trying to predict spell damage

LTraveller - Dreamweaver
LTraveller - Dreamweaver Posts: 55 Arc User
edited March 2010 in General Discussion
Anyone knows how spell damage is calculated?
I'm trying to figure that out; so far, unsuccessfully.

Most spells are "base magic attack + X% of weapon damage + const".
What is "base magic attack"? -- apparently, a range which can be seen in character screen. This one is predictable:
( 1 + ( MAG / 100 ) ) * ( LVL + EQP )
EQP = sum of all +matk in your gear (usually weapon + rings)
Source: http://pwi-forum.perfectworld.com/showthread.php?t=214921
Tested this formula, and it seems correct. And if you unequip the weapon, min and max of the range will become equal, and spells will do exactly the same amount of damage on same mobs.

The damage is reduced by mob's defense; I'm assuming
actual_damage = coeff * predicted_damage; coeff = actual_damage / predicted_damage
coeff depends on mob's def, and probably caster's level and mob's level.

For non-elemental mobs that coeff should be the same for all elemental spells; checked if that's the case by unequipping weapon and rings on my veno (base matk: 229; weapon damage should be 0) and casing some spells on backstabbing scorpions:
coeff = 2856/(229+2716.1) = 1191/(229+966) = 1636/(229+1327.7) = 1521/(229+1270.8 ) = 218/229
coeff = 0.9697 = 0.9966 = 1.050 = 1.014 = 0.9519
(spells: lucky, venomous, ironwood, nox, blazing)
No, coeff is not the same; the difference is almost 10%. Note that the highest coeff corresponds to ironwood scarab, the spell with 300% weapon damage, and lowest -- to blazing's non-DoT part, which doesn't depend on weapon damage at all. Maybe it's possible to solve that as equation for weapon damage?

coeff = 2856/(229+0.85*wdmg+2716) = 1191/(229+wdmg+966) = 1636/(229+3*wdmg+1327.7) = 1521/(229+1.8*wdmg+1270.8) = 218/229
(229+0.85*wdmg+2716)/2856 = 229/218; wdmg = (2856*229/218-229-2716)/0.85 = 64.8
(229+wdmg+966)/1191 = 229/218; wdmg = (1191*229/218-229-966) = 56.1
(229+3*wdmg+1327.7)/1636 = 229/218; wdmg = (1636*229/218-229-1327.7)/3 = 54
(229+1.8*wdmg+1270.8)/1521 = 229/218; wdmg = (1521*229/218-229-1270.8)/1.8 = 54.4

After equipping rings (166 matk; base becomes 979, since rings are amplified by high mag):
3708/(979+2716.1+0.85*wdmg) = 2066/(979+966+1*wdmg) = 2827/(979+1327.7+3*wdmg) = 2524/(979+1270.8+1.8*wdmg) = 934/979
(979+2716.1+0.85*wdmg)/3708 = 979/934; wdmg = (3708*979/934-979-2716.1)/0.85 = 225.35
(979+966+1*wdmg)/2066 = 979/934; wdmg = 2066*979/934-979-966 = 220.53
(979+1327.7+3*wdmg)/2827 = 979/934; wdmg = (2827*979/934-979-1327.7)/3 = 218.83
(979+1270.8+1.8*wdmg)/2524 = 979/934; wdmg = (2524*979/934-979-1270.8)/1.8 = 219.89

And with green FC wand 839-856 [+25] (avg 872.5, min 864, max 881), rings 166;
coeff = 8128/(4896.5+0.85*wdmg+2716) = 6604/(4896.5+wdmg+966) = 9041/(4896.5+3*wdmg+1327.7) = 7729/(4896.5+1.8*wdmg+1270.8) = 4714/4896.5
(4896.5+0.85*wdmg+2716)/8128 = 4896.5/4714; wdmg = (8128*4896.5/4714-4896.5-2716)/0.85 = 976
(4896.5+wdmg+966)/6604 = 4896.5/4714; wdmg = (6604*4896.5/4714-4896.5-966) = 997
(4896.5+3*wdmg+1327.7)/9041 = 4896.5/4714; wdmg = (9041*4896.5/4714-4896.5-1327.7)/3 = 1055
(4896.5+1.8*wdmg+1270.8)/7729 = 4896.5/4714; wdmg = (7729*4896.5/4714-4896.5-1270.8)/1.8 = 1033

