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=Explanation=
 
To calculate using listed formulas you should work from first instruction to the last, always working with current total. For example:
 
'''Example Physical Hit Ratio Calculation'''
 
''Assume character with:''
 
    Level    = 70+10
 
    Dexterity = 120
 
    Xelima, Long Sword talents
 
    Long Sword skill = 100
 
    making Critical Attack with a long sword weapon
 
 
''Hit Ratio'' = 1.2 * (120 - 50)    = 84
 
''Hit Ratio'' = ''Hit Ratio'' + 15      = 99                      Xelima talent bonus
 
''Hit Ratio'' = ''Hit Ratio'' * 1.05    = 103.95                  Long Sword talent bonus
 
''Hit Ratio'' = ''Hit Ratio'' + 100 + 10 = 213.95                  Long Sword skill bonus
 
''Hit Ratio'' = ''Hit Ratio'' + (100/200 + (70+10)/280) * 130      Critical Attack bonus
 
          = 316.09
 
          = 316
 
 
 
 
 
=Shared Variables=
 
=Shared Variables=
 
  ''Adjusted Level'' = ''Level'' + ''Rebirth Level'' (max 140 in total)
 
  ''Adjusted Level'' = ''Level'' + ''Rebirth Level'' (max 140 in total)
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=Physical Attack=
 
=Physical Attack=
* Physical attack can be a regular one, Dash or a Critical (by spending Critical Point).
+
* Physical attack can be a regular one or a Critical one (by spending Critical Point).
* All three types have a chance to deal crushing hit for extra damage.
+
* Regular attack can deal crushing hit for extra damage.
* Dash Attack has range of 2 tiles and will move you towards target during the animation.
 
* Critical Attack has range of 3 tiles instead of just 1.
 
  
 
===Physical Hit Ratio (?)===
 
===Physical Hit Ratio (?)===
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  add ''Defense Ratio'' bonus from items and talents
 
  add ''Defense Ratio'' bonus from items and talents
 
  multiply by percentual ''Defense Ratio'' bonus/penalty from talents
 
  multiply by percentual ''Defense Ratio'' bonus/penalty from talents
multiply by 0.5, if facing away from the attacker
 
  
 
===Chance to Hit===
 
===Chance to Hit===
 
  ''Probability'' [%] = '''Hit Ratio''' / '''Defense Ratio''' * 62
 
  ''Probability'' [%] = '''Hit Ratio''' / '''Defense Ratio''' * 62
  
===Physical Absorption (?)===
 
''Base Value'' = ''Physical Absorption'' of the single armor piece
 
 
if successfuly blocking with a shield, add the shield's ''Physical Absorption''
 
  
===Physical Damage (?)===
 
''Base Value'' = ''Weapon Damage'' + ''Strength'' / 30 (round down)  for Bows with Archery talent
 
            = 1 + ''Strength'' / 20 (round down)              for Hand Attack
 
            = ''Weapon Damage''                                for other weapons
 
               
 
if not using Hand Attack or Bow with Archery talent, multiply by
 
    ''Strength'' * 0.002
 
 
multiply by percentual ''Base Weapon Damage'' bonus/penalty from talents
 
 
if under influence of ''Minor Berserk'' or ''Berserk'' spell and not making a Critical Attack,
 
    multiply by the spell's damage bonus
 
 
if making Dash Attack, multiply by
 
    1.5  for Short Sword
 
    1.4  for Long Sword
 
    1.5  for Fencing
 
    1.25 for Axe
 
    1.3 for Hammer
 
 
add ''Physical Damage'' bonus from items
 
 
if making Critical Attack, multiply by (numbers taken from 100% weapon skill)
 
    (''Adjusted Level'' + 100) for Hand Attack
 
    (''Adjusted Level'' + 145) for Short Sword
 
    (''Adjusted Level'' + 115) for Long Sword
 
    (''Adjusted Level'' + 135) for Fencing
 
    (''Adjusted Level'' + 125) for Axe
 
    (''Adjusted Level'' + 120) for Hammer
 
    (''Adjusted Level'' + 100) for Bow
 
    (''Adjusted Level'' + 120) for Staff
 
 
if crushing hit, multiply by ''Physical Crush Damage''
 
 
add ''Consecutive Hit Damage'' bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat)
 
add damage equal to ''Upgrade'' level of your weapon (? - does it apply here or earlier?)
 
add ''Damage'' bonus from monster speciality levels
 
 
multiply with target's '''Physical Absorbtion'''
 
  
 
=Magic Attack=
 
=Magic Attack=
 
* Magic attack can deal crushing hit for extra damage.
 
