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 weapon stats

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MarshMallowMan



Posts : 31
Join date : 2015-03-16
Age : 32
Location : Canada

PostSubject: weapon stats   Tue Apr 07, 2015 11:11 pm

can someone post a rundown of the pros and cons of each weapon type. No information is posted and its really frustrating trying to peice together info from other people. i was told 2handers block better. axes crit harder, staff allow mana regen. if possible it would be nice to know exactly what each do (actual numbers).
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Forsight



Posts : 47
Join date : 2009-12-08

PostSubject: Re: weapon stats   Wed Apr 08, 2015 2:30 am

In the game you can type /sword /wand etcc to see stats..

Basically.

Staff's add Meditate (check /staff) However can only CRIT not VIC Crit.
Axe's have Vicious Crit chance; hit chance/parry is a myth as far as i am aware comparing axe's to swords, i did believe this myself at one point but switching between was little to no difference.
Two Handers are standard plain! (Only used by Seyans now)

Templars want either Staff due to the mana Regen
Or
Axe due to Vic's
Or
H2H for FoH with the added +Stats ;p
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Lordlava

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Join date : 2009-08-23
Location : The Land Down Under

PostSubject: Re: weapon stats   Wed Apr 08, 2015 8:42 am

Myth busted.
Different weapons do not have secret modifiers for hit/parry probability.

For summarised and full stats on armours and weapons....
/dagger
/sword
/th
/axe
/staff
/wand
/armour or /armor
/shield
/ring
/amulet

Plus what 4sight said.
Plus Dual Wield can give Poison crits.
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MarshMallowMan



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Join date : 2015-03-16
Age : 32
Location : Canada

PostSubject: Re: weapon stats   Wed Apr 08, 2015 9:02 am

I know about all those commands.

what I want to know is stuff like:
axe critical- is this an extra chance to critical? or a chance that a normal critical will turn into a stronger critical. how does the stronger critical compare to the normal critical.

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Lordlava

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PostSubject: Re: weapon stats   Wed Apr 08, 2015 9:21 am

Brief summary of the code


die = random(20) + 1;
if (war or temp or AT or necro) and weapon in left hand
- dwbonus = random (15) +1;
- dw=1;
if (T or AT or Seyan) and axe
- inaxe = 1
- dwbonus = random(15) +1
if foh
- foh=1
- dwbonus = random(15) +1
crit = random (250) +1;
if crit > 245
- if companion dam=dam*2;
else if (War or T or AT or Necro) and LHand and (die < dwbonus) crit hit both weapons
- dam+=dam*6;
else if (inaxe=1) and (dwbonus>die) vic crit hit
- dam+=(dam*6)+(dwbonus*10);
- spell stun(150)
else crit hit
- dam+=dam*4;
else if crit > 242 and dw>0
- if SH2 turned on then poison the region
- else only poison the target
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Urdadi

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Join date : 2009-09-09
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PostSubject: Re: weapon stats   Wed Apr 08, 2015 1:14 pm

that post gives me a headache. is there a simpler explanation? please and thank you. Smile
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amanar

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Location : Ontario, Canada

PostSubject: Re: weapon stats   Wed Apr 08, 2015 1:25 pm

l2readcode

1337 h4x0r
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MarshMallowMan



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Join date : 2015-03-16
Age : 32
Location : Canada

PostSubject: Re: weapon stats   Wed Apr 08, 2015 8:08 pm

so unless iam mistaken. from what you posted...

crit chance 2% and of that 2%
normal crit chance = 1.334%
vicious crit chance = 0.666%

given a 2 hander dealing 100 damage...
100 normal damage
100+100*4 = 500 * 2% = 10
so 110 damage over time

given an axe dealing 100 damage
100 normal damage
100+100*6 + 7.5 *10 = 775 * 0.666% = 5.1615
100+100*4 = 500 * 1.334% = 6.67 (hope it doesn't round down!)
so 111.83 damage over time

am i missing something or is the difference in damage really only 1.83 over time compared to a plain 2 hander.
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Forsight



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Join date : 2009-12-08

PostSubject: Re: weapon stats   Wed Apr 08, 2015 9:01 pm

Yes but keep in mind the VIC Crit (main reason people use axe).

Example with my Major Templar when he fought the Seyan GK.
Crit would be ~30% DMG to the Keeper.
Vicious Crit would Kill the Keeper when he is at 70% HP (If you hand a VIC you win).
It also applies a 150mod STUN effect (so even if it was at 100% i would kill him before the stun runs out).

with LL showing no Parry/Hit chance difference there is NO GAIN WHATSOEVER for a templar using TH over AXE.

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Kane



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Join date : 2010-03-05

PostSubject: Re: weapon stats   Thu Apr 09, 2015 12:53 am

Is there really no difference in parry using axe and th? I did lab 1 with 40 AV 40TH mod and I took no damage from anyone. Did lab 1 again with 39AV and 40AXE mod and i died lmao.

RIP Axe Temp

Forsight wrote:
Yes but keep in mind the VIC Crit (main reason people use axe).

Example with my Major Templar when he fought the Seyan GK.
Crit would be ~30% DMG to the Keeper.
Vicious Crit would Kill the Keeper when he is at 70% HP (If you hand a VIC you win).
It also applies a 150mod STUN effect (so even if it was at 100% i would kill him before the stun runs out).

with LL showing no Parry/Hit chance difference there is NO GAIN WHATSOEVER for a templar using TH over AXE.


Yeah there is, you can go to FoH directly since you'll have the base TH for it. FoH can vic crit plus gives you a stat boost.
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MarshMallowMan



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Age : 32
Location : Canada

PostSubject: Re: weapon stats   Thu Apr 09, 2015 7:13 am

what lordlava posted doesn't allow for FOH to do anything but normal crit. however what he posted wasn't the real code so mabe he left it out?

