Provoke gives a skill modifier and may apply to any physical attack.
4. Many physical attack skills provide a third possible skill modifier.
5. Calculate as (100 + PowerThrust% + Provoke% + AttackSkill%)/100.
11. Apply Armor DEF modifiers to the current total.
1. Formula is Total*(1-DEF/100).
2. Player ch aracter Armor DEF is not the same as shown in the status window.
3. Monster DEF is as shown in my monster list.
4. A critical hit counts all Armor DEF as 0.
12. Subtract Vit DEF from the current total.
1. Vit DEF for players is equal to [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
2. Vit DEF for monsters is equal to VIT + rnd(0,[VIT/20]^2-1).
3. A Critical Hit reduces Vit DEF to 0.
13. Subtract applicable Protection skill values from the current total.
1. Divine Protection reduces damage from Undead Property and Demon Family monsters. It is currently the only Protection skill.
14. Add applicable Bane skill values to the current total.
1. Beast Bane adds damage to Brute and Insect family monsters.
2. Demon Bane adds damage to Undead Property and Demon Family monsters.
15. Add Upgrade Damage to the current total.
1. For player ch aracters, this is the value on the right-hand side of ATK in the status window.
2. Monsters do not get Upgrade damage.
16. Round damage down and if the total is less than 1, increase to 1.
17. Add applicable Mastery skill values to the current total.
1. There are currently Mastery skills for Spear (all), 1-H Sword (Daggers and 1-H Swords), Two-Hand Sword (2-H Swords only), Mace and Katar.
18. Add Weaponry Research damage and Envenom bonus damage as applicable.
1. Weaponry Research damage occurs to every attack by a Blacksmith with the Weaponry Research skill.
2. Envenom bonus damage applies to Envenom skill attacks only.
19. Apply the Elemental Modifier to the current total.
1. The Elemental Modifier depends on the property of the attack and the property of the target.
2. Normal attacks from monsters are always neutral property.
3. Skill attacks from monsters may have other properties.
4. Normal melee attacks from players have the property of the weapon wielded. The property of the weapon may be over-ridden by various spell effects however (Poison Enchant, Aspersio, etc.).
5. Normal attacks from players have the property of the arrow being used. This may be over-ridden by an elemental (Rudra's is the only known elemental ). The property of the weapon and arrow may be over-ridden by various spell effects however (Poison Enchant, Aspersio, etc.).
6. Skill attacks from players have a property determined by the skill. In many cases, this is merely the property of the weapon, but it may be forced to be a particular elemental property (eg. Magnum Break forces Fire property).
7. Cart Revolution is a rare skill that forces the elemental modifier to be applied twice. Once with a Neutral property and once with the property of the weapon wielded.
20. Add Enhancement damage.
1. The only source of Enhancement damage is Very's on forged weapons. Each Very is worth 5 damage.
21. Apply Damage Bonus modifiers.
1. Damage Bonuses are based on Size, Family, Elemental Property and Special. Bonuses of the same type stack, while bonuses of differing types multiply together. The overall calculation can be expressed as (1+SizeBonusesTotal/100) * (1+FamilyBonusesTotal/100) * (1+PropertyBonusesTotal/100) * (1+SpecialBonusesTotal/100).
2. Many cards and other equipment can give Size, Family or Elemental Property Bonuses.
3. Currently, there are no known Special Bonuses.
22. Apply Damage Reduction modifiers.
1. Damage Reductions are based on Size, Family, Elemental Property and Special. Bonuses of the same type stack, while bonuses of differing types multiply together. The overall calculation can be expressed as (1-SizeReductionsTotal/100) * (1-FamilyReductionsTotal/100) * (1-PropertyReductionsTotal/100) * (1+SpecialReductionsTotal/100).
2. Many cards and items of equipment can give Size, Family or Elemental Property Reductions.
3. The Energy Coat skill gives a Special Reduction.
4. Special Reductions and rules apply to wielding two weapons.
23. Round damage down and if the total is less than 1, increase to 1.
24. If a "multi-attack" (double attack included), multiply total by number of hits.
25. If attacking a "herb plant" and the total is greater than 1 then reduce damage to 1.
1. Herb plants are Blue, Green, Red, Shining, Yellow and White Plants and Red and Black Mushrooms.
2. The monster Antonio also acts like a "herb plant".
26. If Kyrie Eleison is in effect on the target, soak up as much damage as possible. If damage is reduced to 0 and at least 1 point of damage was soaked up, display the "Guard" icon to the defender, deduct the total damage from the defense pool, deduct 1 hit from the total hit defense and then stop. If damage is not reduced to 0, cancel Kyrie Eleison effect on the target.
27. If a "multi-attack" (double attack included), divide total by number of hits.
28. Is the current total less than 1? If so, display the appropriate number of Misses and then stop.
1. The display for a Miss is the word "Miss!" in red rising up and behind from above the attackers head.
2. The appropriate number of Misses is 1 for a Double Attack, 2 for a missed attack with Katars, 0 for a missed attack with a left-hand weapon (while dual wielding) and 1 in any other case.
29. Was it a single non-Katar Hit or Critical Hit? If so, display the Hit, adjust the hps of the target and stop.
1. The display for a Hit is a number equal to the final total in white rising up and behind from above the targets head. There is a sound associated with each different weapon type.
2. A Critical Hit adds a spikey red box around the Hit display and has a different sound associated with it.
30. Display the appropriate number of Hits with the appropriate totals and adjust the hps appropriately.
1. Certain skills have multiple hits of equal power (eg. Pierce and the monster skill Multi-Attack).
2. Dual wielding gives 2 attacks, each with a different total.
3. Double Attack adds 1 extra Hit with the total (rounded down) of the primary weapon.
4. A Katar adds a second hit with damage equal to a fraction of the total and a second "impact" animation. Full information here.
5. A Critical Hit adds a spikey red box around the Hit display and has a different sound associated with it.
6. When dual wielding or using a katar, a Critical Hit with the primary normal attack causes the secondary skill attack to appear to be a critical as well. It is not.
31. If a single attack with more than one hit, display the total of all damage in the attack.
1. The display is a number in yellow above the head of the Target. This number fades after a few seconds and is replaced by any other attack with multiple hits (including magic attacks).

