Difference between revisions of "Maths"

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m (→‎Basics: removed first "attack" and replaced with "player skill" to remove confusion with other "attack" words)
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This page exists purely to reveal the calculations behind damage, defense, and resistance.
 
This page exists purely to reveal the calculations behind damage, defense, and resistance.
  
== Basics ==
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All player skills are abilities affected by a '''''source''''' and '''''type''''':
All player skills are an ABILITY which is affected by both SOURCE and TYPE.<br>
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* Source can be an '''''attack''''' or '''''spell'''''
SOURCE of an ability can be ATTACK or SPELL.<br>
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* The type of an ability can be physical, fire, cold, poison, lightning
TYPE of an ability can be physical, fire, cold, poison, lightning.<br>
 
ABILITIES with an ATTACK SOURCE benefits from Bonus ATTACK Damage (henceforth “DMG”) stat which is derived from Strength and any ability that has a SPELL source benefits from Bonus SPELL DMG stat which is derived from Intelligence.<br>
 
Something that is an ATTACK can be of any element (fire, cold, lightning, poison, physical).<br>
 
Something that is a SPELL can also be of any element.
 
  
Ability with ATTACK source = SUM(FLAT_DAMAGE stats) * SUM(percentage based ATTACK bonus DMG stats)<br>
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An ability with an '''''attack''''' source benefits from the ''Bonus Attack Damage'' (DMG) stat and is derived from [[stats|Strength]].
Ability with SPELL source = SUM(FLAT_DAMAGE stats) * SUM(percentage based SPELL  bonus DMG stats)<br>
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Any ability that has a '''''spell''''' source benefits from ''Bonus Spell DMG stat'' derived from [[Stats|Intelligence]].
  
'''Raw Calculations'''
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Attacks and spells can be of any element (e.g., fire, cold, physical).
  
Attack Damage = (Σphysical * (1+ Σattack bonus DMG(%)) * (1+ Σphysicalbonus(%)) +
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=== Formulas ===
(Σsunfire * (1+Σ attack bonus DMG(%)) * (1 + Σsunfire bonus(%)) +
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* Ability with ATTACK source = SUM(FLAT_DAMAGE stats) * SUM(percentage based ATTACK bonus DMG stats)
(Σcold * (1+ Σ attack bonus DMG(%)) * (1+ Σcold bonus(%)) +
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* Ability with SPELL source = SUM(FLAT_DAMAGE stats) * SUM(percentage based SPELL  bonus DMG stats)
(Σpoison * (1+ Σ attack bonus DMG(%)) * (1+ Σpoison bonus(%)) +
 
(Σlightning * (1+ Σ attack bonus DMG(%)) * (1+Σlightning bonus(%))
 
  
Spell Damage = (Σphysical * (1+ Σspell bonus DMG(%)) * (1+ Σphysical bonus(%)) +
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=== Raw Calculations ===
(Σsunfire * (1+Σ spell bonus DMG(%)) * (1 + Σsunfire bonus(%)) +
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''Attack Damage'' = (Σphysical * (1+ Σattack bonus DMG(%)) * (1+ Σphysicalbonus(%)) + (Σsunfire * (1+Σ attack bonus DMG(%)) * (1 + Σsunfire bonus(%)) + (Σcold * (1+ Σ attack bonus DMG(%)) * (1+ Σcold bonus(%)) + (Σpoison * (1+ Σ attack bonus DMG(%)) * (1+ Σpoison bonus(%)) + (Σlightning * (1+ Σ attack bonus DMG(%)) * (1+Σlightning bonus(%))
(Σcold * (1+ Σ spell bonus DMG(%)) * (1+ Σcold bonus(%)) +
 
(Σpoison * (1+ Σ spell bonus DMG(%)) * (1+ Σpoison bonus(%)) +
 
(Σlightning * (1+ Σ spell bonus DMG(%)) * (1+Σlightning bonus(%)
 
  
'''Setup'''
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''Spell Damage'' = (Σphysical * (1+ Σspell bonus DMG(%)) * (1+ Σphysical bonus(%)) + (Σsunfire * (1+Σ spell bonus DMG(%)) * (1 + Σsunfire bonus(%)) + (Σcold * (1+ Σ spell bonus DMG(%)) * (1+ Σcold bonus(%)) + (Σpoison * (1+ Σ spell bonus DMG(%)) * (1+ Σpoison bonus(%)) + (Σlightning * (1+ Σ spell bonus DMG(%)) * (1+Σlightning bonus(%)
  
LMB  - Your primary attack relies on the above Raw Calculations. When you equip a weapon you get some stats and the game collects all of your flat DMG stats and sums them, then multiplies them by sum of all your % based bonuses to calculate final DMG.
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=== Setup ===
  
All other abilities are calculated differently (see examples)
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'''LMB'''  - The primary attack relies on the above Raw Calculations. When equipping a weapon, the [[stats]] are applied, and the game collects and sums the flat DMG [[stats]], then multiplies them by the sum of all percent-based bonuses to calculate final DMG.
  
