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

 
post Sep 18 2012, 07:05
Post #561
skillchip



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Skill damage formula

Skill Damage = Physical Attack Base Damage * Skill Multiplier * (1+ (Current OC - 50)/50)
Note: Yes I know some skills cost more then 50, but it still fits.

Which of course is multiplied further by Heartseeker, hath perks, great status, riddle master, title, specialty items (gum/vase) ect.

Base Multiplier:
1h:
Placeholder

Dual:
Iris: 1.5
Backstab: 2.5
Backstab (blinded): 5
Frenzy: 1.0

2H:
Cleaving Blow: 3.5
Rending Blow: 1
Shatter Strike: 1.5

Niten (lol):
Placeholder

Staff:
Placeholder

This post has been edited by skillchip: Sep 19 2012, 03:16
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post Sep 18 2012, 10:51
Post #562
kjeron



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QUOTE(skillchip @ Sep 18 2012, 00:05) *

Skill damage formula

Skill Damage = Physical Attack Base Damage * Skill Multiplier * (1+ (Current OC - 50)/50)
Note: Yes I know some skills cost more then 50, but it still fits.

Which of course is multiplied further by Heartseeker, hath perks, great status, riddle master, title, specialty items (gum/vase) ect.

If I didn't screw anything up, using that formula the remaining ones should be:
Staff:
Concussive Strike: 1.5

Niten:
Skyward Sword: 1.0

1H:
Shield Bash: 1.0
Vital Strike: 2.5, 5.0 w/stun
Merciful Blow: 5.0 w/MonsterHP>25%.

The formula also fits Shield bash's lower 25 OC cost, reducing damage to only half of a normal attack when used with only 25 OC.
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post Sep 18 2012, 11:02
Post #563
buktore



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QUOTE(skillchip @ Sep 18 2012, 12:05) *
Skill damage formula ...

QUOTE(kjeron @ Sep 18 2012, 15:51) *
ditto


 (IMG:https://forums.e-hentai.org/uploads/post-200030-1332320690.gif)
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post Sep 18 2012, 21:35
Post #564
Maximum_Joe



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Added.
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post Sep 18 2012, 21:37
Post #565
skillchip



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QUOTE(skillchip @ Sep 18 2012, 05:05) *

Skill damage formula

Skill Damage = Physical Attack Base Damage * Skill Multiplier * (1+ (Current OC - 50)/50)
Note: Yes I know some skills cost more then 50, but it still fits.

Which of course is multiplied further by Heartseeker, hath perks, great status, riddle master, title, specialty items (gum/vase) ect.

Base Multiplier:
Dual:
Iris: 1.5
Backstab: 2.5
Backstab (blinded): 5
Frenzy: 1.0

2H:
Cleaving Blow: 3.5
Rending Blow: 1
Shatter Strike: 1.5



QUOTE(kjeron @ Sep 18 2012, 08:51) *

If I didn't screw anything up, using that formula the remaining ones should be:
Staff:
Concussive Strike: 1.5

Niten:
Skyward Sword: 1.0

1H:
Shield Bash: 1.0
Vital Strike: 2.5, 5.0 w/stun
Merciful Blow: 5.0 w/MonsterHP>25%.

The formula also fits Shield bash's lower 25 OC cost, reducing damage to only half of a normal attack when used with only 25 OC.


Change this

Skill Damage = Physical Attack Base Damage * Skill Multiplier * (1+ (Current OC - 50)/50)

to

Skill Damage = Physical Attack Base Damage * Skill Multiplier * OC * 0.02
makes it a bit simpler, I just had it the original way when I was trying to figure out if it was OC-50, or OC-cost, and it makes it a bit easier to understand to see that each point of overcharge you have equals 2% damage

This post has been edited by skillchip: Sep 19 2012, 03:16
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post Sep 18 2012, 22:42
Post #566
Maximum_Joe



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Done.
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post Sep 18 2012, 23:51
Post #567
hzqr



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Some brave soul should try to convince Tenboro to add the [www.mediawiki.org] Math extensions to the wiki, those formula would look a lot nicer
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post Sep 19 2012, 01:47
Post #568
grumpymal



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I asked him once a long time ago back when I was actively working on the wiki. I don't know if he just ignored me.
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post Sep 19 2012, 02:05
Post #569
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http://ehwiki.org/wiki/forge#Materials_Costs

Is this outdated? Cause for my staff, it's requiring more materials than indicated by the table.

Example: level 6 of holy EDB on that staff requires 2 HG, while level 10 prof requires 3.
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post Sep 19 2012, 11:39
Post #570
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QUOTE(ChosenUno @ Sep 19 2012, 08:05) *

http://ehwiki.org/wiki/forge#Materials_Costs

Is this outdated? Cause for my staff, it's requiring more materials than indicated by the table.