* Magic attack can deal crushing hit for extra damage.
'''Variables used in following calculations'''
 
 
  ''Mage Level'' = ''Adjusted Level'' / 10 (round result down)  
 
  ''Mage Level'' = ''Adjusted Level'' / 10 (round result down)  
 
  ''Circle''    = the circle number of the spell you are casting
 
  ''Circle''    = the circle number of the spell you are casting
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     ''Magic Bonus'' = ''Magic'' - 50
 
     ''Magic Bonus'' = ''Magic'' - 50
 
   
 
   
  add ''Magic Resistance'' bonus from items and talents  
+
  add ''Magic Resistance'' bonus from items and talents
 
  multiply by percentual ''Magic Resistance'' bonus/penalty from talents
 
  multiply by percentual ''Magic Resistance'' bonus/penalty from talents
  
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  ''Probability'' [%] = '''Hit Ratio''' / '''Magic Resistance''' * 50
 
  ''Probability'' [%] = '''Hit Ratio''' / '''Magic Resistance''' * 50
  
===Magic Absorption (?)===
+
===Magic Absorbtion (?)===
  ''Base Value'' = Sum of ''Magic Absorption'' bonuses from items and talents
+
  ''Base Value'' = Sum of ''Magic Absorbtion'' bonuses from items and talents
 
   
 
   
 
  if hit by elemental magic (fire, ice, earth, lightning),
 
  if hit by elemental magic (fire, ice, earth, lightning),
     add respective ''Elemental Absorption''
+
     add respective ''Elemental Absorbtion''
 
if result > 84, round it to 84
 
  
===Magic Damage (?)===
+
===Spell Damage (?)===
 
  ''Base Value'' = ''Base Spell Damage''
 
  ''Base Value'' = ''Base Spell Damage''
 
  multiply by (1 + 0.003 * ''Magic'')
 
  multiply by (1 + 0.003 * ''Magic'')
 
  multiply by percentual ''Magic Damage'' bonus from talents
 
  multiply by percentual ''Magic Damage'' bonus from talents
 
  add ''Magic Damage'' bonus from items
 
  add ''Magic Damage'' bonus from items
add ''Damage'' bonus from monster speciality levels
 
 
   
 
   
 
  if crushing hit, multiply by ''Magic Crush Damage''
 
  if crushing hit, multiply by ''Magic Crush Damage''
 
   
 
   
 
  multiply with target's '''Magic Absorbtion'''
 
  multiply with target's '''Magic Absorbtion'''
 
 
  
 
=Getting Hit=
 
=Getting Hit=
* Getting hit cancels your prepared spell.
 
* Getting hit has a high chance of stunning you which plays the hurt animation and delays your action (?).
 
 
===Physical Attack===
 
when hit an armor piece is randomly chosen
 
    50% Chest Armor
 
    25% Leg Armor
 
    15% Hauberk
 
    10% Helm
 
 
the ''Physical Absorbtion'' of the armor piece is used to decrease the incoming damage
 
''Endurance'' of the armor piece is decreased
 
 
if a shield is equiped and you are facing your attacker, you have
 
    10% - 100% (?) chance to block (scaled with ''Shield Skill''), which
 
    adds shield's ''Physical Absorbtion'' to hit armor piece and
 
    shield takes 80% of the armor piece's ''Endurance'' decrease
 
 
===Health Regeneration===
 
Every '''15''' seconds, you gain
 
    from ''Vitality''/2 to ''Vitality'' amount of HP
 
 
===Mana Regeneration===
 
Every '''20''' seconds, you gain
 
    from ''Magic''/3 to ''Magic'' amount of MP
 
 
===Stamina Regeneration===
 
Every '''12''' seconds, you gain
 
    3d''Vitality''/20 (round down) amount of SP (whatever that means, its not dice throw, 3d0 gives you 13 every time)
 

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