MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs
|
Damage and Healing formula
|
|
12-03-2011, 04:51 AM
(This post was last modified: 12-03-2011 05:43 AM by LagunaD.)
Post: #71
|
|||
|
|||
|
RE: Damage and Healing formula
Wow, very nice!
I spent the last 6 hours or so testing out Zlib on the contents of some of the BKT files (which works), but the problem was that even when decompressed, much of the data wasn't really human-readable. I'm glad somebody figured it out! Edit: I guess everything you could want to know is in there, but it's not always easy to find. The secondary stat parameters for Shield Chance, Critical Chance, etc. are in the node "modDerivedStatMappingList". The armor damage reduction formula is in dcvCombatSystemsPrototype, which has some other interesting numbers. For example, the threat modifier for healing is 0.5, while everything else is 1, which suggests that 2 points of healing = 1 point of damage for threat purposes. Good stuff! |
|||
|
12-03-2011, 07:56 PM
Post: #72
|
|||
|
|||
|
RE: Damage and Healing formula
Did some measurements in game and wanted to see if I could reproduce the tooltip damage for my abilities.
In the process, I found what appears to be the description of the Sith Marauder ability "Battering Assault"...and ran into a puzzle. One of the blocks of data for Battering Assault describes its Rage-building effect, and the data base shows that it adds 3 rage. But the ability was changed a week or two ago to add 6 rage (with a longer cooldown). Wondering if the data in the files is versioned or something, or if there is data else that overrides what the nodeviewer is showing, because Battering Assault definitely adds 6 rage, and the database seems to clearly say it adds 3 (as it did a while back). The damage of the ability was changed at the same time as the rage-building, so its not clear whether the damage parameters connected to the same record are also obsolete/overriden/whatever. I also looked in "test" nodes close to the same place in the tree, and didn't find any relevant data for Battering Assault. |
|||
|
12-03-2011, 09:15 PM
Post: #73
|
|||
|
|||
RE: Damage and Healing formula
(12-03-2011 07:56 PM)LagunaD Wrote: Did some measurements in game and wanted to see if I could reproduce the tooltip damage for my abilities. Do you have any old asset files in the assets folder (i.e. the ones starting with "red_" or "green_")? Move them out of the asset directory - the launcher and the client shouldn't access them anyway as they don't get installed with a clean install. Then the node viewer will pick up the correct version and that one adds 6 action points. The node viewer simply loads everything that has the .tor extension - and if it wants to read a specific file from the asset files it will use the first one that is being found (which is probably inside the old green_system_1.tor in your case). |
|||
|
12-03-2011, 10:31 PM
(This post was last modified: 12-04-2011 12:25 AM by LagunaD.)
Post: #74
|
|||
|
|||
RE: Damage and Healing formula
(12-03-2011 09:15 PM)Takira Wrote: Do you have any old asset files in the assets folder (i.e. the ones starting with "red_" or "green_")? Yep, you nailed it. And the fix worked. Thanks a ton! Edit: And the values/formula exactly reproduce my character's tooltips for Battering Assault now! Nice! What I did was remove the hilt from one lightsaber, so its damage was almost nothing, and equipped it in my off-hand, with my other, Level 50 purple modded saber in the main-hand. I recorded all the tooltips (well, most of them) then I swapped the weapons so the gimpy one was main-hand, and the good one was off-hand, and wrote down all the tooltips again. Finally, I removed all my gear except for the sabers (so my damage bonuses were much smaller) and repeated the process. I did a chi^2 fit of the coefficients in the damage formula, and they came out very close to: Main-hand: 0.33 Off-hand: 0.67 Bonus: 1.0 Base damage: 161 These fit values agree with values in the database when you add them up appropriately, and when you round the predicted tooltip values those agree with the measured ones exactly (chi^2 = 0). The 161 value is 1610 (stdhealth_player for Level 50) * (0.05 + 0.05) , where the 0.05's come from the database. This is like the greatest thing ever... ![]() Edit2: Was able to exactly reproduce 60 out of 60 tooltip values I recorded for Marauder. It seems the base damage for skill-granted abilities is calculated using the level they become available, and this does not scale afterward, even at Level 50. To get the tooltips for Massacre to agree, I had to calculate the base damage using Level 40 StandardDamage, and to get the tooltips for Gore to agree, I had to use the Level 30 StandardDamage. I suppose there's a small chance that this is a display issue and that the abilities actually do scale. Fun fact #2 is that for the Marauder, the basic attack does 101% of main-hand damage, 30% (or whatever fraction you have after talents - 66% in my case) of off-hand, and 99% of bonus damage. When I recorded the numbers I noticed a few cases where the damage was slightly off from what I expected, and this explains the discrepancy. And finally, one of Ravage's attacks ignores the damage penalty for the off-hand weapon. This may be a bug (it's the only case I saw where the off-hand wasn't penalized). Good stuff. |
|||
|
12-04-2011, 07:20 AM
Post: #75
|
|||
|
|||
|
RE: Damage and Healing formula
So you've found where the ability data is hiding LagunaD?
Or did you reverse engineer the numbers from the tooltips in game? So the skills DON'T scale up to level 50? That's a downer. Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
|||
|
12-04-2011, 08:00 AM
Post: #76
|
|||
|
|||
|
RE: Damage and Healing formula
Freehugs: http://sithwarrior.com/forums/Thread-Dam...47#pid5147
That nodeviewer allows full access to all of the data from the current build, in comparable format to the original XML dumps. Even Angels must kill from time to time...
|
|||
|
12-04-2011, 09:16 AM
Post: #77
|
|||
|
|||
|
RE: Damage and Healing formula
One thing I have not been able to find in the client files is basic NPC stats like health, armor, defense, etc.
NPC abilities are there, presumably since the client has to display them to you. But since combat is resolved on the server, it appears the client doesn't have (or need) any NPC stats. |
|||
|
12-04-2011, 06:14 PM
(This post was last modified: 12-04-2011 06:14 PM by Kaedis.)
Post: #78
|
|||
|
|||
|
RE: Damage and Healing formula
As a starting point (though I imagine bosses will have higher), I've found that the mobs I encountered while leveling had almost exactly 10% mitigation from armor and negligible defense.
Even Angels must kill from time to time...
|
|||
|
12-04-2011, 06:23 PM
Post: #79
|
|||
|
|||
RE: Damage and Healing formula
(12-04-2011 06:14 PM)Kore Wrote: As a starting point (though I imagine bosses will have higher), I've found that the mobs I encountered while leveling had almost exactly 10% mitigation from armor and negligible defense. Yes, some of the XML files from earlier builds seemed to have NPC stats. It looked like bosses had a universal 10% Defense. I've been assuming 30% armor for Boss type mobs, although the earlier files might have that info too. |
|||
|
12-04-2011, 06:23 PM
(This post was last modified: 12-04-2011 06:25 PM by Ezmode.)
Post: #80
|
|||
|
|||
|
RE: Damage and Healing formula
Armor Shield Absorb Parry Deflect Damage
Weak 2700 0.3 0.3 937 Standard 2700 0.3 0.3 1476 Strong 3600 0.35 0.3 0.05 0.05 4511 Raid 3600 0.4 0.3 0.1 0.1 23841 Boss1 5815 0.35 0.3 0.1 0.1 4640 Boss2 5815 0.35 0.3 0.1 0.1 5155 Boss3 5815 0.4 0.3 0.1 0.1 6742 Boss4 5815 0.4 0.3 0.1 0.1 23841 Unorganized, and old numbers from September. |
|||
|
« Next Oldest | Next Newest »
|