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IIshin

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Posts: 14

Location: July 27th

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61

Thursday, October 1st 2009, 7:04am

There are a few physical skills that just do straight p. atk damage instead of DPS:

The p/w's vindicative strike, which does 300-1200 damage
The k/p's holy smite, which does 70-1470 damage
The knight's punishment, shield of atonement and charge
The warrior's surprise attack.

The values of the amount of damage caused seem to equal p.atk minus enemy's p.def.

I've done some testing w/ Holy Smite. Whatever weapon you use doesn't seem to change the damage inflicted upon the target, except for any physical attack bonuses that you have on the weapon.

On a side note, you could possibly find the amount of p.def a mob has from its health, since stamina gives 5 health per 1 point, although you'd have to guess the number of strength points and the number of HP from level (if there is any).

62

Friday, November 6th 2009, 2:20pm

Updated - http://theromwiki.com/index.php/Attributes

Can anyone confirm if all the numbers are correct

63

Friday, November 6th 2009, 4:10pm

confirm all the numbers? no, that's a very large task. most of those numbers are correct. and the few that i'm unsure of could be tested. but remember a wiki and a post like this cannot be 100% guaranteed correct since the devs and GMs have seen fit not to release this information.

64

Friday, November 6th 2009, 5:26pm

Quoted from "loyola83;184586"

confirm all the numbers? no, that's a very large task. most of those numbers are correct. and the few that i'm unsure of could be tested. but remember a wiki and a post like this cannot be 100% guaranteed correct since the devs and GMs have seen fit not to release this information.


Alright then - which are the few

Im the one who added some of the missing data but Im not sure of how correct my testing were

65

Friday, November 6th 2009, 5:32pm

2.3 Pa : 1 Str for Warriors - fairly certain this is 2:1

.08 Pa : 1 Str for Mage Priest Druid - havent tested in a while, so not sure if these are correct.

1.33 Pa : 1 Dex for Rogues - some reports suggest it's closer to 1.3 ... close enough but does make a difference.

.05 Pa : 1 Int for all classes - never tested personally, some suggests it may differ based on class.

Dodge and Hit #'s are very hard to determine. From conversations i've had the dodge seems very close to accurate, i've yet to read much on hit ratio.

66

Saturday, November 7th 2009, 12:56am

any word on warden stam->pdef?

67

Saturday, November 7th 2009, 1:34pm

Deleted due to my inability to read

68

Wednesday, November 11th 2009, 8:29am

What about the refining effects (+ing) for 51+ on the various types.

69

Wednesday, November 11th 2009, 1:16pm

Quoted

Updated - http://theromwiki.com/index.php/Attributes

Can anyone confirm if all the numbers are correct


Not all off them:
- Dodge and accuracy rates are 1.300 and not 1.275.
- Int to PAtk is always 0.5 but also for Druid and Knight(my depend on second class)
- Str for Patk is shown as 0.8 or 0.75 depending on sources. Not sure...

70

Thursday, November 12th 2009, 6:59am

Quoted from "snoopy81;186282"

Not all off them:
- Dodge and accuracy rates are 1.300 and not 1.275.
- Int to PAtk is always 0.5 but also for Druid and Knight(my depend on second class)
- Str for Patk is shown as 0.8 or 0.75 depending on sources. Not sure...


INT gives P/W 1 pAttk per 1 INT (same as 1STR = 1 Pattk)
Victi, Vincimus! - Conquered, we Conquer!

Alexandra
58/57 Knight/
Scout
Guild - Apocalypse
USA PVP server Krynn(Grimdal)

**RETIRED as of 2010**

71

Monday, January 18th 2010, 9:43pm

Wis adding +Dodge?

So I noticed today that my dodge was higher than normal and I found out on the basic interface that my dodge was being increased by my items that add +wisdom. O.o Is this a bug in the way it's displayed or ??? Has anyone else noticed this?

Mavoc

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Posts: 29

Location: Houston, TX

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72

Tuesday, January 19th 2010, 6:33pm

can the rogues Patt from str get updated to 1.2 please. the listed 1 is incorrect

suprra

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73

Saturday, January 30th 2010, 11:51am

Just wanted to say thanks to the original poster for this thread, I've found it very invaluable :)

74

Saturday, January 30th 2010, 11:18pm

What about Wardens and Druids? The bonus they receive from Wisdom/Stamina (defense-wise) isn't listed

. . .
Grimdal - Apocalypse

jsalemi

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Posts: 133

Location: VA, USA

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75

Sunday, January 31st 2010, 7:20am

Quoted from "deathstalker908;218403"

What about Wardens and Druids? The bonus they receive from Wisdom/Stamina (defense-wise) isn't listed

. . .


