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Game Mechanic Formulas

 
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Cisco
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Joined: 21 Jul 2005
Posts: 881
Location: Bay Area, CA

PostPosted: Wed Apr 12, 2006 8:08 pm    Post subject: Game Mechanic Formulas Reply with quote

Ok this thread is going to be a resource for actual, verified formulas related to game mechanics. I will keep the top posts updated and people can post things that should be included. Please also post your references if possible.

Combat

Hit % (by Crawly) - ( (Your Mus/Mox/Myst - Monster Defense) / 18 ) * 100 + 50 = Hit % (Crossbow Fever will add 10 Moxie for this purpose to ranged attacks.)

Critical Hit % (By Smidge) - Base chance: 1/11 or 9.09% chance (eye adds +4.54% chance)

Fumble % - Base chance: 1/22 or 4.54% chance. (eye changes it to 1/44 or 2.27% chance)

Leveling

Stats needed to reach level X - (X-1)^2 + 4

Substats needed to reach next stat - 2x +1

Total substats to reach stat X - X^2


Damage to Monster by Player (By Strangerer)

Regular weapon damage:
10-20% * Weapon Power + Melee damage modifiers + (Your Muscle - Monster Defence) + (Elemental damage * modifier)

Ranged weapon damage:
10-20% * Weapon Power + Melee damage modifiers + 1/2* (Your Muscle - Monster Defence) + (Elemental damage * modifier)

Thrust-Smack damage:
(10-20% * Weapon Power + Melee damage modifiers) * 2 + (Your Muscle - Monster Defence) + (Elemental damage * modifier)

Lunging Thrust-Smack damage:
(10-20% * Weapon Power + Melee damage modifiers) * 3 + (Your Muscle - Monster Defence) + (Elemental damage * modifier)

Off-hand damage = regular weapon damage (unverified, because I'm a lazy git- Strangerer) (RetroFrog points out that offhand does not get melee modifiers)
10-20% * Weapon Power + (Elemental damage * modifier)

Damage to Player by Monster (By Crawly):

(Monster Attack - Player Moxie) + 100-125% of Monster XP = Total Damage


Familiars

Fairy Effect +2.5% item drop rate per pound

Leprechaun Effect +5% meat per lb

Volleyball Effect +.25 XP per lb. This means a +25% chance of getting the extra XP.

Sombrero Effect - (root (Monster level))*poundage/33

Sombrero/Volleyball comparison (By Janosicek) - An X pound sombrero is better than Y pound volleyball at [68 * ((Y/X) ^ 2)] monster level.


NPZR (By Barkeep)

NPZR action frequencies:
50% do nothing
6% toast
11% delevel
11% meat steal
11% heal
11% attack

Magnitude of effects:
delevel: .5 * weight (By N3RD)
meat steal: 6 * weight + 12 (not confirmed)
heal: 1.5 * weight + 6 to 9 (not confirmed)
damage: 1.5 * weight + 1 to 4

NS delevel - Reduces familiar weight by 50%


Resistance

Elemental 10% damage reduction per level of resistance


Spells (By pcentella)

In the formulas, "Mys" is your buffed Mysticality (but is capped at a certain value for the first three spells, which depends on the spell, and isn't capped for Saucegeyser), "B" is the bonus damage from items, Intrinsic Spiciness and Immaculate Seasoning added up (Intrinsic Spiciness adds 1 damage per level, but caps at level 10; Immaculate Seasoning also does this), things like 3-4 denote a range (and not a substraction), and the bonus damage you get from Mys is always rounded down (so 39/10 would be equal to 3, for example).

Sauceror

Stream of Sauce: (3-4)+(0.1*Mys)+B damage, Mys caps at 100 (for 10 extra damage).

Saucestorm: (14-18)+(0.2*Mys)+B damage, Mys caps at 125 (for 25 extra damage).

Wave of Sauce: (20-24)+(0.3*Mys)+B damage, Mys caps at 100 (for 30 extra damage).

Saucegeyser: (35-45)+(0.35*Mys)+B damage, Mys isn't capped.


Pastamancer

Intrinsic Spiciness and Immaculate Seasoning do nothing here, so "B" is just the bonus damage from items.

