Perfect World Formulas.
FIow - Heavens Tear
Posts: 12 Arc User
This is a guide. I hope you enjoy what I've put together here- all I ask in return for writing this is that you share your knowledge with those who want it. Enjoy!
First things first:
Or downright wrong but is pieced together as best I could. Information has been pulled from the PW international, m'sian and philippine server forums, as well as some tweaking personally.
Credit goes to where it is due, I won't take credit for any of the info personally though I pieced it together because it is based on other peoples information.. and I just don't personally care if I am credited or not. Use and distribution is up to you.
If you would like to check my formulas against a calculator, you can find one here. Or here. Or here or here.
Abbreviations.
RED = Formula
MAS = Mastery.
LVL = Level.
ASPD = Attack speed.
HPS = Hits Per Second
DPS = Damage Per Second
EQA = Equipment attack. (ALL gear, rings, bonus stats, soul stones, refine)
ASPD Calculation
First, a few things. As far as I know, buff based attackspeed bonuses do NOT stack. That means using apothecary junk will not stack with any skill based (spark, cyclone heel, hell quick shot, whatever). That means a majority of your ASPD bonuses will come from armor. Anyway, the basics
ASPD is displayed as number of attacks per second. However, bonuses are applied as a subtraction of interval between hits. How can we combine them?
That wasn't so hard. So lets take a quick comparison.
Fist = 1.43 hps
Dual Axe = 0.83 hps
Apply the formula..
Fist = 0.6993 second interval between hits
Dual Axe = 1.2048 second interval between hits
To convert it back:
The last thing you should know about aspd is it is an average, hits have a slight modifier on actual delay so hits won't be something you can set your watch to. It will be slightly faster and slightly slower. This is commonly referred to as animation delay, because it seems to be modified by the animation displayed on a given hit.
Another good thing to note is that most skills, as far as I've been able to tell, most skills or buffs (regardless of what the percentage is) will work similarly to equipment reduce and grant 0.05, 0.1 or 0.2 delay reduction. Again, it doesn't stack.
Examples
Gear = -0.05 from wristguards, -0.1 from low level apothecary junk
Base weapon = Fist, 1.43 HPS, with a -0.05 bonus stat.
1 / 1.43 = 0.6993
0.6993 - ( 0.05 + 0.1 + 0.05 ) = 0.4993
1 / 0.4993 = 2.0028 hits per second.
Application
With the formula as it is, fists will always have much more to gain than any other weapon (a short runner up is sword, 1.25 hits per second, but the bonus won't be as drastic), so what can the max attack speed be pushed to? As far as I know, there isn't a cap, so heres what you can get:
High end wristguards = -0.1 (first available for heavy armor is level 80)
Apothecary item = -0.2 (can't recall the name atm, level 80 requirement)
High end claw = -0.1 (Deicide, 95)
and if you really want to push it..
Life Everlasting (tome, not in game yet) = -0.05
1 / 1.43 = 0.6993
0.6993 - ( 0.1 + 0.1 + 0.2 + 0.05 ) = 0.2493
1 / 0.2493 = 4.011 hits per second
However, theoretically, this can be pushed even further with an entirely different class: archer. This is purely theoretical, mostly made up because I was curious as to how far this could actually go.
High end wristbracer = -0.1
High end light armor = -0.1
Hell Quick Shot bonus = -0.3 (? I am not certain, percentages tend to fall in line with 0.1 = 10%, 0.2 = 20% but I have no way of testing this)
High end claw = -0.1 (☆Deicide)
Life Everlasting (tome, not in game yet) = -0.05
1 / 1.43 = 0.6993
0.6993 - ( 0.1 + 0.1 + 0.3 + 0. 1 + 0.05 ) = 0.0493
1 / 0.0493 = 20.28 hits per second.
I doubt we'll be seeing that any time soon. Fun to think about though. Moving on..
Attack Formula
I'll be covering range, mage and physical attack formulas here, just because its a pain to split it up into different sections.
What you should understand from the formulas:
This is something I see time and time again people will ignore: THE BASE STAT WILL WORK AS AN AMPLIFIER OF ALL YOUR EQUIPMENT BONUSES
The Basics:
(1) STR or DEX reliant equipment will get 2/3rds the bonus MAG reliant equipment will get.
(2) Physical masteries will have less comparable effect the higher your reliant stat is.
(3) Regardless of (2), 1 point in a physical mastery will grant the equivalent of 9 points in the reliant stat (STR or DEX)
(3) I believe magical masteries are applied after the formula, as a (1.XX) multiplier.
(4) Range final damage is further amplified or reduced based on distance from the target. I do not know the formula for this (feel free to supply)
(5) All formulas are rounded up.
Example
Base Level = 80
Str = 242
☆Shinrotwins = 674 - 912 ATK, +13 STR
☆Misty Forest Ring = 76 + 28 ATK
☆Sinking Star Ring = 60 ATK, Bonus of +4 STR
No mastery.
