I use pencil and paper ._. doesn't take that longI'm guessing she uses an abacus.You don't seriously go through all three equations hand by hand right? There a programs than can do that would save you tons of work.
Re: Index: Auto Attack and Skill Formulas
#122This topic needs to be stickied...
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Solumbum-200
WeldenS-36
BlodgarmS-35
EragonS-27
Junior Journalist of the Dal Riata Daily Enquirer
Proud Clansman of Divergent
Re: Index: Auto Attack and Skill Formulas
#124Thanks 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:
Or in general a linear curve
Given that the general formula for damage at L50 seems to be (or the nearest simulation of the real formulas)
These 2 formulas could be substituted into each other, what should burn down to:
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.
![Sad :(](./images/smilies/icon_e_sad.gif)
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:
Code: Select all
D[L+1] = D[L]+h
D..Damage, L..skill lvl, h..height increase value
Code: Select all
D = L*h + g
D..damage, L..Skill level, g..ground, h..height
Code: Select all
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
Code: Select all
D = s*sqrt(S)*L + a*sqrt(A)*L + e*L + f +d[item]
e..escalation factor, f..floor value
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
-
Life is like a casino - In the end the bank always wins
Re: Index: Auto Attack and Skill Formulas
#125This guide doesnt RLY work for rangers Bcz Rangers go full str however all of our skills R Dex based
Character: BowDaBoss
Class: Ranger
World: Belenus
Clan: Sucuro
Level: 113+
World xfer! Morrigan to belenus! Paying gold/lixs/lux in morrigan for stuff in belenus!
Mail character above for xfer
Class: Ranger
World: Belenus
Clan: Sucuro
Level: 113+
World xfer! Morrigan to belenus! Paying gold/lixs/lux in morrigan for stuff in belenus!
Mail character above for xfer
Re: Index: Auto Attack and Skill Formulas
#126This 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
-
Life is like a casino - In the end the bank always wins
Re: Index: Auto Attack and Skill Formulas
#127Yes, I have tried this. See the universal fire bolt damage formula: http://celtic-heroes.com/forum/viewtopi ... 49&t=554622.)
Could it be possible to convert this to a lvl-aware formula for even more usability?
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.
Re: Index: Auto Attack and Skill Formulas
#128Well 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.Yes, I have tried this. See the universal fire bolt damage formula: http://celtic-heroes.com/forum/viewtopi ... 49&t=554622.)
Could it be possible to convert this to a lvl-aware formula for even more usability?
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.
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)
![Crying or Very Sad :cry:](./images/smilies/icon_cry.gif)
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
-
Life is like a casino - In the end the bank always wins
Re: Index: Auto Attack and Skill Formulas
#129Question how much free time do you have?
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(Warrior) Heroskill: 191 - retired
Herne
(Druid) DemDruidsDoe - 221 (Totem Build Druid)
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Re: Index: Auto Attack and Skill Formulas
#130Assassinate formula with energy cost:
The formula is based on this data:
Assassinate / Auto / Strength / Cunning
10254 / 1540 / 485 / 2330
10061 / 1540 / 485 / 2080
9259 / 1149 / 335 / 2330
Assassinate's damage scales 33% higher to strength and cunning than sneaky attack's damage.351Level 50 Assassinate Damage = 162.38*sqrt(Strength) + 72.473*sqrt(Cunning) + 1639.7 + Auto Attack Damage
The formula is based on this data:
Assassinate / Auto / Strength / Cunning
10254 / 1540 / 485 / 2330
10061 / 1540 / 485 / 2080
9259 / 1149 / 335 / 2330