[b]Minor Ray of Something:
(3-8)+(0.07*Mys) damage, Mys caps at 215 (for 15 extra damage).

eXtreme Ray of Something: (8-16)+(0.15*Mys) damage, Mys caps at 134. (for 20 extra damage).

Cone of Whatever: (16-40)+(0.25*Mys) damage, Mys caps at ???(possibly 120) (possibly for 30 extra damage).
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Last edited by Cisco on Wed May 17, 2006 10:51 pm; edited 34 times in total
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Cisco
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Joined: 21 Jul 2005
Posts: 881
Location: Bay Area, CA

PostPosted: Wed Apr 12, 2006 8:08 pm    Post subject: Reply with quote

Reserved.
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Barkeep
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Joined: 01 Feb 2006
Posts: 885
Location: Seattle, WA

PostPosted: Wed Apr 12, 2006 9:43 pm    Post subject: Reply with quote

For familiar effects:

NPZR action frequencies:
50% do nothing
6% toast
11% delevel
11% meat steal
11% heal
11% attack

Magnitude of effects:
damage: 1.5 * weight + 1 to 4
heal: 1.5 * weight + 6 to 9 (not 100% sure of this one without looking at my data)
meat steal: still working on the formula, but off the top of my head, I think that it was 6 * weight + either 12 or 20 (I know the formula can't be linear, but this is a decent approximation)
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Kittiwake
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Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Thu Apr 13, 2006 1:49 am    Post subject: Reply with quote

NPZR Delevel is half of its weight.
(Source, N3RD)

The NS's Familiar Curse halves the weight of your familiar.
(Source - Stoop)

Hit% - Each 1 point of Muscle/Moxie/Myst above an opponent's Defense equates to an extra 5.56% (or 1/18) chance to hit (At equal values, its 50%). Same works in reverse for monsters hitting you, and for each 1 point below an opponent's defense. Crossbow Fever will add 10 Moxie for this purpose to ranged attacks. Or, in a formula form:

( (Your Mus/Mox/Myst - Monster Defense) / 18 ) * 100 + 50 = Hit%

(Source, Crawly)

Monster damage:
(Monster Attack - Player Moxie) + 100-125% of Monster XP = Total Damage

(Source, Crawly)

Fumble/Critical Chance:

Critical Hit Base chance: 1/11 or 9.09% chance (eye adds +4.54% chance)
Base chance: 1/22 or 4.54% chance. (eye changes it to 1/44 or 2.27% chance)

(Source - Smidge)

EDIT: Found Source for NS Familiar curse, Updated Monster Damage Formula and Source
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Last edited by Kittiwake on Fri Apr 28, 2006 5:18 am; edited 1 time in total
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Barkeep
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Joined: 01 Feb 2006
Posts: 885
Location: Seattle, WA

PostPosted: Thu Apr 13, 2006 2:14 am    Post subject: Reply with quote

Ok...meat steal of the NPZR over the range of 30 to 40lbs has a reasonable approximation of 6 * weight + 12 on average. Spading is unfinished on this, but I know that this is not the correct formula.
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d0om
Harder than Hardcore


Joined: 27 Dec 2005
Posts: 91

PostPosted: Sat Apr 29, 2006 6:56 pm    Post subject: Reply with quote

pcentella wrote:
In the formulas, "Mys" is your buffed Mysticality (but is capped at a certain value for the first three spells, which depends on the spell, and isn't capped for Saucegeyser), "B" is the bonus damage from items, Intrinsic Spiciness and Immaculate Seasoning added up (Intrinsic Spiciness adds 1 damage per level, but caps at level 10; Immaculate Seasoning also does this), things like 3-4 denote a range (and not a substraction), and the bonus damage you get from Mys is always rounded down (so 39/10 would be equal to 3, for example).

And these are the formulas:

Stream of Sauce: (3-4)+(0.1*Mys)+B damage, Mys caps at 100 (for 10 extra damage).

Saucestorm: (14-18)+(0.2*Mys)+B damage, Mys caps at 125 (for 25 extra damage).

Wave of Sauce: (20-24)+(0.3*Mys)+B damage, Mys caps at 100 (for 30 extra damage).

