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> EHWiki Report Thread, Add missing or fix existing data - don't use this for equipment ranges please

 
post Jan 13 2012, 07:03
Post #161
skillchip



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Yes, its a modifier. Like great stam is for us.

Also did some tests with MM and melee attacks on different difficulties and the damage output from me is all the same so their mitigations from stats do not change meaning their stats do not change with difficulty.

This post has been edited by skillchip: Jan 13 2012, 07:05
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post Jan 14 2012, 10:34
Post #162
hzqr



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What is the formula for determining equipment value at the Bazaar?
Just a theory, but I've always thought it was something like this:
CODE
Price = EquipmentValue * PrefixBonus * QualityRating * LevelMultiplier

where:
EquipmentValue → A base price changing from type to type (Ebony, Plate, Shortswords, etc etc)
PrefixBonus → A flat multiplier based on the prefix (Average, Superior, Exquisite, etc etc)
QualityRating → Same as the one outlined here
LevelMultiplier → Based on the level of the equipment piece (logarithmic?)

Now that we have ranges it should be easy to guesstimate QualityBonus, and maybe someone can find a way to infer the other three.
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post Jan 14 2012, 10:44
Post #163
varst



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I tried some similar strategy on equipment value, and 5 minutes later I took an arrow in the knee and stopped.
Why focusing on something that nobody would care except dataholics?
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post Jan 14 2012, 10:55
Post #164
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Don't look at me, it was Maximum Joe who asked Attached Image
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post Jan 14 2012, 12:50
Post #165
skillchip



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Going to post a few things cause I am a dataholic so bear with me.

Below is a table of values for the Spell_Data factor on spell damage. Special thanks to dcherry for the elemental and holy data, and (Cheater) Tiap and balistic9 for the soul and dark data that made this possible

Spell_Data Values Spell_Data
MM 1.2185
Elemental T1 1.3
Elemental T1 AoE 1.04
Elemental T2 2.08
Elemental T2aoe 1.56
Elemental T3 2.6
Elemental T3aoe 2.08
Soul T2.5 2.08
Soul T2.5 AoE 1.56
Soul T3.5 3.12
Soul T3.5 AoE 2.6
Soul T3.5 Burst 7.8
Dark T3 2.6
Dark T3 AoE 2.08
Dark T4 3.12
Dark T4 AoE 2.6
Holy T2 2.08
Holy T2 AoE 1.56
Holy T3 2.6
Holy T3 AoE 2.08

AoE's already have the Primary Target bonus and Bonus for extra points factored out. Tier names were assigned based on damage and mana cost but should probably reflect the conventions used by the majority of mages.

Monster stat scaling: 0.1*Base_Stat*level+y

where y is a function of the monsters level. I am still working out exactly what it is, but it is close but not quite linear. Below are some values for y.

Level y
20 5
30 9
50 18
100 44
150 70
250 125
300 152

y can be seen as a stat bonus that monsters get according to their level and not their base stats. Edit: See varst's post and link

I know I made a post about monster HP a bit ago, but I have now found the actual formula.
Monster HP = (50 + 5*level + 0.1*Base_Str*level + 0.4*Base_End*level + 5*y)*Difficulty_Mod*Class_Mod

y for any level can be found by using the following:
y = (Monster HP/(Difficulty_Mod*Class_Mod) - (50 + 5*level + 0.1*Base_Str*level + 0.4*Base_End*level))/5

Edit: y=(level^1.07 - 10) * 0.2

Class_Mod:
FSM: 201
RL: 101
mini-bosses:2
common/monster lab monster:1
Haven't bothered with the rest yet

Difficulty_Mod can already be found on the wiki page and player settings page.

