Zajebisty post znalazlem (nawet go jeszcze nie zdazylem przeanalizowac):
Easy H2H Mathematics For Monks V1.0
Well, here it is. This is my (Humble) attempt at making as clear and concise an outline of H2H damage mechanics as possible. I hope you find it useful and informative, and that these stripped-down formulae are not only comprehensive, but more easily comprehensible than previous attempts at this task.
Inx. (Easter '06)
1. Overview
When we hit an enemy, a calculation is made that stripped down to its most basic form looks like this:
Unit_Damage x Damage_Multiplier = Per_Fist_Damage
That’s it.
The value Unit_Damage is the sum of 3 smaller values drawn from current H2H skill, Weapon Damage rating, and the amount of STR you have compared to the VIT of whatever you are hitting.
I’ll explain exactly how this is calculated later, but for now just assume that Unit_Damage can only vary between 3 and 63 dependant upon level and gearing.
The Damage_Multiplier is calculated by comparing player ATK vs mob DEF, and is a fractional value that normally calcs out between 0.0, and 3.0. Under certain circumstances this can rise to up to 5.0, but I’ll get to criticals and other adjustments later on.
It seems very probable that the normal random “dice-roll” variance that causes our shot damage to fluctuate is applied purely to the Damage_Multiplier, as the Unit_Damage sits in a very small range of integers (whole numbers), whereas the multiplier goes to at least one decimal point.
It’s extremely likely that all weapon attacks in the game work this way, radically different results can be achieved by simply tweaking the way the Unit_Damage is composed in conjunction with other combat properties like attack delay and accuracy.
2. Calculating Unit_Damage
Unit_Damage has 3 basic components:
H2H Skill based Damage (iH2H). This is defined as floor(h2h_skill/10). So basically take your current H2H skill rating, divide it by 10 and lose the decimal points.
iH2H sits in a range between 0 and 29.
Weapon Property Damage (iWPD). This is even easier, just take the +Damage value on your weapon and add 3 to it. Barefist is equivalent to a +0 damage weapon.
iWPD sits in a range between 3 and 26.
STR bonus (iSTRB). Unlike the preceding values, iSTRB is calculated on a per-fist basis by subtracting the target’s VIT from the player’s STR. As this is a bonus, should the STR-VIT result in a negative value, iSTRB will be 0.
iSTRB sits in a range between 1 and 13, regardless of how much STR you have because there is a cap on this bonus.
The iSTRB Cap is defined as follows: 8+ floor(iH2H/9) + floor(iWPD/9). I’ll return to this later.
So to get our Unit_Damage we simply add all these things up:
Unit Damage (iUD) = iH2H + iWPD + iSTRB.
So, currently our maximum possible iUD is 68. Assuming you had h2h skill >290, were toting a pair of Spharai, and got maximum iSTRB bonus.
More likely, wearing Destroyers you’ll end up with a highly respectable iUD 63 at endgame.
3. The Damage Multiplier
Previous articles defining H2H damage mechanics normally refer the variable that is used to multiply out the unit damage by a factor that is the ratio of PLYR ATK to MOB DEF, pDif for some reason. This seems a pretty meaningless label to me, so I’m going to bin it in favor of the more sensible (imho) fADM!
This is because it’s a floating-point Attack Damage Multiplier.
Before going any further its worth pointing out that while the basic workings of this half of the damage calculations are well understood, the precise detail is not. Much of what is stated from this point onward is highly speculative beyond defining the overall principle of what is believed to happen. Anyway, I’ll try and deal with the various gray areas in the following section.
fADM as noted previously is a floating point value that is used to multiply up the iUD. It’s basic formulation is rooted in the ratio of PLAYER ATK vs MOB DEF; therefore you’d expect a situation where a player with 500 ATK hitting a mob with 250 DEF to resolve a fADM of 2.0.
There are 3 further factors that modify the fADM value:
1. Dice Roll: The random variance that is applied to this value in order to create a more naturalistic sequence of actions.
2. Critical Hits: A critical hit adds a straight +1.0 to fADM.
3. Weapon Type to Mob Type Affinity: Using blunt weapons versus bones and slimes results in extremely different results.
Once these are factored in, a final cap is applied to fADM. Under normal circumstances the limit for fADM is 3.0, however Weapon Affinities can raise this value up to a maximum of 5.0, although this peak can only reach that high under very specific circumstances.
Once fADM is finally calculated, we are ready to define our final hit damage:
iFinal_Damage = floor(iUD*fADM);
And there we are.
4. The Gray Areas: A discussion
We’re going to get into some murky stuff here, be warned tech heavy detail ahead!
While the series of operations described to this point is generally agreed upon, the exact calculation behind of fADM is unknown. A key problem is that much of the work on this has been done by working backwards from analyzing the size of maximum critical-hit damage for various weapons. In short, we have observed the hard-limits, but know less about how damage is dispersed in the low-to-mid range.
Historically SE have always been vague about the workings of this system, merely describing STR as setting the range of a damage “curve” while ATK sets the point along the “curve”. The foregoing agrees with this, but disregards the spread of damage as having any sort of curvature whatsoever.
Simply assigning fADM as PLYR_STR/MOB_DEF resolves a linear ratio, which begs the question that there is more to this conversion than we currently understand, but what could it be?
This may seem like a minor point but it in fact is crucial to the conclusions we should draw: in a linear conversion loading up on ATK will never suffer diminishing returns until the cap limit is hit at which point only a more favorable weapon affinity can increase damage. In a curved system the benefit of ATK will vary according to the bigger picture, with the improvement “flattening” towards the high-end of fADM (2.0-3.0).
In this respect a good question to ask is whether the “dice-roll” is of a consistent magnitude, or is scaled it according to the fADM result? In simple terms does the randomizer multiply the fADM or does it just add/subtract a certain amount to/from the total?
Another question is the order in which the fADM modifiers are applied. My suspicion is that the 3.0 cap is applied before the Weapon Affinity modifier, but after Crit Hit is factored in. Anecdotal evidence for this was drawn from scoring consistent 0’s against ultra high def mobs, but an exact +1.0 fADM from a critical hit. Similarly in SW Appolyon (the special weapon-type affinity Limbus area) I’ve experienced 0 crits on super resistant slimes, while getting 5.0 fADM super-crits on susceptible mobs (315 max crit with Destroyers).
To recap, I believe the order looks something like this:
fADM= ((ratio(P_ATK,M-DEF, RANDOM)+CRIT)&3.0)+WPN_AFFINITY_MOD
This analysis would suggest that WPN affinities are physically added to the fADM value, rather than being secondary multipliers as I initially thought.
5. Conclusions
ATK is more effective than STR at raising damage.
The most you can ever gain from STR is a iUD bonus of 13, or +39 from an unadjusted max crit.
If you are using a low damage weapon (< +8 DMG) STR is very important however as iSTRB is a proportionately larger component of your iUD than your weapon.
For damage improvement only H2H ratings in multiples of 10 counts. Also, iUD improves only at 2 and 7 merit levels respectively).
Crit Rate is king. If you’re serious about damage, merit this first.
To increase beyond its current max of 63, iUD H2H skill >300, or a +24 dmg weapon will need to be made available.
6. Credits
This text is the result of many people’s hard work, the overall knowledge-base on the h2h calc has been built up over a long time and many hours of mental effort and investigation. There truly are too many people to name. That said, I’d particularly like to thank BastokFL for his work in unraveling the “magic 13” (iSTRB), which was for me anyway, the last piece of the puzzle.
Appendices and corrections/additions will be added in due course.
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