Saucegeyser: (35-45)+(0.35*Mys)+B damage, Mys isn't capped.


And here are the Pastamancer spell formulas (I haven't tested Weapon of the Pastalord yet):

These also follow the same basic rules as the Sauceror ones, so look the spoiler above to fully understand these. Though Intrinsic Spiciness and Immaculate Seasoning do nothing here, so "B" is just the bonus damage from items.

Minor Ray of Something: (3-8)+(0.07*Mys) damage, Mys caps at 215 (for 15 extra damage).

eXtreme Ray of Something: (8-16)+(0.15*Mys) damage, Mys caps at 134. (for 20 extra damage).

Cone of Whatever: (16-40)+(0.25*Mys) damage, Mys caps at ???(possibly 120) (possibly for 30 extra damage).

Note that I'll need a bit more testing for the value at which Mys caps for Cone.

These are handy! thought they belonged here. From http://forums.kingdomofloathing.com/viewtopic.php?t=49342 from the KoL forums.
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Kittiwake
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PostPosted: Tue May 02, 2006 5:37 am    Post subject: Reply with quote

Cocoabo Confusion Attack = (Weight+1)/3 in -ML
(Source - Yours truly)

NOTE: Untill Wallaby is confirmed/denied to have anything to do with Familiar level, this may not be completly accurate. I'm working on testing on a non-wallaby character.

Here is a handy rough formula by jaolen that converts Elemental resistance into a DA value, for comparison purposes:

(ln(1 - (resistance level /10)) / ln(.5)) * 350.
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Smidge
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Joined: 17 Sep 2005
Posts: 174
Location: Sydney, Australia

PostPosted: Sun Jul 16, 2006 7:54 am    Post subject: Reply with quote

Could we make the weapon damage stuff a bit more clear/complete? This thread drew my attention to how it's currently a bit unclear, and doesn't really explain the off-hand and elemental damage at all.

Damage is in the format:
You hit for main damage (+off-hand) (+hot) (+cold) (+stench) (+spooky) (+sleaze) damage.

The sections in () don't appear if they are zero.

Off-hand damage = 10-20% of the power of the weapon in the off-hand. Obviously only applies for Double-Fisted Skull Smashing.

Elemental damage is explained pretty well here, though where they say 'negligible damage', '1 damage' might be more descriptive.
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dirkdiggler
Hard as a math test


Joined: 11 Jul 2006
Posts: 279
Location: Austin, TX

PostPosted: Sat Dec 16, 2006 12:39 am    Post subject: Reply with quote

Level
Code:
  level = 1 + floor(sqrt( max(0, mainstat-4) ));
  Stats needed to reach level                X - (X-1)^2 + 4
  Substats needed to reach next stat         2x +1
  Total substats to reach stat               X - X^2

Player Hit Chance:
Code:

              9 + (Attack - Defense)
  HitRate =  ------------------------  * (1 - FumbRate)
                      18

where attack is
- Moxie for ranged weapons or melee+Moxious Maneuver;
- Mysticality for staff and Rigatoni or Special Sauce Glove;
- Muscle otherwise

Monster Hit Chance:
Code:
            (  9 + (Attack - Moxie)           )
  HitRate = ( ------------------------  * 0.9 ) + 0.05
            (          18                     )

- Note that monsters have a maximum 95% and minimum 5% hit percentage.
- Note that Hero of the Half shell doesn't change the to-hit, only the damage taken.

Weapon damage
Code:
  Weapon Damage = Awesomeness + WeaponDamage + OffhandDamage + BonusMeleeDamage + BonusRangedDamage + BonusElementalDamage
  where
    Awesomeness    = (CharMuscle / rangeadj) - MonDefense
                     rangeadj is 1 for melee attack, 2 for ranged attack, and 4 for barehanded (no weapon equipped).
    WeaponDamage   = (0.10 to 0.20) * WeaponPower * crit * tsfactor
                     crit is 1 for a normal hit, 2 for a critical hit; and
                     tsfactor is 1 for a normal attack, 2 for Thrust-Smack, 3 for Lunging Thrust-Smack.
                     WeaponDamage is 1 if barehanded.
    OffhandDamage  = (0.10 to 0.20) * WeaponPower * crit
                     OffhandDamage is 0 if you are not double wielding.
    BonusMeleeDamage applies to both ranged and melee attacks. 
    BonusRangedDamage only applies to ranged attacks.

