Author Topic: Damage calculation by experiment..  (Read 869 times)

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sougisyou

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Damage calculation by experiment..
« on: March 13, 2019, 10:30:43 am »
When i start play GE , i have difficulty to understand the relation ship between , ATK , DEF , PEN , IMMU , RES , ACC, Racial...and so on.. I don't know , so i don't appreciate about increase DEF , or RES .. until yesterday i spending 7-8 hours in Scarecrow experiment to understand how GE do the damage calculation.  I not sure anyone have same problem like me . So i desire to share what i have experiment and what the result i got.. i can't 100% sure the accuracy , they are just base on my experiment, so can use for reference or any mistake is welcome to correct me.

I found that Magic attack will ignore Defend , and Melee and shooting attack will ignore RES. So RES is to resist the magic attack and , Defend is to defend the melee and shooting attack.

The basic calculation for Magic damage as below:

RES [include fire ,ice,lighting, metal] the number in percent . for RES 90 , it will scale down your attack by 90% which leave 10% damage..

Both scale factor maximum will scale down to 5%, no matter how , so the max for RES i think is 95 and for DEF no matter how large it will always leave 5% damage.

So to create the formula  :    Damage = [ (1-(RES/100)) x Base ATK]

* Base ATK is show in ATK in (alt + E)

For melee and shooting damage as below:

Melee and shooting they use AR to offset the Defend . and the Defend range in 0-190 range , each point decrease 0.005 [some weapon 0.00459, i dont exactly know why] , if the number wont greater then 0.95 if greater it will replace 0.95 instead of actual number.

For example you have 65 Attack Rating , and enemy defend is 200 , 0-65 Defend will cancel by your AR , after 65-200 it start decrease your damage.

To create formula for this :  Damage = [ (1-((DEF - AR) x 0.005))  x Base ATK]

# If (DEF - AR) x 0.005 > then 0.95 , then Damage = [ (1-0.95) x Base ATK]

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Above have complete the basic Attack with defend or Resist. There is some scale factor , For Attack rating versus defend rating , Penetration versus immunity , Accuracy , Monster attack % ...and so on ,

For Attack rating versus Defend rating ,  by using AR - DR , the maximum value is +5 and minimum is -9 , if anything above then +5 it will only use +5 , anything below then -9 , it will only use as -9 .. Every Positive point is 10% additional damage , and any negative point is -10% damage..

Example : If Attacker have 65 AR , defender have 60 DR , so AR-DR = +5 .
              The final damage to defender = Damage x 1.5 (which is 50% additional damage )

Example 2: If attacker have 55AR , Defender have 68 DR , So AR-DR = -13 and the minimum is -9 .
               The final damage to defender = Damage x 0.1 (which is -90% in damage)

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Penetration versus Immunity

Penetration is work like gain , meaning it only add bonus to attack and it wont decrease the attack . When PEN <Immu it will always have same damage , when Pen> immu it will have additional damage , every point add 1% bonus damage.

So the calculation for final damage = Damage x [ 1+ (Pen - Immu) /100]
# Pen - Immu result must in positive value if negative place it as zero.
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For accuracy , I cant 100% sure for this but i guess it work as below.

Acc number should be in percentage.. the maximum value is 100% , which every time attack the damage is same . When ACC value is 70 , it will vary from 100% - 70% damage by randomly .. So like shooting and rubiana have poor Accuracy , improve her accuracy can make the damage more consistent.

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When we add in ATK from Family attribute , There have ATK increment and Monster ATK increment , i found that ATK increment it will automatically calculate into base ATK , and Monster ATK is the additional bonus of Final damage .

Additional to Racial damage , such as Human , Undead , Lifeless , Demon , Wildlife.  this Additional bonus attack apply in the enemy have same race , and the percentage is directly add in into final bonus

So to put everything together ,

For magic
  damage = [ ((100 -RES)/100) x Base Attk] x [1+((PEN-IMMU)/100)] x [ 1 + (Rascial%/100)] x [( ACC random number)/100] x [ (AR-DR factor)] x [1+(Monster ATK %/100)]

For melee and shooting,
damage = [Base attack x (1- Defend factor)] x [ 1 + (MAX,0(PEN-IMMU)/100)]x [1+ (Rascial% / 100)]x [(ACC random number)/100]x [ (ARDR factor)]x [1+(Monster ATK %/100)]

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I think this is important , for some case example like KOA in recruitment quest , she have DR 77 , Imm 112 , DEF 288, RES 95
and from the calculation we know in order to make bonus attack from penetration , we need to have greater then 112 . if the total of penetration is far less then 112 , we can change our strategic to decrease her RES or DEF . for her RES 95 it will scale down the base attack to only 5% damage which is fatal..  If you have 1000 attack , she scale down to 5% which is 50 , even you have 10% bonus from penetration you only have 55 damage to her.. So if you can debuff her RES95 to RES 50 , then you gain back 50% damage which is 500 . which is more significant .

Hope everyone enjoy , and hope this help to clarify the parameter and give an ideal how it work.