Note: In the case of a Dual Wielding Assassin, steps 1-28 should be completed separately for each weapon.

The full damage calculation for each Hit by a Monster (melee or ranged) is:
(([({rnd(MinATK,MaxATK) * SkillModifiers * (1 - DEF/100) - VitDEF - ProtectionSkills} + EnvenomSkill) * ElementalModifier * DamageReductionModifiers] * NumberOfMultiHits) - KyrieEleisonEffect) / NumberOfMultiHits

The full damage calculation for each melee Hit by a Player is:
(([((({(STR + [STR/10]^2 + [DEX/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards + rnd(min(DEX,ATK), ATK)*SizeModifier) * SkillModifiers * (1 - DEF/100) - VitDEF + BaneSkill + UpgradeDamage} + MasterySkill + WeaponryResearchSkill + EnvenomSkill) * ElementalModifier) + Enhancements) * DamageBonusModifiers * DamageReductionModifiers] * NumberOfMultiHits) - KyrieEleisonEffect) / NumberOfMultiHits

The full damage calculation for each ranged Hit by a Player is:
(([({(DEX + [DEX/10]^2 + [STR/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards + (rnd(ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)), max(ATK, ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)) + rnd(0, ArrowATK - 1)) * SizeModifier) * SkillModifiers * (1 - DEF/100) - VitDEF + BaneSkill + Upgrades} + EnvenomSkill) * ElementalModifier * DamageBonusModifiers * DamageReductionModifiers] * NumberOfMultiHits) - KyrieEleisonEffect) / NumberOfMultiHits

Флудер
Группа: Член клана
Сообщений: 339
Добавлено: 01-07-2007 18:46
для тех кто в танке, привожу полную формулу расчета урона в РО:

Physical Attacks

Physical Attacks encompass all regular attacks (from monster or player) and all physical attack skills. The game goes through the following process to assess the result of an attack.

