Sunday, June 15, 2014

[Formula] Common Formulas

Data Source: NA 2014/05/21
Reference: Vindictus Snobs


Index (Click to move to the section)



Old
Damage = (Effective ATT + Additional Damage * 6.25) * Multiplier * Balance Roll
Effective ATT = (ATT - DEF) + 900

Recent
Damage = (Effective ATT * Balance Roll + Additional Damage * 6.25) * Multiplier
Effective ATT = (ATT - DEF) + 900 + DEF / 6 * ξ * sqrt(2 * (ξ - 0.39)^2 + 0.26)
ξ ≡ 1 - (ATT - DEF) / DEF

Effective ATT - Capped at 10,900  (ATT - DEF) - Floored at 0 & Capped at 10,000
Balance Roll - A random number between BAL / 100 and 1. Refer to Sinusoid's test for more info.
BAL - Capped at 90  Multiplier - Refer to each character's multiplier lists.

Magic Attacks follow the same formula but use M.ATT in place of ATT.
PvP has its own formula.

 Increase = Recent - Old
Enemies with 14,000 DEF: Kraken's Head

 Enemies with 11,000 DEF: Lakoria, Kraken's Tentacles, Havan, Pantheum, Bark No. 1, Juggernaut

 Crossed at (7997, 8897)
Enemies with 8,000 DEF: Kielu, Monark, Zombie Pirate Captain Willy Flint, Ikrium, Alderman, Iset, Masaka, Muspell, Charge Failure Juggernaut and 4 Bosses in S2EP4

 DPS = Effective ATT / Ceiling of Effective ATT




Critical

Critical Chance = Critical in Character Info - Target's Critical Resist

Critical Chance - Floored at 3% & Capped at 50%

Critical Hit
▼ Rank 3
Critical in Character Info
= 3% + WIL / 2000 * 15% + Critical Hit + Equipment + Enchant Scroll + Power Infusion +...etc.

Critical Damage = Damage * (1 + STR or INT / 2000 * 30% + Critical Hit)

WIL, STR, INT
- Capped at 2,000 for the purposes of these calculations except during Transformation.

Physical Critical Damage uses STR; Magical Critical Damage uses INT
Since most high level characters have 2,000+ STR or INT, the typical Critical Damage is 195%.

Critical Knockdown = Knockdown * 2

Knockdown - Refers to a character's effect on causing enemies to be "knock down."
This effect is also used to get certain break-offs, to flinch tentacles and cancel AoEs in Kraken, and push Lionotus of the cliff.


Speed

There are 3 kinds of stats can increase speed. The order by effect range from large to small are:
Movement Speed% > Attack Speed% > Attack Speed
Movement Speed effects on the whole movement, includes attack, moving and any other movement.

Movement Speed%, Attack Speed% - Speed Multiplier. A multiplier, do multiplication.
Attack Speed - An addend, do addition.

Common Examples
Movement Speed% - Slashing High, Blast: Terror Rush, Werewolf Paw
Attack Speed% - Insane Reaper, Fury Enchant Scroll
Attack Speed - Weapon, Power Infusion, most Enchant Scrolls

Movement Time = Default Speed% /
((Default Speed% + Increased Speed%) * (1 + Speed Multiplier) * (1 - Weight Penalty))
ATT SPD in Character Info
= ((Default Speed + Attack Speed / 2)% * (1 + Speed%) - Default Speed%) * 2
=> Attack Time = Default Speed% /
((Default Speed + ATT SPD in Character Info / 2)% * (1 - Weight Penalty))
= 100% / ((100 + ATT SPD in Characrer Info / 2)% * (1 - Weight Penalty))

Calculation between multiple Speed Multiplier: (1 + A%) * (1 + B%) * (1 + C%) * ...