- Against physically resistant monsters, damage is reduced to 1 + Elemental Damage.
- Note that moxious maneuver only affects the to-hit chance, and not the damage dealt.
- You must have a melee weapon equipped for TS or LTS

Damage to Player:
Code:
  Total Damage = (Awesomeness + AttackDamage  - Damage Reduction) * (1-AbsorbFrac) * (1-ElementalFrac)
  Awesomeness    = (Monster Attack - Player Moxie), minimum zero
                   except for Heroes of the Half-Shell who are wielding a shield and have more Muscle than Moxie:
                 = (Monster Attack - Player Muscle), minimum zero.
  AttackDamage   = (0.20 to 0.25) * MonsterAttack
  Damage Reduct  = sum of DR for all your equipment and effects
  AbsorbFrac     = 0                                    for        DA < 10
                 = [sqrt(Damage Absorption/10) - 1]/10  for 10   < DA < 1000
                 = 0.9                                  for 1000 < DA
  ElementalFrac  = 0.1 per level of resistance

References for DA, DR, Leatherback, and Brawnee's:
- http://forums.hardcoreoxygenation.com/viewtopic.php?t=2047
- http://forums.hardcoreoxygenation.com/viewtopic.php?t=967

- Attack and Def seem to vary by 5% of the base ML (before ML modifiers), with HP varying independently. The variance is weighted towards the center (-1 is more common than -4). XP does not change as a result of monster level variance. (http://forums.hardcoreoxygenation.com/viewtopic.php?t=1901)

Spell damage
Pastamancer Spells:
Code:
  Minor Ray             ( 3 to  8) + clamp(myst < 215) * 0.07  any element or physical
  eXtreme Ray           ( 8 to 16) + clamp(myst < 134) * 0.15  any element or physical
  Cone of w/e           (16 to 40) + clamp(myst < 120) * 0.25  any element or physical
  Weapon of Pastalord   (32 to 64) +       myst        * 0.35  physical
  Fearful Fettucini     (32 to 64) +       myst        * 0.35  spooky

- Uncontrolled pasta spells can be any of 6 elements with equal chances.
- Flavour of Magic affects PM spells only

Sauceror Spells:
Code:
  Stream of Sauce       ( 3 to  4) + clamp(myst < 100) * 0.10  hot or cold
  Saucestorm            (14 to 18) + clamp(myst < 125) * 0.20  hot or cold
  Wave of Sauce         (20 to 24) + clamp(myst < 100) * 0.30  hot or cold
  Saucegeyser           (35 to 45) +       myst        * 0.35  hot or cold

- If monster is not elementally vulnerable or if player lacks immaculate the spell element alternates between hot and cold with equal chances.
- Immaculate seasoning adds a flat +10 bonus and coerces spell element to do double damage if possible. Bonus is for Sauceror spells only.
- Intrinsic Spiciness adds +1/level up to max +10 bonus spell damage. Bonus is for Sauceror spells only.

References:
pcentella's Spell Damage formula spading:
http://forums.kingdomofloathing.com/viewtopic.php?t=49342
Confirmed by Jick: spell elements have equal probabilities:
http://forums.kingdomofloathing.com/viewtopic.php?t=73689

Initiative
Code:
 Initiative (in %) = (100 - Monster Base Init)
   + Init Modifiers
   + clamp(0 < Mainstat - Base Monster Attack - Extra Monster Level)

References:
http://forums.hardcoreoxygenation.com/viewtopic.php?t=1106
http://forums.hardcoreoxygenation.com/viewtopic.php?t=1795

Adventure Queue
All Encounters in Zone are Equally Likely:
Code:
With
   E = the number of encounters in an area (e.g., 7 in the Valley)
   j = the chance of rejecting an encouter that is selected if it is in the queue (assumed to be 75%)
   u = the number of unique types of encounters in the queue (can be 1, 2, 3, 4, or 5)