From WesternElectric

IGN : WesternElectric

Recoilsuave

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Re: Damage calculation by experiment..
« Reply #1 on: March 15, 2019, 06:39:37 am »
This is fine work you've done here. It should be stickied in the guides section for sure.

firebush

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Re: Damage calculation by experiment..
« Reply #2 on: March 16, 2019, 09:17:22 am »
Sougisyou,

Thank You!  That is awesome documentation of stuff I kind of knew anecdotally but never found anywhere written or documented it as good as you just did!  I learned much from your posting, I too hope this post gets pinned to the GUIDES Section because it is that good.   Well Done!
Mark
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Vaduz

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Re: Damage calculation by experiment..
« Reply #3 on: March 17, 2019, 01:51:17 pm »
How exactly does this work with hybrid stances?

sougisyou

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Re: Damage calculation by experiment..
« Reply #4 on: March 18, 2019, 12:44:39 am »
I have test with rachel lady , she magic attack , because i increase the defend of the scarecrow it make not different in damage only increase RES will reduce the damage..

I found some weapon with Additional Ice attack , that ice attack will go into magic even the weapon sword or any melee weapon.. So i guess that will go into melee damage calculation and magic damage calculation and the final damage will sum up together?
IGN : WesternElectric

sougisyou

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Re: Damage calculation by experiment..
« Reply #5 on: March 18, 2019, 01:07:40 am »
For melee attack and defend, If the Attacker and Defender have same AR and DR (assume there is not bonus in ARDR, no pen/immu, so everything will base on basic attack ) , The Attacker AR will cancel defender DEF point.. in order to reduce attacker to minimum damage, the DEF point is Attacker AR + 190 , With DEF of Attacker AR + 190 , we will receive 5% of damage . If Attacker  have higher AR then our DR , then the 5% will multiply with each AR-DR point with 10% .

Example 1: Attacker AR 77 , AtK 100,000 ,  Our DR is 77 With DEF 267 (77 + 190) , So we can reduce 100,000 damage to 5000.

Example 2: Attacker AR 77 , Atk 100,000 , Our DR is 67 , with DEF  267 (77+190), by calculation we will reduce damage to 5000, and due to AR -DR = 10 and maximum increment is 5 , so the attacker gain 50% damage , so the final damage will be 7500.

Above example assume there is no penetration or immu, or the immu able to cancel pentration into zero, or else additional penetration will gain 1% of damage.



From the experiment now i understand how important the DEF value.. 

I may make mistake , if any mistake please reply and correct me , Thanks
IGN : WesternElectric

Vaduz

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Re: Damage calculation by experiment..
« Reply #6 on: March 23, 2019, 07:06:37 pm »
So with Lady Rachel, does that mean all stat points should go into INT, even when considering spacebar damage?

sougisyou

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Re: Damage calculation by experiment..
« Reply #7 on: March 25, 2019, 07:07:22 am »
I just do some quick experiment on rachel lady and student president rachel, they are same. I have test by rest her status and i add INT the attack still same, only when i increase DEX the base attack increase. So rachel status will work like shooting, just her attack damage work like magic..

The character status will calculate base on character formula and the result will place in base attack..etc as below :


the information just base on my experiment .. You can try experiment every character by talk to master guardian to reset the status point each cost 200K vis and try to increase each status and see how many base attack increase..etc

IGN : WesternElectric

Vaduz

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Re: Damage calculation by experiment..
« Reply #8 on: March 27, 2019, 09:08:07 pm »
Thank you very much.

beastking666

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Re: Damage calculation by experiment..
« Reply #9 on: March 28, 2019, 02:52:22 am »
Penetration is work like gain , meaning it only add bonus to attack and it wont decrease the attack . When PEN <Immu it will always have same damage , when Pen> immu it will have additional damage , every point add 1% bonus damage.

Fundamental error here Pen directly interacts with enemy defense stats IF it is greater than enemy immunity before they affect attack damage.

Enemy res/def-(pen-immunity)

So a enemy with 100 resist 50 immunity being attacked by a player with 100 pen will take 50% reduced damage instead of 99.99% reduced damage.

Damage reductions are capped at 99.9999% and pen from magical attacks can reduce enemy resist to up to -100%, Physical damage on the other hand can not be amplified by pen beyond reducing enemy def to 0.

Also there are hidden caps on multipliers affecting damage curse is a good way to see this, it will give varying multipliers to attacks depending on the amount of multipliers already affecting said attacks instead of evenly giving the 300% to all attacks.

Armor type affects the rate at which def gives damage mitigation with soft gaining the most per point and heavy gaining the least... A heavy armor requires around 500 true defense to reach cap reductions to physical damage, light armor requires true 420 def, and robes require around 380 true defense.

True defense is the total between gear and family page, excess gains from buffs are applied in a strange manner in a additional reduction. So basically enemy damage will be reduced by the effects of True defense first, and then the remaining damage will be reduced once more by buff defense(melee buff, many character buffs, pet buffs, ect) one exception to this is protection field which gives TRUE defense allowing most players to reach the 99.9999% reduction forcing all physical attacks to deal 1 damage unless they have ignore def built into them. Also blue lollipops gave true defense, but they can no longer be obtained.

Buffs alter the needed defense to reach cap mitigation negatively for this reason.

sougisyou

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Re: Damage calculation by experiment..
« Reply #10 on: March 28, 2019, 04:57:28 pm »
Hi,
       Thanks , yes you are right, i just did the experiment, the Penetration also cancel the DEF /RES .  I hope to heard more feedback can make the formula more complete.
IGN : WesternElectric

biconne

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Re: Damage calculation by experiment..
« Reply #11 on: April 06, 2019, 01:29:56 am »
I wanted to ask this question long ago but now we have a useful topic like this. Characters with shooting stances have "Ignore Def" below the "Crit". So i wonder if it indicates the chance of ignore total defensive, or just some percentage of defensive. Could someone please explain this. Thank you so much.