Everything that is PHYSICAL DMG is calculated vs ARMOR (%PHYSICAL DMG reduction)<br>
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All other abilities are calculated differently.
Everything else is calculated vs RESISTANCE type
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* Everything that is Physical DMG is calculated vs [[Stats|Armor]] (%PHYSICAL DMG reduction)
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* Everything else is calculated vs [[stats|resistance]] type
  
'''Critical Damage'''
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=== Critical Damage ===
  
GLOBAL Crit Chance is based on dexterity. When a Crit occurs it calculates ATTACK and SPELL Critical DMG bonuses in two functions.<br>
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''Global Crit Chance'' is based on [[stats|dexterity]]. When a critical attack occurs, it calculates Attack and Spell Critical DMG bonuses to create the following: Crit DMG = (Normal DMG * Critical DMG Bonus)
Crit DMG = (Normal DMG * Critical DMG Bonus)
 
  
 
== Examples ==
 
== Examples ==

Revision as of 10:59, 28 April 2019

This page exists purely to reveal the calculations behind damage, defense, and resistance.

All player skills are abilities affected by a source and type:

  • Source can be an attack or spell
  • The type of an ability can be physical, fire, cold, poison, lightning

An ability with an attack source benefits from the Bonus Attack Damage (DMG) stat and is derived from Strength. Any ability that has a spell source benefits from Bonus Spell DMG stat derived from Intelligence.

Attacks and spells can be of any element (e.g., fire, cold, physical).

Formulas

  • Ability with ATTACK source = SUM(FLAT_DAMAGE stats) * SUM(percentage based ATTACK bonus DMG stats)
  • Ability with SPELL source = SUM(FLAT_DAMAGE stats) * SUM(percentage based SPELL bonus DMG stats)

Raw Calculations

Attack Damage = (Σphysical * (1+ Σattack bonus DMG(%)) * (1+ Σphysicalbonus(%)) + (Σsunfire * (1+Σ attack bonus DMG(%)) * (1 + Σsunfire bonus(%)) + (Σcold * (1+ Σ attack bonus DMG(%)) * (1+ Σcold bonus(%)) + (Σpoison * (1+ Σ attack bonus DMG(%)) * (1+ Σpoison bonus(%)) + (Σlightning * (1+ Σ attack bonus DMG(%)) * (1+Σlightning bonus(%))

Spell Damage = (Σphysical * (1+ Σspell bonus DMG(%)) * (1+ Σphysical bonus(%)) + (Σsunfire * (1+Σ spell bonus DMG(%)) * (1 + Σsunfire bonus(%)) + (Σcold * (1+ Σ spell bonus DMG(%)) * (1+ Σcold bonus(%)) + (Σpoison * (1+ Σ spell bonus DMG(%)) * (1+ Σpoison bonus(%)) + (Σlightning * (1+ Σ spell bonus DMG(%)) * (1+Σlightning bonus(%)

Setup

LMB - The primary attack relies on the above Raw Calculations. When equipping a weapon, the stats are applied, and the game collects and sums the flat DMG stats, then multiplies them by the sum of all percent-based bonuses to calculate final DMG.

All other abilities are calculated differently.

  • Everything that is Physical DMG is calculated vs Armor (%PHYSICAL DMG reduction)
  • Everything else is calculated vs resistance type

Critical Damage

Global Crit Chance is based on dexterity. When a critical attack occurs, it calculates Attack and Spell Critical DMG bonuses to create the following: Crit DMG = (Normal DMG * Critical DMG Bonus)

Examples

  • Istok - LMB ability is an ATTACK based ability that does PHYSICAL damage.
  • Anya - LMB ability is a SPELL base ability that does PHYSICAL damage.
  • Istok - RMB ability is ATTACK based ability that does LIGHTNING damage
  • Lukian - LMB ability is a SPELL base ability that does LIGHTNING damage
  • Kingewitch - SPACE ability is an ATTACK based ability that does PHYSICAL
  • Anya - MMB ability is a SPELL based ability that does PHYSICAL
  • If you have weapon that does 20 physical DMG, and +5 poison flat DMG stat with +20% poison DMG bonus.
- Your LMB attack will do total of 26 DMG: 20 PHYSICAL and 6 POISON.
- Your SPACE ability that does 300% physical DMG will do total 60 DMG.... and POISON will not affect it.
  • Sunfire DMG and Sunfire Bonus DMG% will only boost abilities that do Sunfire DMG.
  • (Lukian Weapon Damage + Σsunfire flat DMG) * (1+Σ spell bonus DMG(%)) * (1 + Σsunfire bonus(%))

Notes

MIGHT is a rough number which simplifies the calculations and provides a general show of your overall battle strength. It does not consider min-maxed stats.