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Формулы расчета параметров, влияющих на дамаг


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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

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  • 2 months later...

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]

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  • 7 months later...
  • 11 months later...

А подскажите. пожалуйста, как изменилась механика по параметрам и статам?

Я заметил тока новые типы крита. Есть цифры разницы между между ними?

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