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Syrphid wrote on 2010-04-26 07:55
Do wand stats contribute to magic?
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Shironi wrote on 2010-04-26 07:58
Not damage, that's for sure.
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EndlessDreams wrote on 2010-04-26 15:26
Taken from
Wiki
Quote from Wiki:
Magic Damage
* Damage range that the spell will inflict on the enemy (Before calculating Defense, Protection, and Elements).
* For Bolt magics, this is calculated by:
o Bolt Magic min Damage = Spell min damage + Minimum damage enchants*Spell Damage Constant + Wand min damage + Int bonus
o Bolt Magic max Damage = Spell max damage + Maximum damage enchants*Spell Damage Constant + Wand max damage + Int bonus
* For Adv magics, this is calculated by:
o Intermediate Magic Min Damage = Spell min damage + Minimum damage enchants*Spell Damage Constant + Wand min damage/(100-STR Lv)
o Intermediate Magic Max Damage = Spell max damage + Maximum damage enchants*Spell Damage Constant + Wand max damage/(100-STR Lv)
o STR Lv refers to Ego Strength Level. This is assumed to be 0 for non-ego wands.
* The Damage Spell Constants are as follows:
o Icebolt: 0.07
o Firebolt: 0.38
o Lightningbolt: 0.42
o Ice Spear: 0.1
o Fireball: 0.48
o Thunder: 0.6
As for the critical, not sure. Advance magic avoid protection in critical rates while bolts are simply too weak.
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Neikie wrote on 2010-04-26 16:52
I recall testing Critical rates a long time ago with wands and non wands do effect critical rates. Wands do directly effect critical rates, but enchants may differ, something that should be properly tested and proven by someone with a much lower crit%.
It's probably listed in the wiki, but I never take everything to heart I read from there.
Something not listed there is that wands do not effect spell damage whatsoever in fusion magic. However enchants give a spell constant of 2.1 for nearly every type of fusion.
Though finding if it effects in critical will be hard if they are related to the wand. I presume it will not since fusion magic is not influenced from the wand being not fully of that element(which is why damage is not added either) Think of firebolting with a ice wand, the ice wands critical does not increase, nor does the damage or range, the firebolt is separate from the ice wand. That is how I view any fusion magic to any wand.
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EndlessDreams wrote on 2010-04-26 17:15
While Wiki is capable of being wrong (and it has before), the information usually comes from other server's wiki or someone going out of their way to test it.
How did you come up with a spell constant of 2.1 for fusion magic?
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Justified wrote on 2010-04-27 01:04
While calculating formula vs observed damage in that old Guru thread on elemental damage, including the Wand's attack made the calculations 100% accurate.
If needed, I can perform 4 tests to confirm it. No wand (0), normal wand (10), damage upgraded wand (18), and ego (38).
But that'll have to wait until tomorrow... I left my wand pet out while I afked. :oops:
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Neikie wrote on 2010-04-27 07:12
Quote from EndlessDreams;19284:
While Wiki is capable of being wrong (and it has before), the information usually comes from other server's wiki or someone going out of their way to test it.
How did you come up with a spell constant of 2.1 for fusion magic?
Nexon Forums - I need volunteers for a Magic Experiment
Don't feel like explaining fully so look at the 5th or so post there.
Basically I did tests with and without damage enchants and looked for a max damage variable. All fusion magic came to around 2.1x per damage enchant, which makes somewhat sense since the int damage is nearly double what our current formula is.
I can't say directly what the int damage formula is since I don't care to research something that may change in the next season. I'll wait for magic update, see if it changes, and continue from there.
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Trigger wrote on 2010-04-27 09:09
Quote from Neikie;20055:
Nexon Forums - I need volunteers for a Magic Experiment
Don't feel like explaining fully so look at the 5th or so post there.
Basically I did tests with and without damage enchants and looked for a max damage variable. All fusion magic came to around 2.1x per damage enchant, which makes somewhat sense since the int damage is nearly double what our current formula is.
I can't say directly what the int damage formula is since I don't care to research something that may change in the next season. I'll wait for magic update, see if it changes, and continue from there.
Supposedly said magic update is already present, and according to TW sources, the formula is as follows:
[(Base damage) + (Int bonus)] * 1.1 = Total damage
Semi-confirmed by a friend of mine, Solar of Ruairi. I've yet to test it myself, though. Try it out, Nei.
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Zid wrote on 2010-04-27 15:17
It was around... +10%-20% extra damage.
I don't know if it's +10% or +20%, because I get inconsistencies. I compared old data I recorded before G9 using Icebolt with set Int on White Spiders (which are Ice elementals), and I haven't noticed much of a difference from the update we got. I'll look back into it later if it matters.
On the other hand, I used the old formula to calculate Icebolt dmg + Int bonus, and compared it to the actual new dmg, which resulted in +20% extra dmg. Tested on Red Foxes (1 Def/0 Prot).
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Neikie wrote on 2010-04-28 05:09
Quote from Trigger;20073:
Supposedly said magic update is already present, and according to TW sources, the formula is as follows:
[(Base damage) + (Int bonus)] * 1.1 = Total damage
Semi-confirmed by a friend of mine, Solar of Ruairi. I've yet to test it myself, though. Try it out, Nei.
Tested such and found out its true to the nearest number. I use to hit 189 bare handed lightning bolt( and no enchant) with around 470 int.
Now hitting 206 with the same which is basically a 10% increase in total damage. I should test this with adv magic but if this is our new magic update I am not satisfied. I want a int upgrade, not a total magic upgrade. My int is still nearly worthless. But will test again tomorrow with adv magic.
This magic update seems so small I didn't even notice it.