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Re: Index: Auto Attack and Skill Formulas

#124
Thanks for all this great effort. Pity I couldnt contribute (still to low :( )
I thought about 2 things though:

1.)
Wouldnt it be possible and helpful if cast time and cooldown could be added (just like energy cost) as a max possible DPS info.

2.)
Could it be possible to convert this to a lvl-aware formula for even more usability?

Didnt do that for some time, so correct me, but without changing Gear, Stats and Abilities (like after a book of alt) increases are a fixed value with a sometime different start value (and a bit of rounding/truncation irritation along the way)
So the per-skill formula beeing:

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D[L+1] = D[L]+h D..Damage, L..skill lvl, h..height increase value
Or in general a linear curve

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D = L*h + g D..damage, L..Skill level, g..ground, h..height
Given that the general formula for damage at L50 seems to be (or the nearest simulation of the real formulas)

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D[50] = s[50] * sqrt(S) + a[50] * sqrt(A) + c[50] + d[item] s..stat factor, S..Stat, a..ability factor, A..Ability, c..linear value , d..damage from elemantal bonuses of items
These 2 formulas could be substituted into each other, what should burn down to:

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D = s*sqrt(S)*L + a*sqrt(A)*L + e*L + f +d[item] e..escalation factor, f..floor value
Where "s" and "a" would be the already established stat and ability factors divided by 50.
And only the individual value of "c" would eventually need a split-up in a lvl-dependent escalation term "e" and a floor value "f".

As we are left with 2 unknows for 1 present value, just a single second set of data at some/any other lvl should be sufficent for establishing them. Although i think for accuracy reasons something around mid lvls would be best. And 1 or 2 further data points could be used for verification/proof.

As my days of regular use of maths are far gone, i might be totally wrong. So might be my assumptions/memories of skill level dependencies. So please verify or correct me on this.
HomoLudens - no matter how old, never quit playing
-
Life is like a casino - In the end the bank always wins

Re: Index: Auto Attack and Skill Formulas

#126
This guide doesnt RLY work for rangers Bcz Rangers go full str however all of our skills R Dex based

Hhm. Dont get your point.
This in my eyes is not an actual guide of what to do, but the basics for any sound and educated decision of what way you could go. And as such it does work perfectly well.
You can compare what you get out as Dmg (and DPS) from your weapon and gear at a full str approach vs what you could do skill/mix-wise in a dex approach. I wouldnt try to foretell which sides the scales tip more often, never played a ranger that far. But at any time i prefer to be able to make my decision for what i got on facts instead of tradition imposed by people with specific, superior gear i most likeley never will get, however good and reliable they might be in their advice.
HomoLudens - no matter how old, never quit playing
-
Life is like a casino - In the end the bank always wins

Re: Index: Auto Attack and Skill Formulas

#128
2.)
Could it be possible to convert this to a lvl-aware formula for even more usability?
Yes, I have tried this. See the universal fire bolt damage formula: http://celtic-heroes.com/forum/viewtopi ... 49&t=55462

The problems with level-scaling formulas is that they are 1) less accurate 2) too difficult to collect data and 3) too complicated to use.
Well then i apparently remember it wrong about the skill increases on a book of alt. Was quite sure it was a linear increase each skill lvl. :oops: :( :cry:
In which case you are absolutly right with your problems (maybe minus the 3 if someone did a calculator), especially data collection is definitly prohibitive though.
HomoLudens - no matter how old, never quit playing
-
Life is like a casino - In the end the bank always wins

Re: Index: Auto Attack and Skill Formulas

#130
Assassinate formula with energy cost:
351
Image
Level 50 Assassinate Damage = 162.38*sqrt(Strength) + 72.473*sqrt(Cunning) + 1639.7 + Auto Attack Damage
Assassinate's damage scales 33% higher to strength and cunning than sneaky attack's damage.

The formula is based on this data:
Assassinate / Auto / Strength / Cunning
10254 / 1540 / 485 / 2330
10061 / 1540 / 485 / 2080
9259 / 1149 / 335 / 2330

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