Mitigation reducers such as Weakness, Bewilder, Nerf, Penetrated Armor, and Breached Defenses work using the following formula

Physical_Mit_Factor = 1-(1-reducer)*(1-(1-str_mit)*(1-end_mit)
or
Magical_Mit_Factor = 1-(1-reducer)*(1-(1-wis_mit)*(1-end_mit)

If you take off the "1-" in front then the monsters mitigation can be found instead of the factor.

str_mit = 0.0004*(0.1*Base_Str*level + y)
wis_mit = 0.0004*(0.1*Base_Wis*level + y)
end_mit = 0.0007*(0.1*Base_Str*level + y)

Values for reducers
Weakness/Bewilder 0.1
Nerf 0.25
Breached Defenses 0.1
Penetrated Armor: 0.5

On the spell page defense_abs should be removed as monsters no longer have absorption and Damage_Roll should be reworded as something more along the lines of Damage_Range, which is close to 0.72-1.28 of average damage.

This post has been edited by skillchip: Jan 14 2012, 23:12
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post Jan 14 2012, 13:18
Post #166
varst



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@skillchip

For Monster stat scaling, try this:

https://forums.e-hentai.org/index.php?showt...mp;#entry451456
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post Jan 14 2012, 13:39
Post #167
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blah

This post has been edited by skillchip: Jan 16 2012, 05:36
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post Jan 14 2012, 17:36
Post #168
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QUOTE(varst @ Jan 14 2012, 00:44) *

I tried some similar strategy on equipment value, and 5 minutes later I took an arrow in the knee and stopped.
Why focusing on something that nobody would care except dataholics?

Eh, I figured it would be easy data. Would be nice to know by how much leveling something increases its sale value.

QUOTE(skillchip @ Jan 14 2012, 02:50) *

Values for reducers
Breached Defenses 0.1

FINALLY! Now can we get those for the other elemental status effects?

This post has been edited by Maximum_Joe: Jan 14 2012, 17:38
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post Jan 14 2012, 23:11
Post #169
skillchip



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If I start caring enough any time soon maybe. Just did a lot of work already (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jan 14 2012, 23:21
Post #170
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Cool, thanks.

Anyhow, can someone confirm that no monster starts with over 50 resistance now?
https://forums.e-hentai.org/index.php?s=&am...t&p=1586306
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post Jan 14 2012, 23:24
Post #171
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QUOTE(Maximum_Joe @ Jan 14 2012, 22:21) *

Cool, thanks.

Anyhow, can someone confirm that no monster starts with over 50 resistance now?
https://forums.e-hentai.org/index.php?s=&am...t&p=1586306

No. Just created two mechanoids, which still have 75 Holy and 75 Soul resistance.
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post Jan 15 2012, 00:42
Post #172
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Its in the next patch, he hasn't yet implemented it. He also just said he would reduce spell costs while in spirit mode (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jan 15 2012, 00:44
Post #173
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Sounds too good. Coalesced + Spirit mode = dirt cheap spells =\
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post Jan 15 2012, 02:21
Post #174
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For 10-28 turns since spells don't charge overcharge. If it starts also charging then it would be OP
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post Jan 15 2012, 07:45
Post #175
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Sounds not very useful when compared to MP tanks.
And if you don't pull APs from MP tank, who's going to have APs to put into OC?
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post Jan 16 2012, 05:36
Post #176
skillchip



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Blah, that formula you linked me varst doesn't fit anymore, the one for stats for monsters

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post Jan 16 2012, 07:23
Post #177
varst



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Oh well, you mean it suddenly doesn't fit anymore? Or not fitting the data in the first place?

BTW I feel like everything's a bit easier yesterday. Maybe there's some 'interference'.

This post has been edited by varst: Jan 16 2012, 07:26
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post Jan 16 2012, 07:34
Post #178
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Not really suddenly, its just that I didn't actually verify it when I posted about it, should've been clearer, I just assumed it worked because it was a formula that was close to the one I was trying to find.

when I use

y = (Monster HP/(Difficulty_Mod*Class_Mod) - (50 + 5*level + 0.1*Base_Str*level + 0.4*Base_End*level))/5
it works out, but when I use

y = (level^1.07-10)*.2 it falls short

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post Jan 16 2012, 07:50
Post #179
varst



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Well, it's a formula which is posted two years ago, so there's always a chance it's wrong.

Just not sure if there's any simple formula for y.
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post Jan 16 2012, 07:54
Post #180
skillchip



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I'll work on it later, thought I had it solved, but it gives me something to do (IMG:[invalid] style_emoticons/default/smile.gif)
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