...which is actually close, but weapon damage is slightly higher than it should be. So either the structure of damage formula is different, or there is something that adds to your weapon damage even when you don't have anything equipped; + I don't know how damage reduction coefficient is calculated.
LTraveller, lv85 veno
NamiOto, lv80 full support cleric
RoamingAdmin, 7X fist/axe BM
Ion_Cannon, 6X full mag wizard

(full support: healing + fire support)
Post edited by LTraveller - Dreamweaver on

Comments

  • ShadowsWrath - Heavens Tear
    ShadowsWrath - Heavens Tear Posts: 147 Arc User
    edited March 2010
    Wow just wow

    You really over thought that .. just hit the mob already
  • Magicsaber - Dreamweaver
    Magicsaber - Dreamweaver Posts: 727 Arc User
    edited March 2010
    Anyone knows how spell damage is calculated?
    I'm trying to figure that out; so far, unsuccessfully.

    Most spells are "base magic attack + X% of weapon damage + const".
    What is "base magic attack"? -- apparently, a range which can be seen in character screen. This one is predictable:
    ( 1 + ( MAG / 100 ) ) * ( LVL + EQP )
    EQP = sum of all +matk in your gear (usually weapon + rings)
    Source: http://pwi-forum.perfectworld.com/showthread.php?t=214921
    ...


    ...which is actually close, but weapon damage is slightly higher than it should be. So either the structure of damage formula is different, or there is something that adds to your weapon damage even when you don't have anything equipped; + I don't know how damage reduction coefficient is calculated.

    From random source (I had seen many of them with same formula and checked it ):
    damage reduction (in %) = 100*def / (def + 40*lvl)
    where:
    def = defense value (Edit: - of mob - magical defense against magical attack and physical defense against physical attack)
    lvl = level of the character

    According formula damage reduction of high-level character is less than damage reduction of low-level character.
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  • Wahida - Harshlands
    Wahida - Harshlands Posts: 21 Arc User
    edited March 2010
    total skill damage = [(base magic attack) + ((equipment magic attack + Character level) * (skill weapon damage % )) + skill bonus damage] * (1+masteries)

    ^ Should be the correct formula, but meh. Never checked it or w/e

    EDIT:
    But uhm, didn't calc in the mobs defences whatsoever.
    So still a meh
  • LTraveller - Dreamweaver
    LTraveller - Dreamweaver Posts: 55 Arc User
    edited March 2010
    Ah, masteries. That's what I forgot.
    And in damage reduction formula I wasn't sure whose lvl it is: caster's or target's.
    Thank you.
    LTraveller, lv85 veno
    NamiOto, lv80 full support cleric
    RoamingAdmin, 7X fist/axe BM
    Ion_Cannon, 6X full mag wizard

    (full support: healing + fire support)
  • Magicsaber - Dreamweaver
    Magicsaber - Dreamweaver Posts: 727 Arc User
    edited March 2010
    ...
    And in damage reduction formula I wasn't sure whose lvl it is: caster's or target's.

    Level of the caster.

    Here my post from 12-01-2009 02:54 AM about same damage reduction formula relative to character:
    In addition to post about real formula above:

    Damage reduction in %
    __|____def (phys or mag)
    lvl|1000_|3000|9000
    |
    30|__45_|_71_|_88
    54|__32_|_58_|_81
    90|__22_|_45_|_71

    According formula you will get for 30 level:
    Damage reduction
    |_______________def (phys or mag)
    |1000_________|3000_______|9000
    |0,454545455__|0,714285714_|_0,882352941 or in %
    |45,4545455___|71,4285714__|__88,2352941.