Total STR = 259
Total EQA = 838 - 1076
( ( 1 + ( ( 2 * STR / 3 ) / 100 ) ) + MAS ) * ( LVL + EQA )
Plug it in..
Minimum ATK
( ( 1 + ( ( 2 * 259 / 3 ) / 100 ) ) + 0 ) * ( 80 + 838 )
( 2.7266 ) * ( 918 ) = 2503.0188.. round up to 2504.
Maximum ATK
( ( 1 + ( ( 2 * 259 / 3 ) / 100 ) ) + 0 ) * ( 80 + 1076 )
( 2.7266 ) * ( 1156 ) = 3152.02.. round up to 3153.
I used a simple formula here so that you can plug it into the calculator mentioned above. The maximum value is off by one because the HTML based calculator can't work with non whole numbers so numbers are rounded off prematurely. I haven't tested the formulas thoroughly so feel free to correct me.
Defense Formulas
To be completely honest here, I do not know the formula for how defense is calculated. I've searched plenty and even most (all) of the calculators that I've found only provide an estimate. I will post what I do know, as well as where I think the next step to go would be. I'd like to emphasize that I have looked for ages for a proper defense formula and I have not been able to find one. If you know it, PLEASE POST IT.
Info available concerning defense
(1) Defense is calculated by a percentage of damage. The percentage is a whole and there is not a set value reduction after this.
(2) The amount of defense required to get an additional percentage reduction becomes higher as your defense gets higher, it has been coined elsewhere as a system of "diminishing returns".
(3) To further confuse the matter of percentage, armor bonuses that read similar to "Reduce Physical damage taken +1%" are taken AFTER the initial percentage reduction. So if you take 1000 damage, 80% reduced by defense, down to 200 damage, and you have a total "Reduce Physical damage taken" bonuses of 2% you will take 196 damage. In short, the bonus is near worthless most of the time.
(4) The only tidbit of formula that I've been able to scratch together is "( STR + VIT ) / 4" is your core defense (without any armor on) and I'm not even sure if thats 100% accurate.
Clues to an accurate defense formula
This is just what I think should be done, but don't have the patience to actually put together. This is what would need to be done to figure out the defense formula.
(1) There needs to be a defense percentage chart. This means someone swapping around gears to get it to a set level (multiples of 5, 10, 50, whatever), then getting hit by a monster many times to get an average damage, and plotting it out WITHOUT changing any variables (level, etc). This may not help the defense formula persay, but it would help people out a hell of a lot knowing what defense to get for what percentage.
(2) Someone needs to check their defense just before they level, and then just after they level to see if level plays a role in the defense mechanics.
(3) Someone needs to get an average damage from a monster with equal defense before and after leveling, to see if % defense changes based on level (regardless of actual defense).
(4) Someone needs to add stats and the correlating defense change (with their level and armor listed) by adding in this order: 1 str, then 1 con, then 1 str and 1 con, 2 str, 2 con, 2 str and 2 con, 3 str, 3 con, 3 str and 3 con, 4 str, 4 con, 4 str and 4 con, then posting it here. This step is canceled out if level plays a role in the formula unless all the stats are added at the same time.. and even then there might not be any info we can accurately get out of it.
(5) Equip two different sets of armor (2 or more pieces) to have equal defense, then compare stated defense on the armors to the stat window defense.
(6) Known variables include: Refine, Str, Vit, Base armor defense.
(7) Possible variables include: Level, Number of pieces equipped, grade of armor, armor class, class, set percentage multipliers (similar to the multiplier for STR being 2/3rds), stones as a multiplier, limiter multipliers in stats (as in, once a stat hits a certain number, the granted multiplier or bonus becomes higher), hidden skill bonuses, hidden armor bonuses, gender, color of the GMs socks on a given day.. etc.
Sorry if this isn't particularly helpful, I know I'm not the only one whos wanted to know how defense works so if you feel like collaborating a bit ingame, go for it.
Misc. Info.
First thing is: No matter how well you know the formulas and get all your gear lined up perfectly, 90% of the time skill, luck and cooperation will play a bigger role in your fights. You can have 20 HPS with 40 crit and whatever else, but if you're kited, its worthless. Attack prevention is always worth more than attack reduction, but both should be applied in moderation.
Secondly:
(1) Equip a bow.
(2) Then equip an arrow with a crit bonus
(3) Switch back to your normal weapon
(4) b:victory
I will continue to edit and tweak this as people post and get ingame occasionally to test it myself but don't expect this to be updated too far into the future. If a large amount of good information comes out and I don't update this thread, I kindly ask someone remake the thread with the updated info. Feel free to copy and paste.
Hope this helps lots of people, I spent hours putting it together ages ago because I was irritated there was little reliable info. Unfortunately, I'm no longer playing PW, so please collaborate in this thread if you wish to work together to find out how something works. Again, comments or corrections are welcome. Happy hunting.