They didn't exist when the first message was posted? ;)

76

Sunday, January 31st 2010, 9:02am

Quoted from "jsalemi;218524"

They didn't exist when the first message was posted? ;)


Yah, but he edited it..Read:

Quoted from "Nemecis"


Strength:
Str:Pa
• Druid: 1 Str = .8 Pa
• Knight: 1 Str = 1.5 Pa
• Mage: 1 Str = .8 Pa
• Priest: 1 Str = .8 Pa
• Rogue: 1 Str = 1.2 Pa
• Scout: 1 Str = 1 Pa
• Warrior: 1 Str = 2 Pa
• Warden: 1 Str = 1.5 Pa


Certain classes shouldn't take priority over others =/
Grimdal - Apocalypse

nemecis

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  • "nemecis" started this thread

Posts: 115

Location: Canada

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77

Monday, February 1st 2010, 4:31pm

actual answer ... thereromwiki is updated by numerious people, and as such I have indicated that it contains the most "accurate" or at the very least, the most up to date info.

When I started this thread there was no place to find stats based information. Since inception, formulas have changed, stat values have changed, new classes have been implemented, and I no longer have the capability to data mine / personally investigate each alteration.

If something is missing from the thread, please let me know and fill in the blanks if you can. I do not simply update based on heresay, I'll require patch notes, screen shots or forum discussions to cite as proof.

I'm no longer investigating the information found here personally, I rely on the community for the information.

Thank you,
~Nem

P.S. Noticed today is the 1 year anniversary of this thread's inception. Much thanks to everyone who's helped make this possible!

78

Wednesday, March 17th 2010, 2:37pm

Hi,

Quoted

Level:
Hit:
Base hit chance of 99% exists. For each level the attacker is lower than the defender, the hit chance is reduced by an additional 9%.

Damage:
Level of player vs mob AND level of skill (TP level) may affect damage calculation formulas.

Proficiency:
Weapon proficiency level affects chance to hit, and damage (marginal)
Defence Skill level affects damage reduction.



I want to know if it works only vs mob or vs other player too? (for the pvp).
Then if a player lvl 40 with a very good stuff, could he hits and do something vs a player lvl 55 without stuff for exemple?

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79

Wednesday, April 14th 2010, 8:17pm

Based on some data and calculations that I ran on mushrooms around Pioneer Colony, here's what I found:

mDam (from weapon) is multiplied by a "damage coefficient". This "damage coefficient" reflects the cast time (a spell with cast time 3 seconds also has a damage coefficient of 3). Note that the two, cast time and damage coefficient, are not the same thing, as effects that increase or decrease cast time do not affect the coefficient. You do NOT get a damage coefficient on the spell damage (from tooltip), however. This was tested by casting spells with the same tooltip damage with and without a weapon. Without weapon, spells with the same tooltip damage had the same power against the same enemy. Once I added in mDam, however, spells with higher cast times pulled ahead proportionately (a 2s spell did about 2x as much damage as a 1s spell).

I also determined that, when using mAtk/mDef in the formula, it would come out with inordinately large values for mushroom mDef. I refuse to believe that Pioneer Colony mushrooms have 800 mDef. My working theory is that Attack and Defense values are modified logarithmically in the formula, something more like Ln(mAtk)/Ln(mDef). This would make far more sense and using this formula, I pegged down the mDef of the mushrooms to just under 40.

The Heal Bonus under your magic stats heading is approx 48.9% of your mDam (it's based purely on your mDam stat. The "cure bonus" given by wisdom (0.2 bonus healing/wis) is a hidden stat not displayed in your character's stat listings. Both "heal bonus" (from weapon) and "cure bonus" (from wisdom) are subject to the "damage coefficient" mentioned above for magic attacks while spell effect (tooltip value) is not subject to the coefficient.

Wisdom gives a comparable mAcc value to Dexterity's pAcc value based on my testing. But considering what I figured on attack and defense values, I would venture to say that Accuracy vs Dodge is affected by a similar logarithmic adjustment and then applied to the base accuracy determined by level difference.

Stats derived from core stats (ie. pAtk from str) seem to be based purely off the active Primary class. This means that a class gets the same derived bonuses from their stats regardless of what their secondary is.

I'm still unclear on how elemental resistance factors in and there are little quirks in the system here and there. For example, the M/Wd lvl 15 elite, Earth Surge is supposed to have reduced accuracy. I'm not sure if skills in general have accuracy values; if they do, are they all the same? If not, is it just some special effect associated with Earth Surge in particular?

nemecis

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  • "nemecis" started this thread

Posts: 115

Location: Canada

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80

Wednesday, April 14th 2010, 8:24pm

Thanks for the info MK. Interesting idea about the Ln(Atk)/Ln(Def). Haven't seen this raised anywhere, but would certainly account for some discrepancies people have found.

Again, I'm not maintaining this guide currently. So hopefully people take the time to get this far for info such as this.

Perhaps I should track down a few more of the discussion threads that have shed light on forumlas over the last few months. Some great reads to be found for those interested.