    You can check it at http://pwcalc.ru/pwi/.
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  • Kaneharo - Dreamweaver
    Kaneharo - Dreamweaver Posts: 327 Arc User
    edited March 2010
    Um, wow. It's amazing what happens when people give thought to something that isn't usually thought of. Not trying to sound offensive, I'm actually amazed.
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  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited March 2010
    I did a knowledge dump a while ago on the wiki about this
    http://pwi-wiki.perfectworld.com/index.php/Damage

    It's not perfect but since it's a wiki feel free to improve it.

    One thing I wasn't sure of was how magic mastery stacks with damage amplification...

    20% more damage from mastery + 20% amplify damage is 40% more damage or 44%?
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  • LTraveller - Dreamweaver
    LTraveller - Dreamweaver Posts: 55 Arc User
    edited March 2010
    Did more testing on same scorps, without weapon and rings, assuming:
    damage = reduction * mastery * (base+(eq_atk+lvl)*%)+const)
    reduction = 1-863/(863+85*40)
    mastery = 1.2 (level 10)
    base = 229
    eq_atk = 0
    lucky lv7: (1-863/(863+85*40))*1.2*(229+85*0.85+2716.1) = 2887; observed 2856; 1% diff
    venomous lv10: (1-863/(863+85*40))*1.2*(229+85*1+966) = 1225; observed 1191; 2.7% diff
    ironwood lv10: (1-863/(863+85*40))*1.2*(229+85*3+1327.7) = 1734; observed 1636; 5.6% diff
    nox lv8: (1-863/(863+85*40))*1.2*(229+85*1.8+1270.8) = 1582; observed 1521; 3.8% diff
    blazing lv10: (1-863/(863+85*40))*1.2*229 = 219; observed 218.

    That's closer, but formula structure still seems wrong.

    %diff is higher for skills with higher weapon damage % component.
    Blazing with 0% weapon damage is predicted correctly, so coeffs for masteries and damage reduction are probably correct too.
    LTraveller, lv85 veno
    NamiOto, lv80 full support cleric
    RoamingAdmin, 7X fist/axe BM
    Ion_Cannon, 6X full mag wizard

    (full support: healing + fire support)
  • Deceptistar - Sanctuary
    Deceptistar - Sanctuary Posts: 10,454 Arc User
    edited March 2010
    its impressive but is it even useful when the weapons themselves give a minimum AND a maximum range of attack? cause in the end it just turns into a range of numbers. Unless your trying to calculate some mass DoT kiting project....
    [SIGPIC][/SIGPIC]lagunal8.deviantart.com
    ★"New weekly quests! "Discover the bug in the patch""-Nihillae★"My father would beat me if he found out I was QQing over a virtual pony."-Neurosis★"You're amongst the biggest blobs of fail I've ever seen in my life."-Ninnuam★"A statistic said 3% people of the world get enjoyment primarily from making people upset, and you are trying to discriminate them"-ilystah★["How To Tank Rebirth Order Delta (86+)"-Stickygreen Barb (1)restat. you want full magic, Arcane armour build (2)when mobs come /faceroll on your keyboard and you will one shot all the mobs (3)rinse and repeat]★"I've been spammed with 3 poops for 2 hours."-ColdSteele★"If someone fights learning, I don't bother with them outside of amusement factor."-Telarith★"This thread is a joke right? Please say yes."-eatwithspoons★ "This is why you don't post your opinions on the internet, most of the replies you get will be from people who missed a hug or two sometime in their youth."-Alacol★"Sexy! A post with a Binomial Distribution."-Asterelle★"It's about time PW starts to separate out the noob Sins from the rest."-salvati0n★"Shoo troll >:O"-TheDan
  • LTraveller - Dreamweaver
    LTraveller - Dreamweaver Posts: 55 Arc User
    edited March 2010
    That range can be small. For example, my base is 4858-4935 atm.
    With larger ranges it can be useful for choosing best gear for DDing at bosses.
    Understanding the structure of these formulas can be useful when choosing between, say, +mag and +matk gear.
    LTraveller, lv85 veno
    NamiOto, lv80 full support cleric
    RoamingAdmin, 7X fist/axe BM
    Ion_Cannon, 6X full mag wizard