Edit: see the first post on page 4- if it is gone, sorry, mods must have got it.
Edit: For the filter. damage calculation, damage calcs, calcing damage, calculator, calculating damage, calculating perfect world damage, perfect world formulas, formulas for pw, formulae, dmg calc, weapon calc, atk calc, def calc, perfect world information, pw info, perfect world damage calculation, attack speed formula, aspd formula, aspd, hit per second, hps, perfect world dps, damage per second, mastery calculation, mastery modifier, modifiers, calculation modifier, perfect world modifiers, fist damage, axe damage, dmg, bow dmg, bow damage, magic damage, mage dmg, mage damage, calculation, interval between hits, ibh, dual axe damage, dual axe dmg calculation, general calc, general calculation thread, calculating info, calculation, how to find, how to calculate, how to generate, how to produce, how to find dmg, damage, attack damage, attack formula, formulae for atk, amplification, stat amplifier, amplify, int amplify, amplify int, amplify strength, amp str, amplify, coordination, FIow, heaven's tear, heavens tear, tactics, weapon tactics, fighting, battle, numbers, the numbers, calculating the numbers, number crunching, math of perfect world, math, algorithm, algorythm, compute, axe, weapons, asiapworld, ecatomb, ecatomb.net, simulator, char sim, character simulator, warrior, elf, sword, dual sword, dual blade, blade, long blade, shaft, spear, halbred, halberd, poleaxe, pole, dual hatchet, dual axe, hatchet, axe, sledgehammer, hammer, dual hammer, ironfist, fist, iron, sharpedge, bow, crossbow, cross, bow, slingshot, sling, shot, wand, jewel, quoit, magic sword, banner staffmage, archer, priest, werefox, werebeast, critical, crit percent, dodge, speed,
First things first:
The info here is most likely not 100% correct
Or downright wrong but is pieced together as best I could. Information has been pulled from the PW international, m'sian and philippine server forums, as well as some tweaking personally.
Credit goes to where it is due, I won't take credit for any of the info personally though I pieced it together because it is based on other peoples information.. and I just don't personally care if I am credited or not. Use and distribution is up to you.
If you would like to check my formulas against a calculator, you can find one here. Or here. Or here or here.
Abbreviations.
RED = Formula
MAS = Mastery.
LVL = Level.
ASPD = Attack speed.
HPS = Hits Per Second
DPS = Damage Per Second
EQA = Equipment attack. (ALL gear, rings, bonus stats, soul stones, refine)
ASPD Calculation
First, a few things. As far as I know, buff based attackspeed bonuses do NOT stack. That means using apothecary junk will not stack with any skill based (spark, cyclone heel, hell quick shot, whatever). That means a majority of your ASPD bonuses will come from armor. Anyway, the basics
ASPD is displayed as number of attacks per second. However, bonuses are applied as a subtraction of interval between hits. How can we combine them?
1 / Hits per second = Attack Interval.
That wasn't so hard. So lets take a quick comparison.
Fist = 1.43 hps
Dual Axe = 0.83 hps
Apply the formula..
Fist = 0.6993 second interval between hits
Dual Axe = 1.2048 second interval between hits
To convert it back:
1 / Interval between hits = Hits per Second
The last thing you should know about aspd is it is an average, hits have a slight modifier on actual delay so hits won't be something you can set your watch to. It will be slightly faster and slightly slower. This is commonly referred to as animation delay, because it seems to be modified by the animation displayed on a given hit.
Another good thing to note is that most skills, as far as I've been able to tell, most skills or buffs (regardless of what the percentage is) will work similarly to equipment reduce and grant 0.05, 0.1 or 0.2 delay reduction. Again, it doesn't stack.
Examples
Gear = -0.05 from wristguards, -0.1 from low level apothecary junk
Base weapon = Fist, 1.43 HPS, with a -0.05 bonus stat.
1 / 1.43 = 0.6993
0.6993 - ( 0.05 + 0.1 + 0.05 ) = 0.4993
1 / 0.4993 = 2.0028 hits per second.
Application
With the formula as it is, fists will always have much more to gain than any other weapon (a short runner up is sword, 1.25 hits per second, but the bonus won't be as drastic), so what can the max attack speed be pushed to? As far as I know, there isn't a cap, so heres what you can get:
High end wristguards = -0.1 (first available for heavy armor is level 80)
Apothecary item = -0.2 (can't recall the name atm, level 80 requirement)
High end claw = -0.1 (Deicide, 95)
and if you really want to push it..
Life Everlasting (tome, not in game yet) = -0.05
1 / 1.43 = 0.6993
0.6993 - ( 0.1 + 0.1 + 0.2 + 0.05 ) = 0.2493
1 / 0.2493 = 4.011 hits per second
However, theoretically, this can be pushed even further with an entirely different class: archer. This is purely theoretical, mostly made up because I was curious as to how far this could actually go.
