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[Guides] Calculating damage

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#1
Posted on 2014-12-10 12:28:20 | Show thread starter's posts only

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  Calculating damage





Basic information:




This guide covers available information about stats and various calculations performed with them, that are available in current game version [0.113].





Table of Contents (link to sections)


1) Post 1
2) Post 2

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#2
Posted on 2014-12-10 12:33:21 | Show thread starter's posts only

Calculating land damage (base)



Character can deal damage in many ways, using many different types of skills or stunt skills. These formulas that will be mentioned in this section are only used for calculating base damage, without applying any other stats like parry, critical etc.
Characters base land damage depends on several stats. They are:

ATT - attackers attack
DEF - defenders defense
DB - attackers damage bonus
DR - defenders damage reduction
CurrentHP - attackers current HP
MaxHP - attackers max HP


As mentioned above, general formula will only use those stats. All other stats and effects are applied after.
General formula is as follows:




In which ADB is calculated using next formula:



In which value of DB - DR is calculated using one of these four different formulas:

if DB - DR < -71, value of DB - DR is -70;
if DB - DR >= -71 && <=200, value of DB - DR is calculated using this formula: DB - DR;
if DB - DR >= 201 && <=300, value of DB - DR is calculated using this formula: (DB-DR) * 0.8 + 40;
if DB - DR > 300, value of DB - DR is calculated using this formula: (DB-DR) * 0.6 + 100;








Example

Player A is fighting player B. Player A has 43000 HP, 4000 attack and 160 damage bonus. Player B has 3000 defense and 345 damage reduction. How much damage is player A going to deal to player B on his first hit ?

Step 1.
- extrapolate the values
ATT = 4000
DEF = 3000
DB = 160
DR = 345
CurrentHP = 43000
MaxHP = 43000


Step 2.
- calculate DB - DR



Step 3.
- take the solution of step 2. and test out which criteria it matches.

In this case, in step 2. we got -185 as a solution. It matches the first criteria:

We are going to use the number -70 for calculating ADB.


Step 4.
- calculate ADB using the value we calculated in step 3.



Step 5.
- calculate the damage

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#3
Posted on 2014-12-10 14:36:52 | Show thread starter's posts only

Parry

Parry has a chance of reducing the incoming damage by some percentage. The formula used to calculate the percentage of reduced damage is unknown.

The formula used to calculate the chance of activating is as follows:



Graphing the formula above, we can notice the graph has an asymptote at 100%. Its slowly approaching it, but never quite reaches it. This basically means that no matter how many parry character has, it will never reach a 100% chance of activating. We can also see that the graph grows more rapidly on the interval between 0 to 500, while it grows more slowly on the interval between 500 to 1000. This means that adding 500 parry from 0 to 500 will increase the chance of activating by 50%, while adding another 500 parry from 500 to 1000 will only increase the additional chance of 16%.




Example







Technique and Reaction

Technique increases the chance to successfully hit with certain skills. Reaction works opposite, reducing the chance to successfully hit with certain skills.
Those skills include: Lightning Slash, Critical Stab, Rapid Fire, Power Slash, Stab, Wounding Shot, Sniping, Thunder Hack, Soul of Sabre, Sword Dance, Rage of God.

The formula used to calculate the chance of successfully hitting with a skill is as follows:




[ Last edited by DSOFA at 2015-1-1 03:32 ]

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#4
Posted on 2014-12-10 17:24:41 | Show thread starter's posts only

Rage of God

Rage of God is a special skill available from Axe-playing skill. It completely ignores defenders defense and damage reduction. It also completely ignores attackers damage bonus.

Rage of God damage depends on two factors only:
ATT - attackers attack
coefficient - a number which depends on profession skills and character skills


The general formula used to calculate Rage of God damage is as follows:




In which coefficient equals to a number which value depends on character skill levels.
Possible values are:

Rage of God level 1; coefficient = 3
Rage of God level 1 + Enhanced Rage of God; coefficient = 4
Rage of God level 2; coefficient = 4
Rage of God level 2 + Enhanced Rage of God; coefficient = 5


Sword Dance

Sword Dance is a special skill available from Sword-playing skill. Sword Dance takes characters base damage and multiplies it by some coefficient, dealing X times more damage in one hit.

Sword Dance damage depends on several factors:
Base damage - calculated from the first formula, written in first post (depends on attackers attack, damage bonus and defenders defense, damage reduction)
coefficient - a number which depends on profession skills and character skills


The general formula used to calculate Sword Dance damage is as follows:




In which coefficient equals to a number which value depends on character skill levels.
Possible values are:

Sword Dance level 1; coefficient = 5
Sword Dance level 1 + Enhanced Sword Dance; coefficient = 6
Sword Dance level 2; coefficient = 7
Sword Dance level 2 + Enhanced Sword Dance; coefficient = 8





Ramming

Ramming is a stunt skill available from Sea Battle skill. Ramming skill is used to ram the target and cause damage. Faster the ship goes and more ramming force it has, more damage it will cause on the opponents ship.

Ramming damage depends on several factors:
Max hull durability - attackers maximum hull durability
RF - attackers ramming force
RDD - defenders ramming damage decreased
Ship speed - attackers ship speed at the moment of impact

The general formula used to calculate Ramming damage is as follows:

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