The chance of drawing an encounter that is present in the queue is
                 1 - j                                    1     
  inq(E,j,u)  = -------   and for j=3/4:  inq(E,u)  = ---------
                e - u j                                4e - 3u

The chance of drawing an encounter that is not in the queue is
                   1                                      4     
  outq(E,j,u) = -------   and for j=3/4:  outq(E,u) = ---------
                e - u j                                4e - 3u 

   In queue:                              total encounters in zone
                            3         4         5         6          7         8         9
  1 zone enc in queue || 11.11% ||  7.69% ||  5.88% ||  4.76% ||   4.00% ||  3.45% ||  3.03%
  2 zone enc in queue || 16.67% || 10.00% ||  7.14% ||  5.56% ||   4.55% ||  3.85% ||  3.33%
  3 zone enc in queue || 33.33% || 14.29% ||  9.09% ||  6.67% ||   5.26% ||  4.35% ||  3.70%
  4 zone enc in queue ||           25.00% || 12.50% ||  8.33% ||   6.25% ||  5.00% ||  4.17%
  5 zone enc in queue ||                     20.00% || 11.11% ||   7.69% ||  5.88% ||  4.76%
                                                                                                               
 Not in queue:                            total encounters in zone
                         3          4         5         6          7         8         9   
  0 zone enc in queue || 33.33% || 25.00% || 20.00% || 16.67% ||  14.29% || 12.50% || 11.11%
  1 zone enc in queue || 44.44% || 30.77% || 23.53% || 19.05% ||  16.00% || 13.79% || 12.12%
  2 zone enc in queue || 66.67% || 40.00% || 28.57% || 22.22% ||  18.18% || 15.38% || 13.33%
  3 zone enc in queue ||      % || 57.14% || 36.36% || 26.67% ||  21.05% || 17.39% || 14.81%
  4 zone enc in queue ||      % ||      % || 50.00% || 33.33% ||  25.00% || 20.00% || 16.67%
  5 zone enc in queue ||      % ||      % ||      % || 44.44% ||  30.77% || 23.53% || 19.05%


Encounters in Zone have different chances
Code:
With
   ri = base chance for the given encounter
   rq = total base chances for all the encounters from this zone in the queue
   j  = the chance of rejecting an encouter that is selected if it is in the queue (assumed to be 75%)

                                 1                                             1     
 inq(j,ri,rq)  = ri (1-j) ---------------  [for j=3/4:]   inq(ri,rq)  = ri ------------
                           1 - j * rq                                       4 - 3*rq     

                                 1                                             4
 outq(j,ri,rq) = ri       ---------------  [for j=3/4:]   outq(ri,rq) = ri ---------- 
                           1 - j * rq                                       4 - 3*rq     


References:
http://forums.hardcoreoxygenation.com/viewtopic.php?p=30330#30330

HP & MP:
Code:
  HP: =ceiling(ceiling( Max[ (floor((M+3)*C)+P), floor(m) ] *R)*G)
  where
    M is your buffed Muscle,
    m is your base   Muscle,
    C is 1.5 if you are a Muscle class       (1 for other classes),
    P is any direct HP bonuses you have (eg. from an accordian strap),
    R is 1.25 if you have Spirit of Ravioli  (1 if you don't), and
    G is 1.05 if you have Gnomish Hardigness (1 if you don't).
  MP: =ceiling(floor  ( Max[ (floor(M*C)+P),     floor(m) ] *W)*G)
  where
    M is buffed Myst    (moxie with magnet or trousers if beneficial),
    m is your base Myst.
    C is 1.5 if you are a Myst class (1 for other classes),
    P is any direct MP bonuses you have (eg. from an accordian strap),
    W is 1.5 if you have Wisdom of the Elder Tortoises (1 if you don't), and
    G is 1.05 if you have Cosmic Ugnderstanding (1 if you don't).


