(Some) of the Current Systems Formulas

Discussion in 'General Gameplay Discussion' started by Xelgad, Nov 13, 2013.

  1. Xelgad Developer

    Hey folks,

    We've been receiving a few requests for some of the formulas for how some stats work, so here are a few of the tables:

    Code:
    Multi-Attack Chance - Extra Swing Percentage
    10 - 12%
    20 - 22%
    30 - 33%
    40 - 43%
    50 - 52%
    60 - 61%
    70 - 69%
    80 - 77%
    90 - 84%
    100 - 91%
    110 - 97%
    120 - 100% + 2%
    130 - 100% + 7%
    140 - 100% + 11%
    150 - 100% + 15%
    160 - 100% + 18%
    170 - 100% + 21%
    180 - 100% + 23%
    190 - 100% + 24%
    200 - 100% + 25%
    300 - 100% + 35%
    500 - 100% + 45%
    700 - 100% + 55%
    900 - 100% + 65%
    1200 - 100% + 75%
    Code:
    Damage Per Second - Damage Multiplier
    100 - 2x
    200 - 3x
    300 - 4x
    400 - 5x
    500 - 6x
    600 - 7x
    1000 - 8x
    1600 - 9x
    2300 - 10x
    Code:
    Attack Speed - Flurry Chance
    200 - 0%
    300 - 6.8%
    500 - 13.4%
    700 - 19.6%
    900 - 25.6%
    1200 - 31.4%
    Code:
    Casting Speed - Doublecast Chance
    100% - 0%
    200% - 7.5%
    400% - 15%
    600% - 22.5%
    800% - 30%
    1100% - 37.5%
    Code:
    Offensive Skill (Over Base) - Variance Reduction Percentage
    +100 - 2%
    +1000 - 20%
    +2500 - 30%
    +5000 - 40%
  2. Whitetide Active Member

  3. GrouchyMouse Active Member

    Ahah, thank you very much!
  4. Taysa Well-Known Member

    Hollllllyyyyy.....

    Thanks!
  5. Karnoz Member

    Could you please explain exactly how Accuracy works? I mean, it reduces the amount of missed auto-attacks you get, but the actual formula/scale/caps have never been officially confirmed that I know of.
  6. Estred Well-Known Member

    They haven't been that well data-mined either. Trial and error is pretty much how I have figured out what Weapon Skills, Strikethrough and Accuracy are needed to maintain a hit-rate.
  7. Misia Active Member

    You're the bomb! :cool::D<3
  8. Twisty New Member

    for offensive skills, when you say "over base"... is base = lvl*5?
  9. Xelgad Developer

    Yes.
  10. Kilar Active Member

    Thank you this helps a load.
  11. Whitetide Active Member

    Xelgad, can you confirm what I am understanding offensive skill variance reduction as?

    Is this a reduction in the difference from lowest possible to highest possible hit for a spell/ca? If correct, in what manner is the variance reduced? Low end boosted? High end lowered? A combination?

    Thanks!
  12. Xelgad Developer

    Yes, it increases the damage of the "lowest possible" on an ability or auto-attack. The low end is boosted while the high end remains the same.
    Whitetide likes this.
  13. Whitetide Active Member

    Thank you!
  14. Ganador New Member

    Xelgad,

    Does accuracy improve your spell weapon auto attack hitrate? I am pretty sure that Disruption above the cap improves the spell weapon damage offense skill variance. Does higher magical skill, ie.. Disruption improved the hitrate also?

    Thanks!
  15. Estred Well-Known Member

    Another one were wondering is calculated Mitigation Debuffs. Expansions past have proven some debuffs aren't worth casting because a Raid can hit the minimums with only half the force.

    Armorbreak, the Dragon AA for mitigation reduction vs all damage. This ability interestingly stacks from multiple sources and I have had a number of fighters ask me if it's worth taking on Raids to function as a Mini-Dispatch or if it's a waste of AA. I would love some help clarifying this issue.
  16. Dedith Member

    @Karnoz & Ganador - Of all of the formula's I've talked to devs about, anything to do with hitting the opponent has been off limits. So accuracy and how skills effect hit chances are all hidden. While it's annoying, I can respect that. Once we had PC formula's for hitting, we'd be able to reverse engineer each mob's defense capability via lots of testing. And most of the mob stats are not something they want to give out at all.

    @Estred - I've asked about buff stacking a while ago as well. I'm fairly certain that there is some internal mechanism that we're not seeing. I am doubting it's like the EQ1 buff slots, but it might be similar. I'd love to get these details as well for making some nice 3rd party tools.
  17. Estred Well-Known Member

    I would gladly take a "Mitigation Debuffs are useful for raiders" as an answer. It's an 11 AA investment for tanks to take that debuff and if you move 9 more you have a 2nd Heroic Endline, so it's a rather critical point to know if mit-debuffs, especially stacking ones would be beneficial.
  18. Gosh Member

    my conju misses 10% of his "crush" - Spell Weapon autoattacks.
    These would be affected by Weapon Skill, correct?
  19. Whitetide Active Member

    I believe you are correct.
  20. Prrasha Well-Known Member

    "Spell weapons" use the Focus skill, regardless of what kind of damage they do. I skilled up Focus on a powerlevelled defiler by zapping the heck out of a guildhall dummy while I was broker-diving.

    If it has changed, you can check it the same way... give one to a character whose skill isn't capped and blast away (autoattack only) and see what skills go up.

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