Difference between revisions of "Combat"

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(physical)
(physical)
Line 44: Line 44:
 
===Chance to Hit===
 
===Chance to Hit===
 
  ''Probability'' [%] = '''Hit Ratio''' / '''Defense Ratio''' * 62
 
  ''Probability'' [%] = '''Hit Ratio''' / '''Defense Ratio''' * 62
 +
 +
===Physical Absorbtion (?)===
 +
''Base Value'' = ''Physical Absorbtion'' of the single armor piece
 +
 +
===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, add
 +
    ''Base Value'' * ''Strength'' * 0.002
 +
 +
multiply by percentual ''Base Weapon Damage'' bonus/penalty from talents
 +
 +
if under influence of ''Minor Berserk'' or ''Berserk'' spell
 +
    multiply by spell 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
 +
 +
if making Critical Attack...
 +
 +
add ''Physical Damage'' bonus from items
 +
 +
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'' bonus from monster speciality levels
 +
 +
multiply with target's '''Physical Absorbtion'''
  
  
Line 89: Line 123:
 
     add respective ''Elemental Absorbtion''
 
     add respective ''Elemental Absorbtion''
  
===Spell Damage (?)===
+
if result > 84, round it to 84
 +
 
 +
===Magic 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''

Revision as of 16:29, 5 August 2021

Shared Variables

Adjusted Level = Level + Rebirth Level (max 140 in total)


Physical Attack

  • Physical attack can be a regular one or a Critical one (by spending Critical Point).
  • Regular attack can deal crushing hit for extra damage.

Physical Hit Ratio (?)

if Dexterity > 50, add
   Dexterity Bonus = 1.2 * (Dexterity - 50)

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

add Weapon Skill + 10

if making Dash Attack, add
   20 for Hand Attack
   20 for Short Sword
   40 for Long Sword
   20 for Fencing
   20 for Axe
   30 for Hammer
   20 for Staff

if making Critical Attack, add
   (Weapon Skill/200 + Adjusted Level/280) * 100 for Hand Attack
                                             120 for Short Sword
                                             130 for Long Sword
                                             105 for Fencing
                                             120 for Axe
                                             135 for Hammer
                                             100 for Bow
                                             120 for Staff

Defense Ratio

Base Value = 2 * Dexterity

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

Chance to Hit

Probability [%] = Hit Ratio / Defense Ratio * 62

Physical Absorbtion (?)

Base Value = Physical Absorbtion of the single armor piece

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, add 
   Base Value * Strength * 0.002

multiply by percentual Base Weapon Damage bonus/penalty from talents

if under influence of Minor Berserk or Berserk spell
   multiply by spell 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
if making Critical Attack...
add Physical Damage bonus from items

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 bonus from monster speciality levels

multiply with target's Physical Absorbtion


Magic Attack

  • Magic attack can deal crushing hit for extra damage.
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 = 1.15 * (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
if result > 84, round it to 84

Magic 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
add Damage bonus from monster speciality levels

if crushing hit, multiply by Magic Crush Damage

multiply with target's Magic Absorbtion

Getting Hit