1. Is the attack a skill attack? If so, go to step 6.
1. All active attack skills are automatically considered skill attacks.
2. Double Attack is checked for on every non-skill attack with a Dagger weapon as the primary weapon (right-hand weapon). If a Double Attack is determined to have occured (based on the level of the attackers Double Attack skill), then it automatically becomes a Skill Attack.
3. When wielding dual weapons (only Assassins can do this), the left-hand weapon always counts as a skill attack, although if the right-hand weapon gets a crit then, the crit bubble will show on the left-hand weapon hit as well. You will also never see a "Miss!" from a left-hand weapon.
4. The Sidewinder Card in a weapon gives the weapon a chance of a Double Attack equal to a Double Attack Level 1 with non-skill attacks. This over-rules the normal restriction of Double Attack only applying to a Dagger weapon.
5. The monster skill Multi-Attack is a skill attack too.
6. Defensive attack skills like Counter Attack and Poison React cause normal attacks. They are not skill attacks.
2. Does a Safety Wall effect protect the target and is it a melee attack? If so, reduce the total number of hits left on the safety wall by 1 and then stop.
1. A melee attack from a monster is any normal physical attack with a range of less than 4 tiles.
2. A melee attack from a player is any normal physical attack from any weapon other than a .
3. Does a Pneuma effect protect the target and is it a ranged attack? If so, damage is 0, go to step 26.
1. A ranged attack from a monster is any normal attack with a range of at least 4 tiles.
2. A ranged attack from a player is any normal physical attack with a or with a physical attack skill that is also designated as Ranged.
4. Does a perfect dodge occur? If so, indicate with a "Lucky!" animation above the target's head and then stop.
1. Player ch aracters have a 1 + [LUK/10] + EquipmentBonuses percent chance of perfect dodging an attack directed at them. This is the same as the right-hand part of their flee value.
2. Monster targets cannot perfect dodge.
5. Does a critical hit occur? If so, go to step 7.
1. Player ch aracters have a (1 + LUK*0.3 + EquipmentBonuses) * CritModifier - TargetLuk/5 percent chance of causing a critical hit. This is not the same as the critical value shown in the status window! Full information here.
2. Monsters only do a critical hit if they have used the monster skills Critical Attack or Counter Attack to make an attack (and then it is an automatic critical hit).
6. Does a hit or a miss occur? If a miss, assign an damage value of 0 and go to step 18. If a hit, display an "Impact" animation.
1. A hit has a 80 + AttackerHit - DefenderFlee percent chance of occuring. An alternative formula for use with the monster hit table is 100 + PlayerHit - HitRequiredfor100%.
2. Some skills automatically hit. Others increase AttackerHit by a certain amount.
7. Calculate BaseATK.
1. BaseATK for melee weapons is STR + [STR/10]^2 + [DEX/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards.
2. BaseATK for missile weapons is DEX + [DEX/10]^2 + [STR/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards.
3. Monsters have a BaseATK of 0.
8. Calculate WeaponATK.
1. WeaponATK for melee weapons is rnd(min(DEX*(0.8+0.2*WeaponLevel),ATK), ATK). In the case of a critical hit, it is ATK.
2. WeaponATK for s is rnd(ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)), max(ATK, ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)))) + rnd(0, ArrowATK - 1). In the case of a critical hit, it is ATK + ArrowATK.
3. WeaponATK when weaponless (fist) is 0.
4. WeaponATK for Monsters is simply rnd(minATK, maxATK) using the values shown in my monster list. In the case of a critical hit (due to a skill), use maxATK.
5. In the case of Dual Wielded weapons, all cards apply to the right-hand weapon only.
9. Apply size modifier to Weapon ATK.
1. Size modifiers vary by weapon (see table at the end of this section).
2. Monsters count as using Fist.
3. Players are special. They do not have a "size" as such. Against a player, the modifier is 100%.
10. Apply skill modifiers to the total of Base ATK + WeaponATK.
1. Skill modifiers add together (eg. 1 + 0.25 + 0.9).
2. Power Thrust gives a skill modifier and may apply to any physical attack.
3. Provoke gives a skill modifier and may apply to any physical attack.
4. Many physical attack skills provide a third possible skill modifier.
5. Calculate as (100 + PowerThrust% + Provoke% + AttackSkill%)/100.
11. Apply Armor DEF modifiers to the current total.
1. Formula is Total*(1-DEF/100).
2. Player ch aracter Armor DEF is not the same as shown in the status window.
3. Monster DEF is as shown in my monster list.
4. A critical hit counts all Armor DEF as 0.
12. Subtract Vit DEF from the current total.
1. Vit DEF for players is equal to [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
2. Vit DEF for monsters is equal to VIT + rnd(0,[VIT/20]^2-1).
3. A Critical Hit reduces Vit DEF to 0.
13. Subtract applicable Protection skill values from the current total.
1. Divine Protection reduces damage from Undead Property and Demon Family monsters. It is currently the only Protection skill.
14. Add applicable Bane skill values to the current total.
1. Beast Bane adds damage to Brute and Insect family monsters.
2. Demon Bane adds damage to Undead Property and Demon Family monsters.
15. Add Upgrade Damage to the current total.
1. For player ch aracters, this is the value on the right-hand side of ATK in the status window.