High end wristbracer = -0.1
High end light armor = -0.1
Hell Quick Shot bonus = -0.3 (? I am not certain, percentages tend to fall in line with 0.1 = 10%, 0.2 = 20% but I have no way of testing this)
High end claw = -0.1 (☆Deicide)
Life Everlasting (tome, not in game yet) = -0.05
1 / 1.43 = 0.6993
0.6993 - ( 0.1 + 0.1 + 0.3 + 0. 1 + 0.05 ) = 0.0493
1 / 0.0493 = 20.28 hits per second.
I doubt we'll be seeing that any time soon. Fun to think about though. Moving on..
Attack Formula
I'll be covering range, mage and physical attack formulas here, just because its a pain to split it up into different sections.
Physical Attack Formula:
( ( 1 + ( ( 2 * STR / 3 ) / 100 ) ) + MAS ) * ( LVL + EQA )
Ranged Attack Formula:
( ( 1 + ( ( 2 * DEX / 3 ) / 100 ) ) + MAS ) * ( LVL + EQA )
Magical Attack Formula:
( 1 + ( MAG / 100 ) ) * ( LVL + EQP )
What you should understand from the formulas:
This is something I see time and time again people will ignore: THE BASE STAT WILL WORK AS AN AMPLIFIER OF ALL YOUR EQUIPMENT BONUSES
The Basics:
(1) STR or DEX reliant equipment will get 2/3rds the bonus MAG reliant equipment will get.
(2) Physical masteries will have less comparable effect the higher your reliant stat is.
(3) Regardless of (2), 1 point in a physical mastery will grant the equivalent of 9 points in the reliant stat (STR or DEX)
(3) I believe magical masteries are applied after the formula, as a (1.XX) multiplier.
(4) Range final damage is further amplified or reduced based on distance from the target. I do not know the formula for this (feel free to supply)
(5) All formulas are rounded up.
Example
Base Level = 80
Str = 242
☆Shinrotwins = 674 - 912 ATK, +13 STR
☆Misty Forest Ring = 76 + 28 ATK
☆Sinking Star Ring = 60 ATK, Bonus of +4 STR
No mastery.
Total STR = 259
Total EQA = 838 - 1076
( ( 1 + ( ( 2 * STR / 3 ) / 100 ) ) + MAS ) * ( LVL + EQA )
Plug it in..
Minimum ATK
( ( 1 + ( ( 2 * 259 / 3 ) / 100 ) ) + 0 ) * ( 80 + 838 )
( 2.7266 ) * ( 918 ) = 2503.0188.. round up to 2504.
Maximum ATK
( ( 1 + ( ( 2 * 259 / 3 ) / 100 ) ) + 0 ) * ( 80 + 1076 )
( 2.7266 ) * ( 1156 ) = 3152.02.. round up to 3153.
I used a simple formula here so that you can plug it into the calculator mentioned above. The maximum value is off by one because the HTML based calculator can't work with non whole numbers so numbers are rounded off prematurely. I haven't tested the formulas thoroughly so feel free to correct me.
Defense Formulas
To be completely honest here, I do not know the formula for how defense is calculated. I've searched plenty and even most (all) of the calculators that I've found only provide an estimate. I will post what I do know, as well as where I think the next step to go would be. I'd like to emphasize that I have looked for ages for a proper defense formula and I have not been able to find one. If you know it, PLEASE POST IT.
Info available concerning defense
(1) Defense is calculated by a percentage of damage. The percentage is a whole and there is not a set value reduction after this.
(2) The amount of defense required to get an additional percentage reduction becomes higher as your defense gets higher, it has been coined elsewhere as a system of "diminishing returns".
(3) To further confuse the matter of percentage, armor bonuses that read similar to "Reduce Physical damage taken +1%" are taken AFTER the initial percentage reduction. So if you take 1000 damage, 80% reduced by defense, down to 200 damage, and you have a total "Reduce Physical damage taken" bonuses of 2% you will take 196 damage. In short, the bonus is near worthless most of the time.
(4) The only tidbit of formula that I've been able to scratch together is "( STR + VIT ) / 4" is your core defense (without any armor on) and I'm not even sure if thats 100% accurate.
Clues to an accurate defense formula
This is just what I think should be done, but don't have the patience to actually put together. This is what would need to be done to figure out the defense formula.
(1) There needs to be a defense percentage chart. This means someone swapping around gears to get it to a set level (multiples of 5, 10, 50, whatever), then getting hit by a monster many times to get an average damage, and plotting it out WITHOUT changing any variables (level, etc). This may not help the defense formula persay, but it would help people out a hell of a lot knowing what defense to get for what percentage.
(2) Someone needs to check their defense just before they level, and then just after they level to see if level plays a role in the defense mechanics.
(3) Someone needs to get an average damage from a monster with equal defense before and after leveling, to see if % defense changes based on level (regardless of actual defense).
