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diff --git a/server/formulas/Defense.png b/server/formulas/Defense.png Binary files differnew file mode 100644 index 0000000..8cc1493 --- /dev/null +++ b/server/formulas/Defense.png diff --git a/server/formulas/tmw2.md b/server/formulas/tmw2.md new file mode 100644 index 0000000..24cab8f --- /dev/null +++ b/server/formulas/tmw2.md @@ -0,0 +1,227 @@ +# General Balance Formulas for TMW2 + +As usual, general balance formulasare as generic as they could. Tweak as needed. + +I repeat, **TWEAK AS NEEDED**. Just don't go too far from them or you'll end up +with a broken balance. + +## Monster Experience Gain + +* Level 1: total 1 mobs individual 3 xp (1.450) +* Level 2: total 3 mobs individual 5 xp (1.450) +* Level 3: total 8 mobs individual 5 xp (1.450) +* Level 4: total 16 mobs individual 4 xp (1.450) +* Level 5: total 26 mobs individual 7 xp (1.450) +* Level 6: total 39 mobs individual 8 xp (1.450) +* Level 7: total 56 mobs individual 9 xp (1.450) +* Level 8: total 77 mobs individual 9 xp (1.450) +* Level 9: total 101 mobs individual 10 xp (1.450) +* Level 10: total 129 mobs individual 11 xp (1.450) +* Level 20: total 667 mobs individual 21 xp (1.450) +* Level 30: total 1767 mobs individual 57 xp (1.450) +* Level 40: total 3597 mobs individual 148 xp (1.475) +* Level 50: total 6724 mobs individual 295 xp (1.525) +* Level 60: total 11871 mobs individual 579 xp (1.575) +* Level 70: total 20071 mobs individual 952 xp (1.625) +* Level 80: total 32389 mobs individual 1783 xp (1.650) +* Level 90: total 47806 mobs individual 3635 xp (1.650) +* Level 100: total 66308 mobs individual 4976 xp (1.650) + +Formula: +```py + hxp=exp[lv] + if not mb.boss: + if lv > 35: + fx=1.45+((lv-35)/200.0) + else: + fx=1.45 + if fx > 1.65: + fx=1.65 + + # Aggressive, assistant and fast mobs yield more exp + # Slow monsters yield less exp, because they're easier to kill on any playstyle + if magr: + fx-=0.1 + if mass: + fx-=0.08 + if mv < 200: + fx-=0.02 + if mv > 500: + fx+=0.02 + + # 1 ^ anything = 1, so we need a better rule + if lv != 1: + lxp=exp[lv-1]/(lv**fx) + else: + lxp=3 # 3~5 is fine + # Boss are BOSS. It gives roughly 0.1% from lvlup xp. + else: + lxp=exp[lv]/1000 +``` + +## Monster HP + +Please take in account the weapon damage formulas. + +```py + # HP: Each 10 levels give you 100 extra weapon damage + # I expect from 6 to 14 hits to kill + # You deliver in average two hits per second + # Mobs deliver one hit each four seconds (and that's 1hand advantage) + lhp=lv*20*6+lv*(vi/100) + hhp=lv*20*14+lv*(vi/100) + if mb.boss: + lhp*=1.4 + hhp*=1.8 + if "slime" in mb.name.lower(): + lhp*=0.6 + hhp*=0.6 + if attackrange > 1: + lhp*=0.9 + hhp*=0.9 +``` + +## Monster Attack + +This one is tricky because it was calculated without defense. +But HPTable formula seems to be doing the trick thus far. + +```py + # HPTable Formula: 400+(x*50) + # MASTERED + lat=(lv*40+lv**1.2+lv*(st/100))/ar + hat=(lv*40+lv**1.5+lv*(st/100))/ar + # Special Cases + if mb.boss: + lat*=1.2 + hat*=1.4 + if "slime" in mb.name.lower(): + lat*=0.3 + hat*=0.3 + # Attack is DPS. So we must adjust to be a damage per second + lat*=(ad/1872) + hat*=(ad/1872) + # Formula is not reliable + lat/=3 + hat/=3 + # Consider Aggressive and Assist mobs + if magr: + lat*=0.78 + hat*=0.78 + if mass: + lat*=0.89 + hat*=0.89 +``` + +## Weapon Damage + +This should be capped at 11/level because that's how mobHP formula works. + +### Melee Weapons +``` + 1 hand weapon: Level * 8 + 2 hand weapon: Level * 10 + Crafting items: Critical Damage +30% + 2 hand weapon: Dex/Agi -(Lvl/10), Def -(Lvl*0.8), Crit +(Lvl/5) + HH/Rare/Craft/Lucky bonus: Multiplier +1 (except Kanabo & Centaur Spear) +``` + +Please keep in mind that a critical hit disregards flee rate (but not blocking). +Critical hits also disregards defense. This means that, while 2 hand users +suffer from less dex, their additional critical rate makes up for that. +With the added bonus that critical ignores mob evasion! + +TL;DR - Two hand swords can hit Tortugas. Critical here is different. +Note: Perfect Blocking (from shields) is absolute. 2h swords have no power against. + +Centaur Spear have increased range, so damage is not nominal. + +### Magic Weapons + +Wands need total rebalance yet. Magic was poorly tested. + +``` + Magic Attack = Lv * 7+(random multiplier from 0 to 1) + Each 2 levels, they add 1 to maximum SP pool. + + There are no other bonus atm, but we have about 30 available to use. +``` + +### Ranged Weapons + +They are divided in two grand groups: Arrow-based and Bullet-based. + +``` + Redesign for bows will follow the following formula: + lv×(8+(lv÷100)) +``` +In other words: multiplier is `8 + (level/100)` +So for a level 60 bow, multiplier will be 8.6 + +``` + Rifles: 2 hand sword damage + Revolvers: 4/5 from 1 hand sword damage + Shotgun: 3/5 from 1 hand sword damage + Gatling Gun: No damage applied +``` + +Firearms need a total rewrite. I haven't tested them properly either, just like magic. + +## Ammo Box Prices + +The arrow prices in the ammo boxes is: + +``` + 300+200×0,05×(dmg-10) +``` + +This way, Tolchi Arrow (weakest) cost 300 Gp. You can get 200 GP by selling them. +This shall be enough to prevent profit from buying packs and selling arrows. + +Each arrow cost 0,05 GP the damage (minus Tolchi Arrow). However, very powerful +arrows might have special effects or need to have less damage to don't overpower. + +## Armor Defense Distribution + + + +As you can see, defense use a non-linear scale, ultimately capping at 33.3% damage +received when you have infinite defense. + +Therefore, we used 600 defense (which means 50% damage reduction) as reference for +level 100 and baked the following formula: + +``` +Total Level Defense = (Level**1.21)*2.4 +``` + +You'll notice it won't give exactly 600 defense at level 100 - it gives a bit more. +That's because rounding (and because I used 1.21 instead of 1.20 as I should). + +That is TOTAL LEVEL MAXIMUM DEFENSE. When reaching higher level equipment, consider +giving VIT DEF (aka. Raw Damage Reduction or Hard DEF). + +Take in mind that **critical attacks disregard defense**, and therefore, melee users, +specially tankers, will really need critical defense. + +The level maximum defense is divided roughly as follows, remembering that attribute +*Heavy* stands for armor which *lowers movement speed*. + +``` +Heavy Armor - 35% +Light Armor - 25% + +Heavy Helmet - 15% +Light Helmet - 10% + +Heavy Leggings - 15% +Light Leggings - 10% + +Shields - 25% +Gloves - 5% +Boots - 5% +``` + +This totals to 100% when using heavy armor with shield. Archers, mages, two handed +weapon users will therefore have significant less defense. + |