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- Elemental damage with references to 1.90's code for limits and formulas
- TargetResistLevel = Target.ResistVal(AtkElem) / 50;
- if (TargetResistLevel < 3)
- CalculatedDamage = CalculatedDamage * 150 / limit(TargetResistLevel * 50 + 50, 40, 150);
- else
- CalculatedDamage = CalculatedDamage * 100 / (TargetResistLevel * 50 + 50);
- CalculatedDamage = CalculatedDamage * 100 / (Target.ResistVal(Magic) / 2 + 50);
- Translates into: ((damage * 100) / (element_resistance + 50)) * (100 / (magic resist / 2 + 50))
- For lvl 100+ enemies: Default Resists: 300 element + 200 magic (bosses have more magic resist, npc resists can vary, undead are usually weak to fire, etc.)
- Elemental scar: -150 to fire/ice/lightning at capped effect
- nightmare: -150 to the rest (except magic) at capped effect
- oil fire damage *7/4 or 1.75x
- pv/dv * 13/10 or 1.3x
- wince damage *11/10 or 1.1x (will be 1.2x in 1.94+ according to change-logs)
- wet fire damage /2 or .5x
- cold damage *7/4 or 1.75x
- lightning *3/2 or 1.5x
- Effective damage multipliers (higher is more damage, sorted from weakest to strongest)
- .2857 * .666667 = .19047 ( element damage )
- .4 * .666667 = .266667 ( magic damage )
- .5 * .666667 = .33333 ( element + scar/nightmare damage)
- .5 * .666667 * 1.5 = .5 ( Lightning + scar + wet damage)
- .5 * .666667 * 1.75= .583 ( fire + scar + oil damage)
- .5 * .666667 * 1.75= .583 ( cold + scar + wet damage)
- .5 * .666667 * 1.75 * 1.1 = .6413 ( fire + wince + scar + oil damage)
- 1.1 / 1.3 = .84625 ( physical damage + wince + oil ) (this won't effect the fire damage, as it uses unmodified base damage as it's reference)
- in 1.94+
- .5 * .666667 * 1.75 * 1.2= .7 ( fire + wince + scar + oil damage)
- 1.3 / 1.3 = .923 ( physical damage + wince + oil ) (this won't effect the fire damage, as it uses unmodified base damage as it's reference)
- For magic spells (assuming race feat from itzpalt's gem):
- Meteor > fireball = iceball > lightning ball > eclipse > magic ball
- Bubble ignores resistance but is the weakest, only use it for overly resistant enemies, or to wet 'em.
- Combines element enchants work for fire/ice, sound/mind, nerve/poison, with the second element capping at +150% bonus damage with 750 enchant power.
- Recommended strategy: bubble then fireball, elemental scar as needed. Assuming you have the combines fire/cold enchant.
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