(4) Someone needs to add stats and the correlating defense change (with their level and armor listed) by adding in this order: 1 str, then 1 con, then 1 str and 1 con, 2 str, 2 con, 2 str and 2 con, 3 str, 3 con, 3 str and 3 con, 4 str, 4 con, 4 str and 4 con, then posting it here. This step is canceled out if level plays a role in the formula unless all the stats are added at the same time.. and even then there might not be any info we can accurately get out of it.
(5) Equip two different sets of armor (2 or more pieces) to have equal defense, then compare stated defense on the armors to the stat window defense.
(6) Known variables include: Refine, Str, Vit, Base armor defense.
(7) Possible variables include: Level, Number of pieces equipped, grade of armor, armor class, class, set percentage multipliers (similar to the multiplier for STR being 2/3rds), stones as a multiplier, limiter multipliers in stats (as in, once a stat hits a certain number, the granted multiplier or bonus becomes higher), hidden skill bonuses, hidden armor bonuses, gender, color of the GMs socks on a given day.. etc.
Sorry if this isn't particularly helpful, I know I'm not the only one whos wanted to know how defense works so if you feel like collaborating a bit ingame, go for it.
Misc. Info.
First thing is: No matter how well you know the formulas and get all your gear lined up perfectly, 90% of the time skill, luck and cooperation will play a bigger role in your fights. You can have 20 HPS with 40 crit and whatever else, but if you're kited, its worthless. Attack prevention is always worth more than attack reduction, but both should be applied in moderation.
Secondly:
(1) Equip a bow.
(2) Then equip an arrow with a crit bonus
(3) Switch back to your normal weapon
(4) b:victory
I will continue to edit and tweak this as people post and get ingame occasionally to test it myself but don't expect this to be updated too far into the future. If a large amount of good information comes out and I don't update this thread, I kindly ask someone remake the thread with the updated info. Feel free to copy and paste.
Hope this helps lots of people, I spent hours putting it together ages ago because I was irritated there was little reliable info. Unfortunately, I'm no longer playing PW, so please collaborate in this thread if you wish to work together to find out how something works. Again, comments or corrections are welcome. Happy hunting.
Edit: see the first post on page 4- if it is gone, sorry, mods must have got it.
Edit: For the filter. damage calculation, damage calcs, calcing damage, calculator, calculating damage, calculating perfect world damage, perfect world formulas, formulas for pw, formulae, dmg calc, weapon calc, atk calc, def calc, perfect world information, pw info, perfect world damage calculation, attack speed formula, aspd formula, aspd, hit per second, hps, perfect world dps, damage per second, mastery calculation, mastery modifier, modifiers, calculation modifier, perfect world modifiers, fist damage, axe damage, dmg, bow dmg, bow damage, magic damage, mage dmg, mage damage, calculation, interval between hits, ibh, dual axe damage, dual axe dmg calculation, general calc, general calculation thread, calculating info, calculation, how to find, how to calculate, how to generate, how to produce, how to find dmg, damage, attack damage, attack formula, formulae for atk, amplification, stat amplifier, amplify, int amplify, amplify int, amplify strength, amp str, amplify, coordination, FIow, heaven's tear, heavens tear, tactics, weapon tactics, fighting, battle, numbers, the numbers, calculating the numbers, number crunching, math of perfect world, math, algorithm, algorythm, compute, axe, weapons, asiapworld, ecatomb, ecatomb.net, simulator, char sim, character simulator, warrior, elf, sword, dual sword, dual blade, blade, long blade, shaft, spear, halbred, halberd, poleaxe, pole, dual hatchet, dual axe, hatchet, axe, sledgehammer, hammer, dual hammer, ironfist, fist, iron, sharpedge, bow, crossbow, cross, bow, slingshot, sling, shot, wand, jewel, quoit, magic sword, banner staffmage, archer, priest, werefox, werebeast, critical, crit percent, dodge, speed,
Post edited by FIow - Heavens Tear on
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Comments
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My head hurts now...0
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Your formulas really simple and true, I use something similar (my calc: pwcalc.ru/pwi/). However there is a problem: some characters have passive skills to attack (magic attac), and they not so approach under these formulas (a deviation + / - 40 units, and these not rounding off errors).
And I would like to ask, what means parametre MAS in your formulas?Calc for PW - pwcalc.com0 -
MAS = Masteries, they function as a 0.XX increase, so level 1 sword mastery = 0.06.
If by passive skills you mean masteries, they should have been fully accounted for.
Edit: I have added your calculator as well as the few others that I know to the initial post. Thank you0 -
Well written, easy to read very informative and true.
Thanks for the guide :-)We're MysticAve my name is not Dave
(Poem in the making - Shall be epic)0 -
FIow - Heavens Tear wrote: »Hell Quick Shot bonus = -0.3 (? I am not certain, percentages tend to fall in line with 0.1 = 10%, 0.2 = 20% but I have no way of testing this)
No. Percentages work as they are: Percentages.