    (full support: healing + fire support)
  • Deceptistar - Sanctuary
    Deceptistar - Sanctuary Posts: 10,454 Arc User
    edited March 2010
    isnt it easier to just use pwi calc? if your goal is to choose which is better to use.

    unless you are searching for specific numbers for some other reason.

    [SIGPIC][/SIGPIC]lagunal8.deviantart.com
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  • LTraveller - Dreamweaver
    LTraveller - Dreamweaver Posts: 55 Arc User
    edited March 2010
    PWI calc will calc your base damage for any set of equipment, but will spell damage grow linearly with base matk? Seems not.
    LTraveller, lv85 veno
    NamiOto, lv80 full support cleric
    RoamingAdmin, 7X fist/axe BM
    Ion_Cannon, 6X full mag wizard

    (full support: healing + fire support)
  • Deceptistar - Sanctuary
    Deceptistar - Sanctuary Posts: 10,454 Arc User
    edited March 2010
    PWI calc will calc your base damage for any set of equipment, but will spell damage grow linearly with base matk? Seems not.
    mm its kinda confusing because it seemed that you were searching more for the method than the results (which could be summed up by the calc)

    ...which is actually close, but weapon damage is slightly higher than it should be. So either the structure of damage formula is different, or there is something that adds to your weapon damage even when you don't have anything equipped; + I don't know how damage reduction coefficient is calculated.
    One thought.
    Our stats come from our 4 main VIT MAG DEX STR + gear/mastery. Assuming the mobs and bosses themselves could have an invisible 4 stat (which can possibly be calculated by going backwards on a lv150 boss using database def/attck numbers maybe?) could that possibly affect the decrease or increase in the resistance of def or attack on the mobs as a separate factor? (when it clashes with ours)
    [SIGPIC][/SIGPIC]lagunal8.deviantart.com
    ★"New weekly quests! "Discover the bug in the patch""-Nihillae★"My father would beat me if he found out I was QQing over a virtual pony."-Neurosis★"You're amongst the biggest blobs of fail I've ever seen in my life."-Ninnuam★"A statistic said 3% people of the world get enjoyment primarily from making people upset, and you are trying to discriminate them"-ilystah★["How To Tank Rebirth Order Delta (86+)"-Stickygreen Barb (1)restat. you want full magic, Arcane armour build (2)when mobs come /faceroll on your keyboard and you will one shot all the mobs (3)rinse and repeat]★"I've been spammed with 3 poops for 2 hours."-ColdSteele★"If someone fights learning, I don't bother with them outside of amusement factor."-Telarith★"This thread is a joke right? Please say yes."-eatwithspoons★ "This is why you don't post your opinions on the internet, most of the replies you get will be from people who missed a hug or two sometime in their youth."-Alacol★"Sexy! A post with a Binomial Distribution."-Asterelle★"It's about time PW starts to separate out the noob Sins from the rest."-salvati0n★"Shoo troll >:O"-TheDan
  • Magicsaber - Dreamweaver
    Magicsaber - Dreamweaver Posts: 727 Arc User
    edited March 2010
    mm its kinda confusing because it seemed that you were searching more for the method than the results (which could be summed up by the calc)



    One thought.
    Our stats come from our 4 main VIT MAG DEX STR + gear/mastery. Assuming the mobs and bosses themselves could have an invisible 4 stat (which can possibly be calculated by going backwards on a lv150 boss using database def/attck numbers maybe?) could that possibly affect the decrease or increase in the resistance of def or attack on the mobs as a separate factor? (when it clashes with ours)