2. Monsters do not get Upgrade damage.
16. Round damage down and if the total is less than 1, increase to 1.
17. Add applicable Mastery skill values to the current total.
1. There are currently Mastery skills for Spear (all), 1-H Sword (Daggers and 1-H Swords), Two-Hand Sword (2-H Swords only), Mace and Katar.
18. Add Weaponry Research damage and Envenom bonus damage as applicable.
1. Weaponry Research damage occurs to every attack by a Blacksmith with the Weaponry Research skill.
2. Envenom bonus damage applies to Envenom skill attacks only.
19. Apply the Elemental Modifier to the current total.
1. The Elemental Modifier depends on the property of the attack and the property of the target.
2. Normal attacks from monsters are always neutral property.
3. Skill attacks from monsters may have other properties.
4. Normal melee attacks from players have the property of the weapon wielded. The property of the weapon may be over-ridden by various spell effects however (Poison Enchant, Aspersio, etc.).
5. Normal attacks from players have the property of the arrow being used. This may be over-ridden by an elemental (Rudra's is the only known elemental ). The property of the weapon and arrow may be over-ridden by various spell effects however (Poison Enchant, Aspersio, etc.).
6. Skill attacks from players have a property determined by the skill. In many cases, this is merely the property of the weapon, but it may be forced to be a particular elemental property (eg. Magnum Break forces Fire property).
7. Cart Revolution is a rare skill that forces the elemental modifier to be applied twice. Once with a Neutral property and once with the property of the weapon wielded.
20. Add Enhancement damage.
1. The only source of Enhancement damage is Very's on forged weapons. Each Very is worth 5 damage.
21. Apply Damage Bonus modifiers.
1. Damage Bonuses are based on Size, Family, Elemental Property and Special. Bonuses of the same type stack, while bonuses of differing types multiply together. The overall calculation can be expressed as (1+SizeBonusesTotal/100) * (1+FamilyBonusesTotal/100) * (1+PropertyBonusesTotal/100) * (1+SpecialBonusesTotal/100).
2. Many cards and other equipment can give Size, Family or Elemental Property Bonuses.
3. Currently, there are no known Special Bonuses.
22. Apply Damage Reduction modifiers.
1. Damage Reductions are based on Size, Family, Elemental Property and Special. Bonuses of the same type stack, while bonuses of differing types multiply together. The overall calculation can be expressed as (1-SizeReductionsTotal/100) * (1-FamilyReductionsTotal/100) * (1-PropertyReductionsTotal/100) * (1+SpecialReductionsTotal/100).
2. Many cards and items of equipment can give Size, Family or Elemental Property Reductions.
3. The Energy Coat skill gives a Special Reduction.
4. Special Reductions and rules apply to wielding two weapons.
23. Round damage down and if the total is less than 1, increase to 1.
24. If a "multi-attack" (double attack included), multiply total by number of hits.
25. If attacking a "herb plant" and the total is greater than 1 then reduce damage to 1.
1. Herb plants are Blue, Green, Red, Shining, Yellow and White Plants and Red and Black Mushrooms.
2. The monster Antonio also acts like a "herb plant".
26. If Kyrie Eleison is in effect on the target, soak up as much damage as possible. If damage is reduced to 0 and at least 1 point of damage was soaked up, display the "Guard" icon to the defender, deduct the total damage from the defense pool, deduct 1 hit from the total hit defense and then stop. If damage is not reduced to 0, cancel Kyrie Eleison effect on the target.
27. If a "multi-attack" (double attack included), divide total by number of hits.
28. Is the current total less than 1? If so, display the appropriate number of Misses and then stop.
1. The display for a Miss is the word "Miss!" in red rising up and behind from above the attackers head.
2. The appropriate number of Misses is 1 for a Double Attack, 2 for a missed attack with Katars, 0 for a missed attack with a left-hand weapon (while dual wielding) and 1 in any other case.
29. Was it a single non-Katar Hit or Critical Hit? If so, display the Hit, adjust the hps of the target and stop.
1. The display for a Hit is a number equal to the final total in white rising up and behind from above the targets head. There is a sound associated with each different weapon type.
2. A Critical Hit adds a spikey red box around the Hit display and has a different sound associated with it.
30. Display the appropriate number of Hits with the appropriate totals and adjust the hps appropriately.
1. Certain skills have multiple hits of equal power (eg. Pierce and the monster skill Multi-Attack).
2. Dual wielding gives 2 attacks, each with a different total.
3. Double Attack adds 1 extra Hit with the total (rounded down) of the primary weapon.
4. A Katar adds a second hit with damage equal to a fraction of the total and a second "impact" animation. Full information here.
5. A Critical Hit adds a spikey red box around the Hit display and has a different sound associated with it.
6. When dual wielding or using a katar, a Critical Hit with the primary normal attack causes the secondary skill attack to appear to be a critical as well. It is not.
31. If a single attack with more than one hit, display the total of all damage in the attack.
1. The display is a number in yellow above the head of the Target. This number fades after a few seconds and is replaced by any other attack with multiple hits (including magic attacks).