References: Salien & Dornbeast
http://forums.kingdomofloathing.com/viewtopic.php?p=1737552#1737552

Stun / Delevel
Entangling noodles gives a monster -(1 + floor( ModdedMys/8 )) to its attack. This figure is capped at 6 (or 40 mys).
Delevel weapons delevel by 10% to 20% of their weapon power

Familiars:
Code:

  Fairy Effect                          +2.5%  per pound item 
  Leprechaun Effect                     +5.0%  per pound meat 
  Volleyball Effect                     +0.25  per pound stats
  Sombrero Effect                       sqrt(ML)*weight/33
  Cocoabo Confusion Attack              (Weight+1)/3 in -ML
  Yuletide Troll  http://forums.kingdomofloathing.com/viewtopic.php?p=2150938#2150938
                  25%   floor (wt  )*(0.4-0.8)   HP restored
                  25%   floor (wt  )*(0.4-0.8)   MP restored
  Ghuol Whelp     50%   floor (wt+5)*(0.5-1.0)   HP and MP restored

  NPZR: http://forums.hardcoreoxygenation.com/viewtopic.php?t=977
    11% attack                          1.5 * weight + 1 to 4   yiab: floor[(weight + r(-1, 0, 1))*3/2]+3
    11% heal                            1.5 * weight + 6 to 9   yiab: floor[(weight + r(-1, 0, 1))*3/2]+8
    11% delevel                         0.5 * weight
    11% meat steal                      floor(4.5*(weight+0.75)) to ceiling(7.5*(weight+2.5))
     6% toast+stun
    50% do nothing
  Barrrnacle                            -1 ML every 4 Pounds, may not activate at start of battle.
  Owl                                  Y + 5 to 0.5Y + 6.5 (rounded up) damage, where Y is the Owl's weight.
                                              raw  chip
  Mechamech                            stomp   70%  55% (X = floor(weight/2)-5  to (weight-5 )) damage
                                       laser   15%  15% (X = floor(weight/2)    to (weight   )) hot damage
                                       missile 15%  30% (X = floor(weight/2)+10 to (weight+10)) damage 
       
  Mosquito       25%    1 to floor( wt/2 )            damage / HP restored
  Goat          2*wt%   1 +  floor( wt    *(0.5-1.0)) total damage: floor(tot/2) physical, ceil(tot/2) stench
  Lime          2*wt%   2 +  floor( wt    *(0.5-1.0))
  Pet Rock      100%                                  sits there
  Stab Bat       60%    2 +  floor( wt    *(0.5-1.0)) attack
                 40%    2 +  floor( wt    *(0.5-1.0)) damage to player
  Grue                       floor( wt    *(0.5-1.0)) weight-based damage
                        2 +  floor(3*(5-L)*(0.5-1.0)) light-based damage -- L is the number of lit moon segments.
  Star Starfish 33%??   
  elt'l fairy                floor( wt    *(0.5-1.0))



Some Important Noncombats
Code:
Louvre mus    (3 * mainstat - 5) * 1.4, max 300
       mys    (3 * mainstat - 5)      , max 200
       mox    (3 * mainstat - 5)      , max 200
       clover ~2 * mainstat, max 300.

Ballroom
     dancers   (1 * mainstat)           max 150
     matilda   (2 * mainstat)           max 300
     clover    same?

Bedroom
    stand      (1 * mainstat)           max 200
    clover    same?

http://www.iocainepowder.org/forums/viewtopic.php?p=60892#60892
http://forums.hardcoreoxygenation.com/viewtopic.php?p=27988#27988


Scaling Monsters
Code:
                        Atk     Def     XP      HP                      Initiative
  Crimbo '05 Reindeer   mo+ ?   mu+ ?   atk/5   hp+ ?                   
  Crimbo '05 Elf        mo+ ?   mu+ ?   atk/5   hp+ ?                   
  Crimbo Past           mo-5    mu-5    atk/5   hp * 70%               
  Crimbo Now            mo+0?   mu-2    atk/5   hp * 80%               
  Crimbo Future         mo+0?   mu+0?   atk/5   hp *100%               
  Feast of Boris        mo-5?   mu-5?   atk/5   hp+ ?                   
  Baron von R           mo+ ?   mu+ ?   atk/5   floor(hp *120%)?         
  The Guy made of Bees  600k?   600k?   40      100k?                   0%
  Tower Monsters        600k?   600k?   40      100k?                   0%
  Your Shadow           ?       ?       300?    96                      150%
  NS #1                 mo+5    mu+5    0       clamp(200<hp<300)?      Infinity?
  NS #2                 mo+5    mu+5    0       clamp(200<hp<300)?      Infinity?
  NS #3                 100k    100k    500?    100k                    ??