The formula (an archer with deicide and hell quick shot, a -0.1 light armour, -0.1 light wristbrace and would be:
Hit interval before equipment and skills: 1/1.43 = 0.6993 seconds between hits
Hit interval after equipment and skills: [0.7x(0.6993-0.1-0.1-0.1-0.05)]
= 0.7x0.3493
= 0.24451 seconds between hits
Therefore, the number of hits per second would be: 1/0.24451 = 4.090 hits per second (round up to the nearest fourth decimal point)
I cannot comment on others because I have not done extensive studies on them like I have on attack speed.
P.S. Very impractical, too. But yeah, fun to think about.0 -
Hm, thats interesting, I've only got a 56 bm to test with so I can't test these kinds of things fully, but I've got a friend thats 86 who told me the bonuses from cyclone follow the same progression the armor bonuses did.
For example, level 5 cyclone which should grant 7% to fist, and without his aspd gear boosted his aspd to 1.54 which is identical to 0.05
1 / 1.43 = 0.6993
0.6993 - 0.05 = 0.6493
1 / 0.6493 = 1.5401
However by your calculation the 7% would calculate differently (this is without the aspd gear)
1 / 1.43 = 0.6993
0.93 x 0.6993 = .650349
1 / 650349 = 1.5376
Whats interesting is while the above is true while the bottom is speculation, it doesn't keep in line with most formulas in that it rounds up- this one was rounded down. On top of that the numbers are too close to actually check, someone in game would need to check it. However if all aspd bonus remainders are dropped instead of rounded it'd mean bonuses don't stack as percentages.
Edit: Further proof, my cyclone is level 1 which should grant a 3% bonus grants nothing- if it were to work on a percentage, it would grant
1 / 1.43 = 0.6993
0.97 * 0.6993 = 0.678321
1 / 0.678321 = 1.4742
But, it doesn't move at all, which I believe is because 3% doesn't qualify as enough of a bonus to actually boost up aspd by 0.05. Hence why the bonus is granted at later levels.0 -
I did all my calculations on an account on the Chinese version which I, erm, gave *coughsoldcough* someone. A lvl100 archer. Very fun. If only I weren't bored. =/
I have no BMs (I had a lvl59, didn't do any studies on him heh), so I cannot comment on BMs (although I did think that attack speed works the same across every class).
Now I have to go beg... ask to see if someone will let me play with their BM lol. Or I might not, depending on my mood.
EDIT: You know what, I'm not going to download and play PW anymore. If you could get a Hell archer to try it and show you the results, maybe you'll see. Or at least get something accurate. I could've been blind, which isn't unlikely.0 -
Quick question- it looks like you created this account just to reply to this thread.. how come? Just curious, heh.
Edit: Or, joining in nov 2008, you're just really shy, or something. Whoops, heh.0 -
This account is empty except for a lvl1 archer. Couldn't bring myself to go from 1 to 100 again heh. I don't use third party stuff, so it'd be a long and tedious road. And I lvl slowly.0
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FIow - Heavens Tear wrote: »To be completely honest here, I do not know the formula for how defense is calculated. I've searched plenty and even most (all) of the calculators that I've found only provide an estimate.
I backed out the following to go from your p.def (or m.def) score to % reduction in damage taken:
% reduction = 100*def / (def + 40*lvl)
It only works for opponents the same level as you, and the numbers are off on very low level characters (someone suggested there's a small constant I'm missing). But within those limitations pretty much everyone has confirmed that it fits the numbers reported in your character sheet. A couple test calcs done with pets and mob damage using numbers in pwdatabase appear to confirm the % damage reduction as well.0 -
I do not remember where I read this, but I believe your defense, with equipment, will be:
equipment * ( 1 + stats/850)
stats: For your physical defense, you should use your vitality plus your strength, and for your magical defense you should use your vitality plus your magic.
Your dodge and accuracy depend on your equipment, your dexterity and your class. (blademasters get 10 dodge per dexterity point, where archers only get 8.) But you just add your equipment bonus to your stat bonus for accuracy and dodge. I do not know how you combine dodge and accuracy to get your hit chance.0 -
FIow - Heavens Tear wrote: »
Example
Base Level = 80
Str = 242
☆Shinrotwins = 674 - 912 ATK, +13 STR
☆Misty Forest Ring = 76 + 28 ATK
☆Sinking Star Ring = 60 ATK, Bonus of +4 STR
No mastery.
Total STR = 259
Total EQA = 838 - 1076
( ( 1 + ( ( 2 * STR / 3 ) / 100 ) ) + MAS ) * ( LVL + EQA )
Plug it in..
Minimum ATK
( ( 1 + ( ( 2 * 259 / 3 ) / 100 ) ) + 0 ) * ( 80 + 838 )
( 2.7266 ) * ( 918 ) = 2503.0188.. round up to 2504.
Maximum ATK
( ( 1 + ( ( 2 * 259 / 3 ) / 100 ) ) + 0 ) * ( 80 + 1076 )
( 2.7266 ) * ( 1156 ) = 3152.02.. round up to 3153.
