Цзынь 0 Posted September 18, 2013 Report Share Posted September 18, 2013 Перепост с форума Акеллы - очень любопытно и очень похоже на правду!!! утащил с dragonsarmory.com::: ФОРМУЛЫ РАСЧЕТА: Primary Ability Damage Bonus - I did manage to get the formula from a dev before he got moved off of to EQN, but only for the values past value 1200. Prior to that, is another line estimation: if (stat < 1200) { return 60 * stat / 1200; } return ((Math.log(stat)/Math.LN2)*0.28 - 1.2 - 1) * 100; DPS Mod Damage Bonus - Another line estimation based on data points: if (stat <= 100) { bonus = stat; } else if (stat < 200) { bonus = (stat - 100) / 4 + 100; } else if (stat >= 200 && stat <= 299) { bonus = (stat - 200) * 10 / 100 + 125; } else if (stat >= 300 && stat <= 499) { bonus = (stat - 300) * 10 / 200 + 135; } else if (stat >= 500 && stat <= 699) { bonus = (stat - 500) * 10 / 200 + 145; } else if (stat >= 700 && stat <= 899) { bonus = (stat - 700) * 10 / 200 + 155; } else if (stat >= 900 && stat <= 1199) { bonus = (stat - 900) * 10 / 300 + 165; } else if (stat >= 1200) { bonus = 175; } Attack Speed Bonus - This is a fairly limited line estimation as it hard caps at 125: if (stat <= 100) { bonus = stat; } else if (stat <= 200) { bonus = (stat - 100) / 4 + 100; } else { bonus = 125; } Haste Overcap to Flurry Bonus - This one has changed since GU62 and it took a bit of looking around and toying with characters to get a decent set of data points: if (stat > 200 && stat <= 299) { bonus = (stat - 200) * 6.66 / 100; } else if (stat >= 300 && stat <= 399) { bonus = (stat - 300) * 3.33 / 100 + 6.66; } else if (stat >= 400 && stat <= 499) { bonus = (stat - 400) * 3.2 / 100 + 9.99; } else if (stat >= 500 && stat <= 599) { bonus = (stat - 500) * 3.1 / 100 + 13.19; } else if (stat >= 600 && stat <= 699) { bonus = (stat - 600) * 3.1 / 100 + 16.29; } else if (stat >= 700 && stat <= 799) { bonus = (stat - 700) * 3.0 / 100 + 19.39; } else if (stat >= 800 && stat <= 899) { bonus = (stat - 800) * 3.0 / 100 + 22.39; } else if (stat >= 900 && stat <= 999) { bonus = (stat - 900) * 3.0 / 100 + 25.39; } else if (stat >= 1000) { bonus = 25.39; } Multi-Attack Chance - This is the curve after 600, again another line estimation: if (stat <= 600) { bonus = Math.floor(stat / 100)*100 + (stat % 100); } else if (stat > 600 && stat < 1000) { bonus = 600 + ((stat - 600) * 100 / 400); } else if (stat >= 1000 && stat < 1600) { bonus = 700 + ((stat - 1000) * 100 / 600); } else if (stat > 1600 && stat < 2300) { bonus = 800 + ((stat - 1600) * 100 / 700); } else if (stat >= 2300) { bonus = 900; } Casting Speed Overcap to Doublecast Bonus - This is the worst overcap rate.. again, another line estimation: if (stat > 100 && stat < 200) { bonus = (stat - 100) * 0.75 / 100; } else if (stat >= 200 && stat < 300) { bonus = (stat - 200) * 1.5 / 100; } else if (stat >= 300 && stat < 400) { bonus = (stat - 300) * 2.25 / 100; } else if (stat >= 400 && stat < 500) { bonus = (stat - 500) * 3 / 100; } else if (stat >= 500) { bonus = '??'; } Weapon Skills Overcap Minimum Damage Bonus - This includes crushing, piercing, slashing, ranged, focus, and I believe disruption. This is not a line estimation, just a value I tested repeatedly. It's not correct, but fairly close. bonus = (stat - (5 * character.type.level)) * 0.09 Quote Link to comment Share on other sites More sharing options...
Цзынь 0 Posted November 19, 2013 Author Report Share Posted November 19, 2013 Новый перепост с Акеллы: Пока не было времени поэксперементировать. Только то что в сети по аддону нашел.Я так понимаю что мультиатаку теперь выше 200 держать смысла нет, а все перековывать на DPS ? https://forums.station.sony.com/eq2/index.php?threads/some-of-the-current-systems-formulas.542211/ https://forums.station.sony.com/eq2/index.php?threads/damage-per-second-and-multi-attack-adjustments.542076/ [spoilers=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%[/spoilers] [spoilers=Damage Per Second - Damage Multiplier]100 - 2x 200 - 3x 300 - 4x 400 - 5x 500 - 6x 600 - 7x 1000 - 8x 1600 - 9x 2300 - 10x[/spoilers] [spoilers=Attack Speed - Flurry Chance]200 - 0% 300 - 6.8% 500 - 13.4% 700 - 19.6% 900 - 25.6% 1200 - 31.4%[/spoilers] [spoilers=Casting Speed - Doublecast Chance]100% - 0% 200% - 7.5% 400% - 15% 600% - 22.5% 800% - 30% 1100% - 37.5%[/spoilers] [spoilers=Offensive Skill (Over Base) - Variance Reduction Percentage]+100 - 2% +1000 - 20% +2500 - 30% +5000 - 40%[/spoilers] Quote Link to comment Share on other sites More sharing options...
olegold 0 Posted November 19, 2013 Report Share Posted November 19, 2013 Да, формулы верны. Quote Link to comment Share on other sites More sharing options...
Батиат 0 Posted November 19, 2013 Report Share Posted November 19, 2013 очень похоже на правду Quote Link to comment Share on other sites More sharing options...
Цзынь 0 Posted June 25, 2014 Author Report Share Posted June 25, 2014 Добавлю еще одну формулу: БОНУС К УРОНУ ОТ ОСНОВНОГО ПАРАМЕТРА (СИЛ, ЛОВ, МДР, ИНТ) БОНУС = { 0,8 * LOG ( Осн.Параметр / 1200 ) / LOG ( 1,02 ) } + 66,41 Quote Link to comment Share on other sites More sharing options...
nargo 0 Posted June 19, 2015 Report Share Posted June 19, 2015 А подскажите. пожалуйста, как изменилась механика по параметрам и статам? Я заметил тока новые типы крита. Есть цифры разницы между между ними? Quote Link to comment Share on other sites More sharing options...
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