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*Finished* some resistance calculations

#1
I'm going to try gathering some monster damage data to calculate resistances effect.

I will start with loredancers on my lvl 60 and lvl 125.

I will record firebolt damage with zero then 200 fire resist (carpet)

So if you want to gather some data also, report:

1. element used on you (pierce, crush, slash, fire, magic, ice, poison)
2. Average damage and standard deviation
3. amount of resist you have to that element
4. player level.

Thanks a bunch!

It is only a matter of time to our mastery of resistances :)
Last edited by mdimarco on Sun Oct 28, 2012 10:44 pm, edited 1 time in total.
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

Copy this sig! :)

Wiki: http://www.wisdomunderground.com/wiki

Re: Starting some resistance calculations

#3
Speculation comment

But seens on pvp the some damage is nefted , as some pacth notes seen the times effect and maybe damage is nefted to make pvp more even amoung class but this is speculation. Only admin can answer if they are fully attacks on pvp.
Inactive player .

En este juego , mientras tanto otros juegos se llevan mi plata.

Re: Starting some resistance calculations

#4
No reason to do pvp over monsters it is all pure statistics.

So...I gathered 500 data points and graphs are looking very nice :).

I'll post them when I find some time.

Some findings:

Charecter level doesn't effect how much damage mobs do to you.
Resistances reduce a percentage of incoming damage
All resistance types (preliminarily) work with exactly the same curve
.

Percentage of damage reduced goes up in a logarithmic fashion, with around 1000 resistance reducing over 90% of the damage
100 resistance reduces about 30% of damage.

ect, ect.

Oh also the standard deviation of damage numbers is 20% of the damage inflicted This is a constant!!! (scientists get really excited when they find a constant :mrgreen: )

this is probably indicitive that damage is set to "moderate randomness"
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

Copy this sig! :)

Wiki: http://www.wisdomunderground.com/wiki

Re: Starting some resistance calculations

#7
Here, I'll post the basics: I let each monster hit me 20 times and averaged the damage numbers. Then I repeated that again for the loredancers. So the lore dancers have 40 data points for each resist. I did that for each thing you see below.

My lvl 125 mage on lvl 63 lore dancers

Flaming orb only: 40 data points on each of these numbers

Fire resist:
No resist (163 damage and 0% reduction),
100 resist (110 damage and 33% reduction),
200 resist (81 damage and 50% reduction),
300 resist (67 damage and 59% reduction),
370 resist (61 damage and 62% reduction),
470 resist (46 damage and 72% reduction)

My lvl 60 ranger on lvl 63 loredancers:

Fire resist: 100 resist. (110 damage and 33% reduction)

Same average damage done to him as my lvl 125 mage so I concluded that level and class of the player doesn't effect damage dealt to you, only the resistance.

My lvl 125 mage on lvl 47 greatsword:

no armor (65 damage 0% reduction),
100 armor (36 damage 45% reduction)

My lvl 125 mage on lvl 56 shieldmaster:

no armor (106 damage 0% reduction),
100 armor (69 damage 35% reduction)

Damage from each of these melee charecters was not reduced by a set number, it was reduced by a percentage. This percentage was the same for the 3 star lore dancer as the 3 star shieldmaster. The 1 star greatsword percentage was slightly better, so mabye star's also plays into it. If not star, maby level of the monster plays into resistances effectiveness. Therefore resistance reduces a percentage of damage and not a set number. Also, Element doesn't matter; resistances reduce by the same percentage no matter what type of damage it is
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

Copy this sig! :)

Wiki: http://www.wisdomunderground.com/wiki

Re: *Finished* some resistance calculations

#9
From a quick look at your numbers there is a big drop in resist effectiveness after 300 resist is reached. So, optimally ones gear should always try to have all resistances at 300 or more.

Food for thought now when choosing to use Heroic gloves, Speed boots and damage helms over quest armor pieces (warden, meteoric and frozen) that have resist bonuses on them.

I am going to try and play around a bit and replicate numbers. I am currently grinding on purple ghosts in OW. They have a skill called life drain that is a vampiric effect (they steal your health for themselves). Is it magic based? anyone know? What resist stat should I play with?

Thanks again! Good Work!
A n e x a n d e r
Ranger of Avalon
When you are dead, you don't know you are dead. It is difficult only for others. It is the same when you are stupid.

Re: Starting some resistance calculations

#10
Oh also the standard deviation of damage numbers is 20% of the damage inflicted This is a constant!!! (scientists get really excited when they find a constant :mrgreen: )

this is probably indicitive that damage is set to "moderate randomness"
So does that mean that after your damage calculation with resistance, you do that damage as a maximum and up to 20% less damage?
SirBlaze333 - 220+ Warrior
(Returning Player)

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