.
Thx for the info really usefull.
I need you opinion on this.
Let's say we add 20 more points on STR (279)and let's calculate maximum ATK. The number I get is:2.86*1156=3306
I increased the STR by 7.72% and I get a bonus of 4.85% increased on attack.
For this reason I only add the minimum STR to wear my armor and weapons, the rest I add on Dex (still it works out between to 2 to 2.5 str per level as dual sword BM).
However, I'd like to see any formulas for evasion and crit. I could not see those (Sorry, if I missed something).
I'd like to see if I get good benefits from adding the points in Dex.0 -
Solandri - Heavens Tear wrote: »I backed out the following to go from your p.def (or m.def) score to % reduction in damage taken:
% reduction = 100*def / (def + 40*lvl)
I think I can prove this.
Some while ago I came up with this formula:
% reduction = 100 - (100 / ((def / (40*lvl)) + 1 ))
and I was able to cross-prove with a table consisting of dozens of defense : dmg.reduction combinations, up to dmg.reduction 70% (and up to lvl 62 blademaster and lvl 62 cleric).
But your formula is more handy, and in fact it calculates exactly the same - I just applied it to the same data tables.
Thanks for sharing.
{
maybe I'm currently a bit too tired to see why
100*def / (def + 40*lvl)
equals
100 - (100 / ((def / (40*lvl)) + 1 ))
}0 -
o___________o
MATH!! -runs away, screaming-[SIGPIC][/SIGPIC]
"I. LIKE. TO. KILL. THINGS."
- Richard the Warlock, LFG.
visit my gallery on !! quelfish.deviantart.com !!0 -
For those who wish to know how 100*def / (def + 40*lvl) equals 100 - (100 / ((def / (40*lvl)) + 1 )):
I apologise for the dodgy typesetting. It appears to be a limitation of texify.com, which I can't be bothered working around for this.0 -
Secondly:
(1) Equip a bow.
(2) Then equip an arrow with a crit bonus
(3) Switch back to your normal weapon
What's this do?
Is it only for archers or all classes?0 -
Nice work bro. I've been kinda sad that none of this info is available anywhere.
The old mmo rangnarok i used to play had loads of sites with this types of info about def/atk/crits/etc. Good to see that somone is finally doign something for PW.
Maybe you can get the ppl at PWdatabase to open a new section with this info?
sidenote/intrest: I made a critical veno with the idea that I'd kick some uber butt in TT but it turned out kinda unexpected. All the mobs with the boss status (the pretty frame around the name) seems to have some hidden critical immunity. I've got 11%(with the arrow which is debatable if it works) and I do get a crit about 1/10 hits, but on bosses its more like 1/30 -any ideas?0 -
I did not read this at all, but I think this should be stickied. Looks like this info could come in handy/0
-
Some additional formulas for calculating "basic" HP and MP (without buffs applied) I have determined for all classes and checked for validity:
Cleric + Wizard:
HP = (lvl-1)*20 + Vit*10 + HPEQ
MP = (lvl-1)*28 + Mag*14 + MPEQ
Venomancer:
HP = (lvl-1)*24 + Vit*12 + HPEQ
MP = (lvl-1)*24 + Mag*12 + MPEQ
Archer:
HP = (lvl-1)*26 + Vit*13 + HPEQ
MP = (lvl-1)*22 + Mag*11 + MPEQ
Blademaster:
HP = (lvl-1)*30 + Vit*15 + HPEQ
MP = (lvl-1)*18 + Mag*9 + MPEQ
Barbarian:
HP = (lvl-1)*34 + Vit*17 + HPEQ
MP = (lvl-1)*14 + Mag*7 + MPEQ
HPEQ: Sum of all equipment HP bonus
MPEQ: Sum of all equipment MP bonus
You will realize that, for example, putting points to Vit for a cleric or wizard would give you significantly much less effect on HP than a barbarian would get.
@jemima: Thank you so much for doing the math, and for the nice link to texify.FIow - Heavens Tear wrote: »[..](4) The only tidbit of formula that I've been able to scratch together is "( STR + VIT ) / 4" is your core defense (without any armor on) and I'm not even sure if thats 100% accurate.[..]
Well, I'm pretty sure it comes near the truth, although I would suggest to use this:
Core Defense = 1 + int(( STR + VIT ) / 4)
(with "int" I mean just converting the real to an integer (using the digits in front of the decimal point, ignore the digits after), so don't use rounding here; this gave me a 100% match for all Vit:Str combinations, 1-step-wise, checked from lvl 3 up to 62 with dozens but random taken values).Fleuri - Sanctuary wrote: »I do not remember where I read this, but I believe your defense, with equipment, will be:
equipment * ( 1 + stats/850)
[..]