Reduced Time = 1 - Movement Time
Increase DPS = 100% / Movement Time - 100%

Movement Delay (Karok's Absorb Shock, Weaving and Hurk's Impenetrable) and Attack Delay are constant values which are not affected by speed.
As a result, Increase DPS equation can only be used to discuss DPS in the case of Evie, Kai, Transformation, or when using Focus Stimulants.
Since the properties of character attack motions, speed to Staff Evie and Kai are relatively useless.

Overweight Effect = Original Speed / (Original Speed * (1 - Weight Penalty)) - 100%


DEF & Damage Taken

Damage Taken = Enemy's Effective ATT * Multiplier

Multiplier - Refers to Battle Guides

DEF < ATT
Enemy's Effective ATT = 250 * floor((a - DEF) / 197.62)
DEF ≧ ATT
Enemy's Effective ATT = 250 * floor((a - ATT) / 197.62) * 1500 / (DEF - ATT + 1500)

Kraken, Lakoria, Iset, Havan: a = 16838.2
Keaghan, Dragons, Colru, Lionotus, Glas: a = 11181.8
Ahglan, Ingkells, Thor, Controlled Black Hammer: a = 10737.7

Damage Taken% = Enemy's Effective ATT / Enemy's Effective ATT at DEF 0


Weight Penalty

Overweight Extent = carrying weight / the maximum weight you can carry - 100%

The following penalties happen when Overweight Extent > 0
Overweight Extent - Capped at 100% for calculation

Penalty = 10% + Overweight Extent * 30%

Penalty = 20% + Overweight Extent * 60%

Penalty (Sec) = 0.3 Sec + Overweight Extent * 0.7 Sec


Stamina Restoration Speed

Battle Respiration
▼ Rank 3
Normal = (AGI / 2000 * 36 + Battle Respiration + 46) * (1 - Weight Penalty)
Evie Normal = (INT or AGI / 2000 * 36 + 46) * (1 - Weight Penalty)
Combat = (AGI / 2000 * 16 + Battle Respiration + 12.5) * (1 - Weight Penalty)
Evie Combat = (INT or AGI / 2000 * 16 + 12.5) * (1 - Weight Penalty)

AGI, INT - Capped at 2,000 for calculation  Normal - Capped at 82  Combat - Capped at 32

Staff Evie uses INT; Scythe Evie uses AGI
There is no information yet on how long you remain in Combat before switching back to Normal.



Standing Endurance &Life Flare

Standing Endurance

Life Flare
Standing Endurance Rank 3, Life Flare Rank 6
Standing Endurance Activation Chance = Standing Endurance + WIL / 2000 * 40%
Life Flare Activation Chance = Life Flare + WIL / 2000 * 30%

WIL - Capped at 2,000 for calculation

Activation Chances are fixed at 0 if the corresponding skill is not yet learned.
There are a few bosses have special moves make Life Flare ineffective.
e.g. : (No Activation) Siglint's Snatch, Keaghan's Instant Kill, Kraken's Grab;
(Multiple Damage) Bark No. 1's Nuke, Juggernaut's Sntach.


Down Time

Standing Endurance Rank 3
Not Overweight = Default
Medium Overweight = Default + Weight Penalty * (1 - Standing Endurance)
Heavy Overweight = Default + Weight Penalty

Normal Attack Default = 0 Sec
Smash Default Fiona = 1 Sec the other characters = 1.5 Sec

0% < Medium Overweight ≦ 50% and 50% < Heavy Overweight are assumptions.
I have no clue about where the dividing point is between Medium and Heavy Overweight...




Meditation

▼ Rank A
Time Reduction (Sec) = Meditation + INT / 2000 * 300 Sec

INT - Capped at 2,000 for calculation

AP / Day = The Time in a Day / Period
The Time in a Day = 24 Hr * 60 Min * 60 Sec = 86,400 Sec
Period = 1 Hr * 60 Min * 60 Sec - Time Reduction = 3,600 Sec - Time Reduction

Days = Cost / Increment per Day
Increment per Day = AP / Day - AP / Day at Rank F & INT 0 = AP / Day - 24.62


Character Stats



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