Example: level 6 of holy EDB on that staff requires 2 HG, while level 10 prof requires 3.


Very probably the amount of materials required is slightly affected by potency.
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post Sep 21 2012, 20:28
Post #571
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Can I get a screenshot of Tag Flagging in action? Thanks!
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post Sep 22 2012, 02:59
Post #572
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QUOTE(Maximum_Joe @ Sep 21 2012, 11:28) *

Can I get a screenshot of Tag Flagging in action? Thanks!

[attachmentid=18050] [attachmentid=18051]
Anything in both categories shows up red.
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post Sep 22 2012, 03:55
Post #573
Maximum_Joe



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Thanks, forgot to mention no fjording tags. Sorry!
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post Sep 22 2012, 04:25
Post #574
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QUOTE(Maximum_Joe @ Sep 21 2012, 18:55) *

Thanks, forgot to mention no fjording tags. Sorry!

Attached Image Attached Image
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post Sep 24 2012, 21:25
Post #575
skillchip



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OFC has a multiplier of 5
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post Sep 26 2012, 01:34
Post #576
skillchip



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So what exactly do we know about trophies? Do they get Random(1-1000) + Bonus, or just Bonus?
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post Sep 26 2012, 09:16
Post #577
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QUOTE(skillchip @ Sep 26 2012, 07:34) *

So what exactly do we know about trophies? Do they get Random(1-1000) + Bonus, or just Bonus?


AFAIK it's the former.
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post Sep 28 2012, 02:28
Post #578
skillchip



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So, I ran into a snag (IMG:[invalid] style_emoticons/default/smile.gif)


Crude Cotton Shoes of Warding 12476373
Magic Accuracy 2.39
Evade Chance 5.36
Physical Mitigation 6.38
Magical Mitigation 10.4
quality 0.39ish

vs

Crude Cotton Shoes of Warding 12461434
Magic Accuracy 2.39
Evade Chance 5.36
Physical Mitigation 6.38
Magical Mitigation 12.39
quality 0.39ish

and


Crude Cotton Shoes of Warding 12484015
Magic Accuracy 2.44
Evade Chance 3.44
Physical Mitigation 6.43
Magical Mitigation 15.47
quality 0.44ish

vs

Fair Cotton Shoes of Warding 12484015
Magic Accuracy 2.52
Evade Chance 3.53
Physical Mitigation 6.52
Magical Mitigation 16.52
quality 0.52ish

Reason I call this a snag is:
The third and fourth, mmi goes up by one, and quality goes up by around 0.08.
The first and second, mmi goes up by two, and quality stays practically the same.

The reasons for this: MAGIC
But seriously, it may have something to do with the new formula. First it does the quality calc without the PABs being rolled yet. Then based on that quality assigns PABs and re-rolls.

So the second equip which has higher MMI probably has more PABs in its maximum roll then the first one.

Also along these same lines, the fourth piece (which is fair) probably had less PAB potential then the third (crude) which is why it is such higher quality even though it only has a slight amount more mmi.

So, what to take from this if you just are glancing over it, Quality is a major bitch. Since we have to guess how many PABs should have been assigned to a piece in order to figure out which maximum roll is needed for it. In other words: we know less then we thought...

This post has been edited by skillchip: Sep 28 2012, 02:37
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post Sep 28 2012, 02:47
Post #579
Maximum_Joe



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QUOTE(skillchip @ Sep 27 2012, 16:28) *

In other words: we know less then we thought...

Well... at least we know that! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Sep 28 2012, 03:10
Post #580
skillchip



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QUOTE(Maximum_Joe @ Sep 28 2012, 00:47) *

Well... at least we know that! (IMG:[invalid] style_emoticons/default/laugh.gif)


Glad you approve.

So to say what we know in a complex mathematical formula that wont work on the forums or wiki.

Quality = x/y

x = total weighted points
y = maximum weighted points

x = points1 * weight1 + points2 * weight2 + ... +pointsI * weightI

y = maxpoints1 * weight1 + maxpoints2 * weight2 + ... + maxpointsI * weightI

Where points is quite simply, how much more then the min a certain stat is. IE. if pmi can roll from 5-10 and a 8 is rolled, then it gives 4 points, which is then weighted in the current system.

Issue 1: are points determined by legendary min/max, superior min/max, depends on if it is superior or legendary, or what? We need the min/maxs to also figure out the maximum weighted points and the total.

Now, PABs throw a bit of a kink in this. We should have solved this back when PABs were set actually...

Issue 2: As it is now, PABs may or may not be added into y based on the quality of the piece with absolutely no PABs. If they are added into y, I am not sure how they act on x, does the points for that stat go to 0, or can it be negative.
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