Difference between revisions of "Combat"

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(magic)
(magic)
Line 41: Line 41:
  
 
===Magic Absorbtion (?)===
 
===Magic Absorbtion (?)===
  Sum of ''Magic Absorbtion'' 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 Absorbtion''
 
     add respective ''Elemental Absorbtion''
  
 +
===Spell Damage (?)===
 +
''Base Value'' = ''Base Spell Damage''
 +
multiply by (1 + 0.003 * ''Magic'')
 +
multiply by percentual ''Magic Damage'' bonus from talents
 +
add ''Magic Damage'' bonus from items
 +
 +
if crushing hit, multiply by ''Magic Crush Damage''
 +
 +
multiply with target's '''Magic Absorbtion'''
  
 
=Getting Hit=
 
=Getting Hit=

Revision as of 15:58, 4 August 2021

Physical Attack

Physical Hit Ratio Defense Ratio


Magic Attack

Adjusted Level = Level + Rebirth Level (max 140 in total)
Mage Level = Adjusted Level / 10 (round result down) 
Circle     = the circle number of the spell you are casting
Penalty  = {   5,   5,   8,   8,  10,  14,  28,  32,  36,  40 } 

Magic Hit Ratio

Base Value = Magic Skill

if Magic > 50, add
   Magic Bonus = Magic - 50

if Circle < Mage Level, add
   Level Bonus = 5 * (Mage Level - Circle)

if Circle > Mage Level, subtract
   Level Penalty = b - (a / c * b) (round result to nearest)
   a = Adjusted Level - (10 * Mage Level)
   b = (Circle - Mage Level) * Penalty{Circle}
   c = (Circle - Mage Level) * 10

add Hit Ratio bonus from items and talents
multiply by percentual Hit Ratio bonus/penalty from talents

Magic Resistance

Base Value = Magic Resistance Skill

if Magic > 50, add
   Magic Bonus = Magic - 50

add Magic Resistance bonus from items and talents
multiply by percentual Magic Resistance bonus/penalty from talents

Chance to Hit

Probability [%] = Hit Ratio / Magic Resistance * 50

Magic Absorbtion (?)

Base Value = Sum of Magic Absorbtion bonuses from items and talents

if hit by elemental magic (fire, ice, earth, lightning),
   add respective Elemental Absorbtion

Spell Damage (?)

Base Value = Base Spell Damage
multiply by (1 + 0.003 * Magic)
multiply by percentual Magic Damage bonus from talents
add Magic Damage bonus from items

if crushing hit, multiply by Magic Crush Damage

multiply with target's Magic Absorbtion

Getting Hit