mokie
Community Contributor
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Post by mokie on Sept 23, 2016 3:35:18 GMT
Hello everyone, I just wanted to share the English translations for some of the unwritten formulas (in game), which can be found in the Japanese Wiki
Simply click on the names to make the formulas appear.{HP Formula}HP = [(Job Value) + [Lv × 0.8 × (20 + Equipment and Job VIT)] + [6+ (Lv × 0.2)] × Status VIT] + Flat HP Values] × Percentual HP Values {MP Formula}MP = [20 + Lv × 0.8 + Lv × 0.8 × (5 + Equipment and Job INT) + 4 × Status INT + Flat MP Values] × Percentual MP Values {White Physical Damage Calculation}White Physical Damage = [ATK + Weapon ATK Value + Own Lv - Enemy Lv - Enemy DEF + (Random Numbers)] × (1 + Attribute Coefficient) + (Melee)
Random Numbers = (RNG between 0 and Weapon ATK - 1) ÷ 5 {MATK}MATK = [(Complete INT - 1) × 4 + (Complete DEX - 1) × 0.5 + (Weapon ATK IF using Rod, Throwing, or Magic Rod)] + Flat MATK Values x Percentual MATK Values {Received Physical Damage Calculation}Received Physical Damage Calculation = (Enemy ATK + Random Value (0 to about 20% of the Enemy ATK) - Own DEF) × [1 - (Equip DEF Values + Complete Equip Refine Value) ÷ 100] × (1 - Physical Resistance) {Received Magic Damage Calculation}Received Magic Damage Calculation = [Enemy MATK + Random Value (0 to about 20% of the Enemy MATK) - Own MDEF × (1 + Percentual MDEF)] × (1 - Magic Resistance) {Critical Damage}Critical damage = [White Physical Damage - Melee] × (1.5 + CRT ÷ 200) × (1 + Percentual Critical Damage) + (Melee) {Critical Rate}Critical Rate = (CRT ÷ 3) + 5 + Flat Critical Rate Values x Percentual Critical Rate Values {Nemesis Damage}Nemesis damage = [(MATK x 9.5 - Enemy MDEF) + MATK x Random Numbers (1 to 9) ÷ 100] x (1 + Attribute Coefficient + Magic Power %) {Heal 3 Recovery Amount}Base Value=(600+MATK)×2 Random Numbers = RNG between 0 and 4 Heal Amount ={Base Value + Base Value x Random Numbers ÷ 100}× (1 + Heal Coefficient + Magic Power%)) Critical Rate = (CRT ÷ 3) + 5 + Flat Critical Rate Values x Percentual Critical Rate Values I just found out that the formula is not correct. The correct one should be something like; Critical Rate = [(CRT ÷ 3) + 5 + Flat Critical Rate Values] x Percentual Critical Rate Values Because when I use daijingo and suigetsu at the same time,-100% cri rate. The cri rate will be exactly 0%.
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Post by Deleted on Sept 23, 2016 5:02:12 GMT
Hello everyone, I just wanted to share the English translations for some of the unwritten formulas (in game), which can be found in the Japanese Wiki
Simply click on the names to make the formulas appear.{HP Formula}HP = [(Job Value) + [Lv × 0.8 × (20 + Equipment and Job VIT)] + [6+ (Lv × 0.2)] × Status VIT] + Flat HP Values] × Percentual HP Values {MP Formula}MP = [20 + Lv × 0.8 + Lv × 0.8 × (5 + Equipment and Job INT) + 4 × Status INT + Flat MP Values] × Percentual MP Values {White Physical Damage Calculation}White Physical Damage = [ATK + Weapon ATK Value + Own Lv - Enemy Lv - Enemy DEF + (Random Numbers)] × (1 + Attribute Coefficient) + (Melee)