References:
http://forums.hardcoreoxygenation.com/viewtopic.php?p=34003#34003

(Edited to correct ML variance)


Last edited by dirkdiggler on Sun Dec 17, 2006 9:48 am; edited 1 time in total
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Kittiwake
HCO


Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Sat Dec 16, 2006 12:56 am    Post subject: Reply with quote

Quote:
- "Monster level variation with monsters within the restrictions of the ascension game is +-4, however 4s are only found pretty much in monsters of HiTS or better power. I haven't seen a formula that determines the maximum range though." -- Kittiwake


I'm pretty sure i never said that.

I do remember Mr Bill once saying something like that once though. Are you sure it wasn't him? Because that quote is confusing me.
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dirkdiggler
Hard as a math test


Joined: 11 Jul 2006
Posts: 279
Location: Austin, TX

PostPosted: Sun Dec 17, 2006 9:53 am    Post subject: Reply with quote

Shoot. I know I pasted that into my formulas cribsheet after someone really smart said it, responding to my question in /hardcore. I don't know why I put your name to it -- it's not really what your work in the Tool Shed showed, so you certainly weren't the one who told me that Smile Does my edited version, above, look like an accurate summary of what we know?
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Kittiwake
HCO


Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Mon Dec 18, 2006 12:52 am    Post subject: Reply with quote

dirkdiggler wrote:
Shoot. I know I pasted that into my formulas cribsheet after someone really smart said it, responding to my question in /hardcore. I don't know why I put your name to it -- it's not really what your work in the Tool Shed showed, so you certainly weren't the one who told me that :) Does my edited version, above, look like an accurate summary of what we know?


It does.

I think i should have another look at this again though, now that we know XP is based on just Attack and not Attack and Defense. It may just change a thing or two.
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Aprocalypse
Hard as a math test


Joined: 05 Jul 2006
Posts: 125

PostPosted: Mon Dec 18, 2006 7:03 am    Post subject: Reply with quote

I think that might have been me that said that, if it was in /hardcore, I remember saying something nearly exactly the same as that at one point.

That was based upon what Kittiwake found and what I saw. >_>
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MagiNinjA
Hard as Pat Buchanan


Joined: 23 Oct 2006
Posts: 462
Location: California, USA

PostPosted: Wed Jul 25, 2007 5:06 am    Post subject: Reply with quote

Can you say outdated?

I can.

(Sorry. Smile Just a friendly reminder!)
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kevbob
bobkev


Joined: 14 Dec 2005
Posts: 2771

PostPosted: Wed Jul 25, 2007 1:58 pm    Post subject: Reply with quote

MagiNinjA wrote:
Can you say outdated?

I can.

(Sorry. Smile Just a friendly reminder!)


indeed.

recompile the list, and post a fresh post in the thread containing your recompile.
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Smoothy
Soft Like a Bunny


Joined: 05 Feb 2008
Posts: 2

PostPosted: Tue Feb 05, 2008 12:26 pm    Post subject: Formula wrong for moxious maneuver damage? Reply with quote

I'm currently doing a harcore NP DB run, and the damage I'm getting from Moxious Maneuver doesn't seem to match up.

Relevant stats:
No active effects.
Moxie: 159 (120)
Weapon: Shagadelic Disco Banjo (power: 90)
Equipment: f3d0r4, Boss Bat britches, porquoise ring, Cape of the Goblin King, badass belt (i.e. nothing but moxie boosting, basically)
ML: +0

No permed Eye of the Stoat.

Opponent: Ninja Snowman (ML = 85)

Now, according to the wiki, damage for the Maneuver should simply use Moxie instead of Muscle:
http://kol.coldfront.net/thekolwiki/index.php/Weapon_Damage

This suggests I should be doing:
(159 * 3 / 4) - 89 + (.15 * 90) = ~44 damage

but I am regularly doing 90 - 109 damage with this.

So, some questions:
1. Am I simply reading the formulae wrong?
2. Does the shagadelic disco banjo's +7 to DB combat skills apply to the Moxious Maneuver?
3. Does the Maneuver do double damage under certain circumstances, or does it always count as a critical hit? (note I am *regularly* getting around twice the predicted damage, far above my critical hit %).