Couple more questions
-Is the stun from the crit automatic or can it be resisted?
-how is damage dealt calculated? i keep hearing people say +10 WV is negligible and stuff like that
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Lordlava

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PostSubject: Re: weapon stats   Thu Apr 09, 2015 8:15 am

Quote :
dam+=dam*6

This means the dame is 6 times more powerful than normal.

A Vic Crit stun is irresistible except for Immortals and No Stun NPCs.

Quote :
how is damage dealt calculated
You are not going to make me read more code surely....

Damage comes from WV and strength.
It is reduced by AV.

Then there is a bit of maths and a slap across the face with a wet fish.
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Urdadi

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PostSubject: Re: weapon stats   Thu Apr 09, 2015 12:03 pm

MarshMallowMan wrote:
so unless iam mistaken. from what you posted...

crit chance 2% and of that 2%
normal crit chance = 1.334%
vicious crit chance = 0.666%

given a 2 hander dealing 100 damage...
100 normal damage
100+100*4 = 500 * 2% = 10
so 110 damage over time

given an axe dealing 100 damage
100 normal damage
100+100*6 + 7.5 *10 = 775 * 0.666% = 5.1615
100+100*4 = 500 * 1.334% = 6.67 (hope it doesn't round down!)
so 111.83 damage over time

am i missing something or is the difference in damage really only 1.83 over time compared to a plain 2 hander.

ty sir
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MarshMallowMan



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Age : 32
Location : Canada

PostSubject: Re: weapon stats   Thu Apr 09, 2015 6:39 pm

Lordlava wrote:
Quote :
dam+=dam*6

This means the dame is 6 times more powerful than normal.

A Vic Crit stun is irresistible except for Immortals and No Stun NPCs.

Quote :
how is damage dealt calculated
You are not going to make me read more code surely....

Damage comes from WV and strength.
It is reduced by AV.

Then there is a bit of maths and a slap across the face with a wet fish.

i want to actually know how its calculated. is the srv_do.c function called do_attack what i hsould be looking at? and have you guys modified it at all from the original?
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Pooch

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PostSubject: Re: weapon stats   Thu Apr 09, 2015 8:43 pm

Yea marsh thats where the dmg calc r made im pretty sure..



Now on the parry myth i think here is where its calculated im pretty sure..





Code:
 if (ch[cn].flags&(CF_PLAYER)) if (ch[cn].luck<0) s1+=ch[cn].luck/250-1;

        if (ch[co].flags&(CF_PLAYER)) if (ch[co].luck<0) s2+=ch[co].luck/250-1;

        if (!is_facing(co,cn)) s2-=10;
        if (is_back(co,cn)) s2-=10;

        if (ch[co].stunned || !ch[co].attack_cn) s2-=10;

        diff=s1-s2;

        if      (diff<-40) { chance=1; bonus=-16; }
        else if (diff<-36) { chance=2; bonus=-8; }
        else if (diff<-32) { chance=3; bonus=-4; }
        else if (diff<-28) { chance=4; bonus=-2; }
        else if (diff<-24) { chance=5; bonus=-1; }
        else if (diff<-20) chance=6;
        else if (diff<-16) chance=7;
        else if (diff<-12) chance=8;
        else if (diff< -8) chance=9;
        else if (diff< -4) chance=10;
        else if (diff<  0) chance=11;
        else if (diff== 0) chance=12;
        else if (diff<  4) chance=13;
        else if (diff<  8) chance=14;
        else if (diff< 12) chance=15;
        else if (diff< 16) { chance=16; bonus=1; }
        else if (diff< 20) { chance=17; bonus=2; }
        else if (diff< 24) { chance=18; bonus=3; }
        else if (diff< 28) { chance=19; bonus=4; }
        else if (diff< 32) { chance=19; bonus=5; }
        else if (diff< 36) { chance=19; bonus=10; }
        else if (diff< 40) { chance=19; bonus=15; }
        else { chance=19; bonus=20; }

what puzzle me is the chance part on particulary (diff<-40) { chance=1; bonus=-16; } Does this mean if my skill is greater that 40 he has 1 chance to hit me or what?
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MarshMallowMan



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Join date : 2015-03-16
Age : 32
Location : Canada

PostSubject: Re: weapon stats   Thu Apr 09, 2015 9:06 pm

No.

The random dice roll is 20+1 which means it ranges from 1 to 20. so the minimum chance to hit you is 1/20 or 5%.

it also looks like stun and if your facing the guy plays into it. so if your stunned it would have to be less than 50 to have a 5% chance otherwise they have 10%. same if your facing away from him.

iam worried that i dont see any critical calculations in that fuction. so i think aranock has modified the damage calculations.... so it would be nice to see aranocks version of that function
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MarshMallowMan



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Join date : 2015-03-16
Age : 32
Location : Canada

PostSubject: Re: weapon stats   Fri Apr 10, 2015 7:49 am

anyone wanna look at the table i created an see how realistic it is?

so this is using 2 godly of bear + weapon armour peices with 2 emerald rings and a ruby gold belt and casting on their own spells.

ClassWskillStrengthWValueArmour
ArchTemplar230182108130
Warrior18217911589
Seyan'Du193169153138
Necromancer195159120157


Last edited by MarshMallowMan on Sat Apr 11, 2015 6:49 pm; edited 2 times in total
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MarshMallowMan



Posts : 31
Join date : 2015-03-16
Age : 32
Location : Canada

PostSubject: Re: weapon stats   Sat Apr 11, 2015 5:24 pm

bump. filled out my table.

can someone take a look at the defence i have for warriors? it seems so different than the other classes i think i might be missing something. i have them as only having acess to protection for defence.
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