Random Numbers = (RNG between 0 and Weapon ATK - 1) ÷ 5 {MATK}MATK = [(Complete INT - 1) × 4 + (Complete DEX - 1) × 0.5 + (Weapon ATK IF using Rod, Throwing, or Magic Rod)] + Flat MATK Values x Percentual MATK Values {Received Physical Damage Calculation}Received Physical Damage Calculation = (Enemy ATK + Random Value (0 to about 20% of the Enemy ATK) - Own DEF) × [1 - (Equip DEF Values + Complete Equip Refine Value) ÷ 100] × (1 - Physical Resistance) {Received Magic Damage Calculation}Received Magic Damage Calculation = [Enemy MATK + Random Value (0 to about 20% of the Enemy MATK) - Own MDEF × (1 + Percentual MDEF)] × (1 - Magic Resistance) {Critical Damage}Critical damage = [White Physical Damage - Melee] × (1.5 + CRT ÷ 200) × (1 + Percentual Critical Damage) + (Melee) {Critical Rate}Critical Rate = (CRT ÷ 3) + 5 + Flat Critical Rate Values x Percentual Critical Rate Values {Nemesis Damage}Nemesis damage = [(MATK x 9.5 - Enemy MDEF) + MATK x Random Numbers (1 to 9) ÷ 100] x (1 + Attribute Coefficient + Magic Power %) {Heal 3 Recovery Amount}Base Value=(600+MATK)×2 Random Numbers = RNG between 0 and 4 Heal Amount ={Base Value + Base Value x Random Numbers ÷ 100}× (1 + Heal Coefficient + Magic Power%)) Critical Rate = (CRT ÷ 3) + 5 + Flat Critical Rate Values x Percentual Critical Rate Values I just found out that the formula is not correct. The correct one should be something like; Critical Rate = [(CRT ÷ 3) + 5 + Flat Critical Rate Values] x Percentual Critical Rate Values Because when I use daijingo and suigetsu at the same time,-100% cri rate. The cri rate will be exactly 0%. Well if we're gonna correct that formula it should be:
Critical Rate = [(CRT ÷ 3) + 5 + Flat Critical Rate Values] x [1 + Percentual Critical Rate Values]
But yeah, that's how it works (according to the formula at least). You basically get 0 critical rate if you use both no matter how high your CRT is. If you still do critical hits it's either you missed something while calculating, or there's a minimum critical rate that can't be lowered no matter how much -critical rate you get (this is an assumption).
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Post by Deleted on Oct 7, 2016 14:49:30 GMT
Hiya Ryukengan-sama o.o/. I think there might be some typos in the formulas? I checked the jp wiki site and I see that they've been translated perfectly, but I can't shake the feeling that some should be corrected @-@. Anyway, here's what I think:
{SPOILER: Click to show/hide}
* Bolded characters are my correction suggestions.
HP = [(Job Value) + [Lv × 0.8 × (20 + Equipment and Job VIT)] + [6+ (Lv × 0.2)] × Status VIT] + Flat HP Values] × [1 + Percentual HP Values]
MP = [20 + Lv × 0.8 + Lv x 0.8 x (5 + Equipment and Job INT) + 4 × Status INT + Flat MP Values] × [1 + Percentual MP Values]
MATK = [[(Complete INT - 1) × 4 + (Complete DEX - 1) × 0.5 + (Weapon ATK IF using Rod, Throwing, or Magic Rod)] + Flat MATK Values] x [1 + Percentual MATK Values]
That's all o.o/
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Post by 'AhSaN' on Nov 1, 2016 9:33:06 GMT
I think I need to learn Higher Mathematics for calculating this...
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Post by kabisato on Dec 14, 2016 8:41:52 GMT
-read thread- -think- maybe i sud put tt formula into excel, make some kind of calculating aplication -try- . . . .
(a few minutes latter) -push computer away n go try to play iruna- $#%&-$ still maintenance
ps: its really happen
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Post by Zensui_X on Jun 20, 2017 23:22:37 GMT
Ryukengan , @ewpeople I think formula for Matk misses out something... Apostolia Cyan Line
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Post by Deleted on Jun 21, 2017 7:10:08 GMT
Ryukengan , @ewpeople I think formula for Matk misses out something... Apostolia Cyan Line The MATK from the apostolia cyan line is a flat MATK value o.o/ it's not missing
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Post by spazze on Jan 9, 2018 15:24:47 GMT
Where would stats like melee pierce apply in the damage calculation?
