April 23, 2019, 12:22:16 am

Author Topic: Stats Breakdown  (Read 359 times)

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Offline R1dic

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Stats Breakdown
« on: January 13, 2019, 12:27:04 pm »
***THIS IS A ROUGH DRAFT THAT WILL BE CHANGED AS NEEDED***

STRENGTH
Strength affects the player melee damage output, encumbrance, and the ability to bash doors.

Damage = +1 Max Damage for every +10 Str up to 100. Each +10 Str over 100 is +1 Min Damage and +1 Max Damage.
Encumbrance =  +48 Enc per +1 Str point up to 100. Each +1 Str over 100 is +84 Enc.

AGILITY
Agility affects your accuracy, dodge, stealth, picklocks, and swing speed.  There is a critical hit bonus for swinging faster than 6 swings.

Accuracy = +1 Accuracy per +3 Agi over 50.
Dodge = +1 Dodge per +3 Agi over 50.

INTELLECT
Intellect is the primary casting stat for Mage classes. Druid classes also gain some benefit from it. Intellect affects spell casting accuracy, stealth, picklocks, mana regen for Mage classes and to a lesser extent, Druid classes, critical rate, accuracy, magic resistance, and the main stat for perception.

Accuracy = +1 Accuracy per +6 Int over 50.
Critical = +1 Critical per +10 Int over 50.
Perception = The higher your perception, the easier it is to search for items and provide defense against backstabs.

WILLPOWER
Willpower is the primary casting stat for Priest classes. Druid classes also gain some benefit from it. Willpower affects spell casting accuracy, mana regen for Priest and Druid classes, and the main stat for magic resistance.

Magic Resistance = This will help you take less damage from monsters that cast magic. Currently, magic resistance maxes out at a 50% damage reduction for all classes except Witchhunter; Witchhunter's cap out at 75% reduction due to their anti-magic bonus. Drain spells ignore magic resistance.

CHARM
Charm is the primary casting stat for Bard classes. Charm affects your accuracy, dodge, critical rate, stealth, picklocks, traps, spellcasting accuracy and mana regen for Bard classes. Charm also impacts whether a monster will choose to swing at you in a group setting (Higher = less chance of being a target).

Accuracy = +1 Accuracy per +10 Cha over 50.
Dodge = +1 Dodge per +5 Cha over 50.
Critical = +1 Crit per +30 Cha over 50.

HEALTH
Health affects your hit point regen rate and maximum hit points. This stat does not affect your base class hit point roll. There is a small chance for bonus HP roll for raising this stat above the base value.

ENCUMBRANCE
Encumbrance affects your movement speed, carrying capacity, and swing speed. Each percentage of encumbrance also affects your combat to a degree.

None = 0% - 15%
Light = 16% - 32% (Percentage points from 32% and below may improve dodge and accuracy slightly).
Medium = 33% - 66%
Heavy = 67% - 100%
« Last Edit: January 16, 2019, 02:00:48 pm by R1dic »

Offline xian

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Re: Stats Breakdown
« Reply #1 on: April 14, 2019, 06:39:20 am »
Thanks for posting these. Interesting to see that charm ups mana Regen. Had thatís always been the case, or something you added?  Are you willing to post the mana regen formula for Int and charm?

Offline Greater

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Re: Stats Breakdown
« Reply #2 on: April 14, 2019, 09:27:27 am »
Thanks for posting these. Interesting to see that charm ups mana Regen. Had thatís always been the case, or something you added?  Are you willing to post the mana regen formula for Int and charm?

It's possible you misread the post. Charm only provides mana regen if you are a class using Bard magic.

Int is the only mana regen stat for Mage magic classes, and is half the equation for Druid magic classes. You can look in MME for the scale of how int impacts mana regen for those classes.

Offline Guntz

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Re: Stats Breakdown
« Reply #3 on: April 16, 2019, 06:47:28 am »
While we're talking stats, can anyone breakdown dodge for me?  How does it work and what does it cap at?  Is +1 dodge = +1% dodge?  Is dodge calculated pre or post AC?

Also, stats for mystic attacks, speeds and damage would be nice to know.

Thanks.

Offline Winterhawk

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Re: Stats Breakdown
« Reply #4 on: April 18, 2019, 10:17:13 am »
Dodge is very involved but suffice it to say it does check before ac and has a soft cap in the 75% range  vs attack accuracy so it varies depending on what you are getting hit by. Speeds of attack are approx 1100 for pu...1450 for kick and 1900 for ju but actual damage changes with levels until around level 20. Mystic attacks have a benefit of a multiplier for damage depending on attack..kick gets a 1.33 and ju gets 1.66 times the damage rolled

Offline node

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Re: Stats Breakdown
« Reply #5 on: Yesterday at 01:07:44 pm »
While we're talking stats, can anyone breakdown dodge for me?  How does it work and what does it cap at?  Is +1 dodge = +1% dodge?  Is dodge calculated pre or post AC?

Also, stats for mystic attacks, speeds and damage would be nice to know.

Thanks.

Some mystic stats:

Punch Min damage =
(player.Level < 20 ? (player.Level / 8 ) + 2 : 5) + player.PunchDamage + player.MinDamage

Punch Max damage =
(player.Level < 20 ? ((player.Level + 3) / 4) + 6 : 12) + player.PunchDamage + player.MaxDamage

Punch speed = 1150


Kick Min damage =
(player.Level < 20 ? (player.Level / 8 ) + 2 : 5) + player.KickDamage + player.MinDamage

Kick Max damage =
(player.Level < 20 ? (player.Level / 6 ) + 7 : 10) + player.KickDamage + player.MaxDamage

Kick speed = 1400

Kick min dmg multiplier = 1.33
Kick max dmg multiplier = 1.33
Kick accy modifier = -10

JumpKick Min damage =
(player.Level < 20 ? (player.Level / 8 ) + 2 : 5) + player.JumpKickDamage + player.MinDamage

JumpKick Max damage =
(player.Level < 20 ? (player.Level / 6) + 7 : 10) + player.JumpKickDamage + player.MaxDamage

JumpKick speed = 1900

JumpKick min dmg multiplier = 1.66
JumpKick max dmg multiplier = 1.66
JumpKick accy modifier = -15

In the cases above, the min/max damage modifiers already account for bonuses from strength, as well as other items which provide straight +dmg.  The specific values of "JumpKickDamage", "KickDamage", etc, come only from buffs which are very specific towards those properties  (think various forms and what not which only enhance some attack types...).


Dodge is an involved animal, and confusing even to me.  I have the formula, but it's very far from being straight forward.  I will say that keeping your enc at or below 33% you get dodge bonuses.  The lower, the better.  Anything over 33 you get 0 dodge bonus, up to a maxium of +10. After that calculation, it goes through a formula which does some magic... essentially capping you out at some point.  It's somewhere around 75-ish or so, but the "75" is not a hard-coded value. 
Also, the dodge kicks in AFTER the check against AC.  So numbers are run depending on mob accuracy + your defenses.  If a hit occurs (ie, your armor didn't out roll the mobs accuracy value rolled), then one more number is run against your dodge valuation.  If a random number between 1 - 100 rolled is less than your dodge percent, then you... well... dodge.
« Last Edit: Yesterday at 06:24:54 pm by node »