Note: In the case of a Dual Wielding Assassin, steps 1-28 should be completed separately for each weapon.

The full damage calculation for each Hit by a Monster (melee or ranged) is:
(([({rnd(MinATK,MaxATK) * SkillModifiers * (1 - DEF/100) - VitDEF - ProtectionSkills} + EnvenomSkill) * ElementalModifier * DamageReductionModifiers] * NumberOfMultiHits) - KyrieEleisonEffect) / NumberOfMultiHits

The full damage calculation for each melee Hit by a Player is:
(([((({(STR + [STR/10]^2 + [DEX/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards + rnd(min(DEX,ATK), ATK)*SizeModifier) * SkillModifiers * (1 - DEF/100) - VitDEF + BaneSkill + UpgradeDamage} + MasterySkill + WeaponryResearchSkill + EnvenomSkill) * ElementalModifier) + Enhancements) * DamageBonusModifiers * DamageReductionModifiers] * NumberOfMultiHits) - KyrieEleisonEffect) / NumberOfMultiHits

The full damage calculation for each ranged Hit by a Player is:
(([({(DEX + [DEX/10]^2 + [STR/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards + (rnd(ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)), max(ATK, ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)) + rnd(0, ArrowATK - 1)) * SizeModifier) * SkillModifiers * (1 - DEF/100) - VitDEF + BaneSkill + Upgrades} + EnvenomSkill) * ElementalModifier * DamageBonusModifiers * DamageReductionModifiers] * NumberOfMultiHits) - KyrieEleisonEffect) / NumberOfMultiHits


А можно по-Русски ??