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Post by UIRepth on Jan 16, 2018 10:55:43 GMT
Where would stats like melee pierce apply in the damage calculation? Physical Damage = [ATK + Weapon ATK Value + Own Lv - Enemy Lv - Enemy DEF + (Random Numbers)] × (1 + Attribute Coefficient) + (Melee) Enemy DEF * (1-melee pierce) Pierce cap at 95%. Some boss has ALOT def during barier and still have enough def to make your dmg to 1 even after 95% pierce lul
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Post by spazze on Jan 16, 2018 11:59:20 GMT
Where would stats like melee pierce apply in the damage calculation? Physical Damage = [ATK + Weapon ATK Value + Own Lv - Enemy Lv - Enemy DEF + (Random Numbers)] × (1 + Attribute Coefficient) + (Melee) Enemy DEF * (1-melee pierce) Pierce cap at 95%. Some boss has ALOT def during barier and still have enough def to make your dmg to 1 even after 95% pierce lul Thanks o.o the damage formula should be updated then
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Post by NightBreeze on Aug 2, 2018 17:37:19 GMT
Ryukengan the crt dmg formula should be updated to the post-balance one.
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Post by Aza on Dec 2, 2018 8:49:32 GMT
Hi,anyone know is there any difference between magic+% (like in emido last upg,frederico xtal,some relic xtal) and all magic+% (like in tellas rod,druj plume etc)?
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Post by Maxwello on Dec 7, 2018 8:50:26 GMT
Hi,anyone know is there any difference between magic+% (like in emido last upg,frederico xtal,some relic xtal) and all magic+% (like in tellas rod,druj plume etc)? Bump I think all magic is +fire magic +water magic etc so I'm sure there is a difference but no idea on formulas or anything so Bring Up This Thread
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 4, 2019 18:48:04 GMT
Kinda late but i done some test with monk heal lv2
From jp wiki it says the formula for heal lv2 is
Base amount = (400+matk) x 2 Recovery amount = base amount + ((base amount x (rng 0-4)/100) = Y Recovery amount = Y x ( 1 + (heal recovery%)) = A Recovery amount = A x ( 1 + (heal reward%) or A + fixed heal reward < heal reward only work on self
From my test as monk with lv2 heal actually the correct base amount is (200+matk) x 2. Maybe thers a difference in heal skill between monk and bish (maybe bish use (400+matk)x2 as base amount)
The rng is random from 0, 1, 2, 3, 4. There is 5 numbers here which mean ur heal will do 5 kind of different recovery amount.
Btw im doing this cuz i wanna see the potential of monk reactive heal, which is not very useful. If u ask me between INT or VIT to increase the reactive heal effect, i will say VIT cuz u got more hp and benefit with using thick revita M + healing item recovery% buff
Need other monk to confirm this. Follow the instruction 1. Spam heal lv2 do not use any heal rec%/heal reward equips/buff and get the lowest amount heal 2. The recovery amount / 2 = Y - matk = base amount
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x2nd
Member
Discord killer#0507. https://m.youtube.com/channel/UC4F8nJipoD9O5S7otkANkug/feed
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Post by x2nd on Dec 4, 2019 21:26:52 GMT
Kinda late but i done some test with monk heal lv2 From jp wiki it says the formula for heal lv2 is Base amount = (400+matk) x 2 Recovery amount = base amount + ((base amount x (rng 0-4)/100) = Y Recovery amount = Y x ( 1 + (heal recovery%)) = A Recovery amount = A x ( 1 + (heal reward%) or A + fixed heal reward < heal reward only work on self From my test as monk with lv2 heal actually the correct base amount is (200+matk) x 2. Maybe thers a difference in heal skill between monk and bish (maybe bish use (400+matk)x2 as base amount) The rng is random from 0, 1, 2, 3, 4. There is 5 numbers here which mean ur heal will do 5 kind of different recovery amount. Btw im doing this cuz i wanna see the potential of monk reactive heal, which is not very useful. If u ask me between INT or VIT to increase the reactive heal effect, i will say VIT cuz u got more hp and benefit with using thick revita M + healing item recovery% buff Need other monk to confirm this. Follow the instruction 1. Spam heal lv2 do not use any heal rec%/heal reward equips/buff and get the lowest amount heal 2. The recovery amount / 2 = Y - matk = base amount I hv done calculation to test both formula. I found that malice formula correct (very narrow margin) n jp wiki formula incorrect (lot wider margin). I dont use any heal% booster during t test. Only bless buff. Before t test i already confirm first that no bless n with bless heal amount dont get affected
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