Curiously yours,
Smoothy
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salien
Hard as a math test


Joined: 03 Mar 2007
Posts: 142

PostPosted: Tue Feb 05, 2008 8:24 pm    Post subject: Reply with quote

Moxious Maneuver doesn't get the 3/4 adjustment for being a ranged attack. Also, since NS13, a monster's defense is 90% of it's attack, rounded up. So, you should do:

159 - CEILING(0.9 * 85) + (.15 * 90) = ~95.5

Or, more specifically:

Min = 159 - CEILING(0.9 * 85) + (.1 * 90) = 91
Max = 159 - CEILING(0.9 * 85) + (.2 * 90) = 100

Still a bit lower than what you're seeing. I have a theory that MM uses your Moxie as your weapon power, either buffed or unbuffed, but have nothing to support it at the moment. Just going on the fact that your weapon doesn't seem to be involved in MM at all, barring enchantments. Might play with this a bit on a multi later...
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Shao Mi
Shao Mi the Lucre!


Joined: 04 Apr 2007
Posts: 4085

PostPosted: Tue Feb 05, 2008 8:52 pm    Post subject: Reply with quote

Change the weapon to something wimpy and see if it changes the damage range at all.

Although if the real damage range is 10-30% of weapon power, rather than 10-20%, then that fits just fine.
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Smoothy
Soft Like a Bunny


Joined: 05 Feb 2008
Posts: 2

PostPosted: Tue Feb 05, 2008 11:10 pm    Post subject: Re: Moxious Maneuver Reply with quote

Ok, switched to a disco ball (power 10), then buffed moxie up to 158 with non-combat affecting candy hearts. Over 10 adventures:

vs. Weaponmaster (ML 90): damage range 76-78 (4 samples)
vs. Regular Snowman (ML 85): 79-86 (7 samples)
vs. Janitor (ML 80): 79 (1 sample)

So: weapon power does matter.

Samples using Shagadelic Disco Banjo (power 90), at 160 Moxie (note this is 2 moxie higher than the above samples)
vs. Weaponmaster (ML 90): 91 (1 sample)
vs. Regular Snowman (ML 85): 92-104 (7 samples)
vs. Janitor (ML 80): 88-92 (2 samples)

10%-20% of a 90 power weapon would be 9-18 damage, vs.
10%-20% of a 10 power weapon would be 1-2 damage.

So, looking at the Regular Snowmen(*), this appears to line up right, going with the notion that there is not a 25% penalty for ranged weapons with Moxious Maneuver.

Just for completeness, I took some samples at 160 Moxie bare-handed:

vs. Weaponmaster (ML 90): 77 (2 samples)
vs. Regular Snowman (ML 85): 81-88 (8 samples)
vs. Janitor (ML 80): 77 (1 sample)

Lining this up with the disco ball numbers, it also looks like you don't get the 75% penalty for being barehanded, either.

Thanks!

(*) YMMV due to sample size!
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salien
Hard as a math test


Joined: 03 Mar 2007
Posts: 142

PostPosted: Wed Feb 06, 2008 2:52 am    Post subject: Reply with quote

Yeah, I just had my high-level AT multi pull some maneuvers on fluffy bunnies (ML 1, so defense 1) wearing nothing. My damage was either equal to my moxie (1978) or my moxie plus 1, which is the same as moxie - defense + 1 or 2. No support for my off the cuff idea. Smile
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QuantumNightmare
Hard as a math test


Joined: 12 Mar 2007
Posts: 195

PostPosted: Sat Apr 19, 2008 11:44 am    Post subject: Reply with quote

Some advice for spading moxious maneuver: in order to achieve a static monster defence, fight a monster with less than 20ML and use +ML modifiers. The above ninja snowman testing suffers a lack of accuracy because of random monster variation.

Fun house monsters (besides creepy clown) have relatively high non-varying ML, that's a useful place for testing.
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Kittiwake
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Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Sun Apr 20, 2008 5:54 am    Post subject: Reply with quote

Last I checked, basement monsters had static monster stats as well, so they're a possibility.
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