Example: Vit=97, Str=185, EQ.P-Res=832, P.Def. in char window in game: 1153
but with the formula I get:
832 * ( 1 + (97+185)/850) = 11080 -
Mysticlifex - Heavens Tear wrote: »Well written, easy to read very informative and true.
Thanks for the guide :-)
Oh who are you kidding you didn't read all that Mystic, ROFL.[SIGPIC][/SIGPIC]
You will never do anything in this world without courage.
It is the greatest quality of the mind next to honor.
~Aristotle0 -
Please, any formulas to calculate Evasion and Crit%?0
-
Granrey - Sanctuary wrote: »Please, any formulas to calculate Evasion and Crit%?
Crit=(AGI/20) + Skill bonuses + Equip bonusesTarck - Heavens Tear wrote: »Originally Posted by Fleuri - Sanctuary View Post
I do not remember where I read this, but I believe your defense, with equipment, will be:
equipment * ( 1 + stats/850)
[..]
Example: Vit=97, Str=185, EQ.P-Res=832, P.Def. in char window in game: 1153
but with the formula I get:
832 * ( 1 + (97+185)/850) = 1108
The formula will be more exact
DEF=BONUSES*(((STR+0.7*CON)/850)+1)
(It is taken with ecatomb.net)Calc for PW - pwcalc.com0 -
-
Solandri - Heavens Tear wrote: »I backed out the following to go from your p.def (or m.def) score to % reduction in damage taken:
% reduction = 100*def / (def + 40*lvl)
It only works for opponents the same level as you, and the numbers are off on very low level characters (someone suggested there's a small constant I'm missing). But within those limitations pretty much everyone has confirmed that it fits the numbers reported in your character sheet. A couple test calcs done with pets and mob damage using numbers in pwdatabase appear to confirm the % damage reduction as well.
I didnt read it anywhere but i guess that the formula fits if the lvl parameter is the attacker lvl, so defender lvl is not envolved. So, you need (40*attackerLevel) defense points to reduce dmg by half.
Any idea about accuracy/dodge and the chance to hit your opponent formula?0 -
This thread is gold.b:victory
But good grief, that's a lot of work to min-max a character.b:shocked0 -
No evasion yet?
Could it be that evasion requires info from you an your opponent?0 -
Granrey - Sanctuary wrote: »No evasion yet?
Could it be that evasion requires info from you an your opponent?
~S0 -
Saitada - Sanctuary wrote: »He is evading answering you :P
~S
lol, I agree0 -
off-topic
builds in this game are quite too undervalued.[SIGPIC][/SIGPIC]
If you're willing to join another online game do NOT join any hosted by K2 NETWORK. Want to know why? Check BBB complaints.0 -
Hey folks, sorry I haven't updated the thread, however truth of the matter is I don't even have PW installed on my pc anymore- I quit a few months back. If a dedicated player who knows what they're doing and is willing to test all formulas (or at least quote sources properly if they can't test them) wants to remake the thread I do not mind in the least.
To be honest, this was one of the last things I did concerning perfect world. Think of it as a parting gift.
Edit:
Lol, actually, since this will probably be (one of) my last posts, might as well put this out there:
HOW TO TEXT COLOR CHANGE, ie color changing, coloring, colouring, coloured text, colored text, text colors, colored world chat, colored chat, chat colors, colour chat, chat colour, chatting colour, chatting text color, chat coloring, coloring, colouring, green text, blue text, blue chat, green chat, chat green, chat blue, green chat coloring, blue chat coloring, blue text coloring, green chat coloring, chat smileys, multiple smileys, chat smiley faces, more than three, four smileys, five smileys, six smiley, seven smiley, multiple smiley, several emoticon, emoticons, emotes, chat filter, filter, filterbypass, bypass filter, filtered, bypass censor, censor, chat censor <--(for the filter)
Green
<2><TEXT><1:0>
Blue
<1><TEXT><1:0>
If you really must know what that symbol there is, its the archaic chinese symbol for 'fisherking' (the bird). No I do not know how to create it. Copy and paste it.
You can mess with this by alternating, ie
<1><L><1:0><1><O><1:0><1><L><1:0>
would be LOL in blue, green blue. It can go pretty long (like 10ish letters before the cap maxes out).
Also, if you mess with it a bit.. I think its uh..
<0><><1:1> (The last 1 can be like.. 1 through 45 or something, for the smiley you want to produce)
^ no text required, it will change into a smiley depending on the last number. You can copy and paste this to bypass the 3 smiley max. I might be wrong (or fixed, though I doubt it) but its been a few months and I don't have PW installed to test this myself.
Lastly, because the "" symbol is invisible, you may enter it to get around the censor if you wish.
Finally, as a word of warning, doing this is against the rules (where this is mentioned in the rules I do not know, I guess its a '****' of some kind.)
To the mods: Should you find me posting this bannable or worthy of deletion, please do not delete the entire thread. Thank you.
Happy hunting, everyone. I expect I'll check back in a while again. Toodles.
b:bye0
This discussion has been closed.
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