    We can get real Magic Defense of any mob or boss from pwdatabase.com, for example,
    for Nien Beast Mighty (life - 118 584 802):
    Physical Defense

    1545

    Magic Defense

    Metal: 2650

    Wood: 2650

    Water: 2650

    Fire: 2650

    Earth: 2650.
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  • Deceptistar - Sanctuary
    Deceptistar - Sanctuary Posts: 10,454 Arc User
    edited March 2010
    We can get real Magic Defense of any mob or boss from pwdatabase.com, for example,
    for Nien Beast Mighty (life - 118 584 802):
    Physical Defense

    1545

    Magic Defense
    Metal: 2650
    Wood: 2650
    Water: 2650
    Fire: 2650
    Earth: 2650.
    i know, but i meant on the 4 stats lvl
    [SIGPIC][/SIGPIC]lagunal8.deviantart.com
    ★"New weekly quests! "Discover the bug in the patch""-Nihillae★"My father would beat me if he found out I was QQing over a virtual pony."-Neurosis★"You're amongst the biggest blobs of fail I've ever seen in my life."-Ninnuam★"A statistic said 3% people of the world get enjoyment primarily from making people upset, and you are trying to discriminate them"-ilystah★["How To Tank Rebirth Order Delta (86+)"-Stickygreen Barb (1)restat. you want full magic, Arcane armour build (2)when mobs come /faceroll on your keyboard and you will one shot all the mobs (3)rinse and repeat]★"I've been spammed with 3 poops for 2 hours."-ColdSteele★"If someone fights learning, I don't bother with them outside of amusement factor."-Telarith★"This thread is a joke right? Please say yes."-eatwithspoons★ "This is why you don't post your opinions on the internet, most of the replies you get will be from people who missed a hug or two sometime in their youth."-Alacol★"Sexy! A post with a Binomial Distribution."-Asterelle★"It's about time PW starts to separate out the noob Sins from the rest."-salvati0n★"Shoo troll >:O"-TheDan
  • LTraveller - Dreamweaver
    LTraveller - Dreamweaver Posts: 55 Arc User
    edited March 2010
    mm its kinda confusing because it seemed that you were searching more for the method than the results (which could be summed up by the calc)
    Actually the question is: what's better to have in gear? mag, matk or -chan? Maybe a mix?
    Why mix? Because base apparently includes mag*matk, so it might be more effective to add to both than to max one and disregard the other. E.g. you have 1 mag, 1 matk, and can increase either both by 1, or one of them by 2. In first case mag*matk goes from 1*1 to 2*2, in second -- only to 1*3.
    Also, what's better: necklace which increases your mag, thus increasing base by X, or shard which increases your weapon damage, and thus base, and base increases by Y<X? Shard may be better, because it increases both base and weapon damage, and if you look at wizards spells, their weapon damage multipliers go up to 5.
    Ideally, I'd like to see an addition to the calc which would predict damage for all spells (at all levels) for any set of gear.

    One thought.
    Our stats come from our 4 main VIT MAG DEX STR + gear/mastery. Assuming the mobs and bosses themselves could have an invisible 4 stat (which can possibly be calculated by going backwards on a lv150 boss using database def/attck numbers maybe?) could that possibly affect the decrease or increase in the resistance of def or attack on the mobs as a separate factor? (when it clashes with ours)
    It is possible that formula for damage reduction is different from what I'm using, but it's not important for now. observed_damage/predicted_damage should still remain the same for different spells; in practice, it doesn't: see post #9.
    LTraveller, lv85 veno
    NamiOto, lv80 full support cleric
    RoamingAdmin, 7X fist/axe BM
    Ion_Cannon, 6X full mag wizard

    (full support: healing + fire support)