Love Бася
Группа: Член клана
Сообщений: 590
Добавлено: 01-07-2007 20:08
воооо, респект, есть над чем подумать

Флудер
Группа: Гость
Сообщений: 318
Добавлено: 02-07-2007 00:19
формула-то полная..
только на домашнем эмуле у сина катаром одни дамаги, а тут другие..
а у хунтов одинаковые..
так что эмуль голдро это нечто..

Хулиганка
Группа: Член клана
Сообщений: 519
Добавлено: 02-07-2007 03:07
ничего не поняла....

Архимаг
Группа: Гость
Сообщений: 1101
Добавлено: 02-07-2007 05:09
на 3 абзатцэ надоело читатЬ)

Мастер заговаривать зубы
Группа: Гость
Сообщений: 1035
Добавлено: 02-07-2007 06:06

все изложено верно, зная их становится ясно что надо и для чего качать-точть-одевать. Эти формуры изучил одними из первых в РО, еще пока дистрибутив качал на русро.
А что, вы в самом деле ничего не поняли?

Хранитель форума
Группа: Администраторы
Сообщений: 997
Добавлено: 02-07-2007 11:58
Я эту формулу уже как библию знаю...просто с другими поделился, ато как я понял - многие даже не знают о ее существовании.

Хранитель форума
Группа: Администраторы
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Добавлено: 02-07-2007 12:01
попозже чуть постараюсь перевести для тех, для кого английский - мрак. Накладная правда работенка будет .

П@кYрuмKa?
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Добавлено: 02-07-2007 16:39
а мне даж читать стока лень... хотя зачем мне это нун?

Хранитель форума
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сразу говорю, перевод кое где вольный, но смысл остался.

Физические атаки
Физическими атаками подразумевается все регулярные атаки (от игрока или моба) и все физически атакующие скилы.

1). Является ли атака результатом использования скила? Если да - сразу идем в пункт 6.
1. активные скилы автоматически являются скиловой атакой, если не указано обратное.
2. Дабл атака проходит проверку за каждый обычный удар с даггером, находящимся в основной руке (Right hand weapon) Если дабл атака успешно проходит (успех прохождения зависит от лвла скила Double attack) - она считается скилловой атакой.
3. когда на вас надето 2 оружия (ассасин) оружие в левой руке наносит скилл. атаку, в то время как правая - обычная (с нее может проходить крит). Также с левой руки никогда не будет промаха (видимо если вы попали).
4. карта Сайдвиндера дает вам 1лвл дабл атаки при каждом не скилловом ударе. Эта карта не зависит от типа оружия (хоть у вас катар, хоть меч, хоть топор).
5. скилл моба Multi attack это так же атака скилом.
6. Защитные скилы, такие как Poison react и Counter attack считаются обычными атаками. Они НЕ ЯВЛЯЮТСЯ скилами.
2) Защищает ли цель, которую атакуют Safety wall? Если да - уменьшаем оставшиеся коль-во ударов, которая СВ может заблочить на 1 и заканчиваем расчет.
1. Любая атака монстров считается ближней атакой, если радиус удара у моба меньше 4 клеток.
2. Любая атака игроком считается ближней с любым оружием, дальность удара которого меньше трех.
3) Блокирует ли пневма дальнюю атаку? Если да - дамаг сводим до нуля и идем в пункт 26.
1. дальняя атака у моба - атака, у которой дальность больше 4 клеток.
2. дальняя атака у игрока - любая физ. атака, помеченная как Ranged
4) Прошел ли Perfect dodge? Если да - вы увидите анимацию "Lucky" над целью. Расчет закончен.
1. игроки имеют 1+[LUK/10] + бонус от эквипа (здесь и далее - результат помечаемый в квадратных скобках округляется в меньшую сторону) шанс уклонится от ОБЫЧНОЙ атаки. Вы можете узнать ваш Lucky dodge нажав альт+а. В строке Flee это вторая цифра, идущая после "+".
2. Мобы не имеют Perfect dodge.
5) Прошел ли критический удар? Если да - пропускаем пункт 6.
1. Игроки имеют [1+LUK x 0,3 + бонус от эквипа]х модификатор крита - LUK цели/5 % шанс нанести крит. удар. КРИТ В АЛЬТ+A НЕ ЯВЛЯЕТСЯ ПОЛНОСТЬЮ ПРАВИЛЬНЫМ КРИТОМ, ТАМ НЕ УЧИТЫВАЕТСЯ LUK ЦЕЛИ/5.
2. Мобы имеют крит только в том случае, если у них есть скилл Critical или Counter attack.
6) Прошел ли Miss? Если да - урон равен 0, идите в пункт 18. Если попали - появятся анимация удара (и вылетит урон).
1. Вероятность попадания: 80+хит-фли цели. Для удара по мобу: 100+хит-хит, нужный для 100% попадания.
2. Некоторые скилы автоматически попадают, об этом сказано в описании скила. Некоторые - просто увеличивают ваш хит на момент нанесения удара скилом.
7) вычисляем Базовую атаку
1. Для ближней атаки формула: STR + [STR/10]^2 + [DEX/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards.
2. Для дальней атаки формула: DEX + [DEX/10]^2 + [STR/5] + [LUK/5] + UpgradeBonus + ImpositioManus + ATKCards
3. Мобы имеют базовую атаку 0.
8) Вычисляем атаку от оружия.
1. WeaponATK для ближней атаки это: rnd(min(DEX*(0.8+0.2*WeaponLevel),ATK), ATK). Если прошла крит. атака - то макс. атака, указанная в описании оружия.
2. WeaponATK для дальней атаки это: rnd(ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)), max(ATK, ATK/100*min(ATK, dex*(0.8+0.2*WeaponLevel)))) + rnd(0, ArrowATK - 1). Если прошла крит. атака - то макс. атака, указанная в описании оружия + дамаг стрелы.
3. Атака кулаком не имеет Weapon ATK (0).
4. Атака по мобу это просто рандом между мин. и макс. атакой. Если проходит крит - то рандома нет, есть только макс. атака.
5. Если на вас 2 оружия, все карты действуют ТОЛЬКО на правую руку.
9) Добавляем к результату атаки от оружия (И ТОЛЬКО ОТ ОРУЖИЯ) модификатор размера.
1. модификаторы зависят от типа оружия (можно найти в таблице оружия).
2. Считается что монстры бьют кулаком (BaseATK 0)
3. Игроки не имеют размера (любая атака по игроку проходит без модификатора размера)
10) Добавьте Skill Modifers к Base ATK + WeaponATK.
1. Skill Modifers складываются (пример: 1+0,25+0,9)
2. Скилл Blacksmith'a Power trust добавляется к любой ФИЗ атаке.
3. То же самое - Provoke.
4. Многие скилы имеют свои Skill Modifers'ы.
5. Расчитывается все как (100 + PowerThrust% + Provoke% + AttackSkill%)/100.
11) Добавляем Деф от брони.
1. формула снижения урона от брони это: конечный урон х(1-def/100)
2. эээ...тут не понял. Не пинать...
3. Деф моба показан в инфе о мобе.
4. Крит игнорит армор деф.

В разработке, пока надоело переводить =)

Love Бася
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Добавлено: 02-07-2007 18:18

3. Игроки не имеют размера (любая атака по игроку проходит без модификатора размера)

хммм, тогда возникает вопрос, почему от скел-воркера игроки получают дамаг, или я так понял есть 2 типа размера, от модификатора и от карт

Хранитель форума
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Добавлено: 02-07-2007 18:31
видимо этот гайд давно был написан...люди щас имеют средний размер (с пекой - большой, бебики - маленький, тока хз, ввели ли это)

Love Бася
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Добавлено: 02-07-2007 20:03
видимо этот гайд давно был написан...люди щас имеют средний размер (с пекой - большой, бебики - маленький, тока хз, ввели ли это)

ну, не знаю, значит очень очень давно, по скоку скелы всегда применяли, а вот про бебиков и пекой относительно недавно

Хулиганка
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Добавлено: 02-07-2007 21:56
нееее, это не для моей головки... нитиво не понимаю

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