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Elemental damage in elona+ 1.90

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Dec 11th, 2019
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  1. Elemental damage with references to 1.90's code for limits and formulas
  2.  
  3. TargetResistLevel = Target.ResistVal(AtkElem) / 50;
  4.  
  5. if (TargetResistLevel < 3)
  6. CalculatedDamage = CalculatedDamage * 150 / limit(TargetResistLevel * 50 + 50, 40, 150);
  7. else
  8. CalculatedDamage = CalculatedDamage * 100 / (TargetResistLevel * 50 + 50);
  9.  
  10. CalculatedDamage = CalculatedDamage * 100 / (Target.ResistVal(Magic) / 2 + 50);
  11.  
  12.  
  13. Translates into: ((damage * 100) / (element_resistance + 50)) * (100 / (magic resist / 2 + 50))
  14.  
  15.  
  16.  
  17. 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.)
  18.  
  19. Elemental scar: -150 to fire/ice/lightning at capped effect
  20. nightmare: -150 to the rest (except magic) at capped effect
  21.  
  22. oil fire damage *7/4 or 1.75x
  23. pv/dv * 13/10 or 1.3x
  24.  
  25. wince damage *11/10 or 1.1x (will be 1.2x in 1.94+ according to change-logs)
  26.  
  27. wet fire damage /2 or .5x
  28. cold damage *7/4 or 1.75x
  29. lightning *3/2 or 1.5x
  30.  
  31.  
  32.  
  33. Effective damage multipliers (higher is more damage, sorted from weakest to strongest)
  34.  
  35. .2857 * .666667 = .19047 ( element damage )
  36. .4 * .666667 = .266667 ( magic damage )
  37. .5 * .666667 = .33333 ( element + scar/nightmare damage)
  38. .5 * .666667 * 1.5 = .5 ( Lightning + scar + wet damage)
  39. .5 * .666667 * 1.75= .583 ( fire + scar + oil damage)
  40. .5 * .666667 * 1.75= .583 ( cold + scar + wet damage)
  41. .5 * .666667 * 1.75 * 1.1 = .6413 ( fire + wince + scar + oil damage)
  42.  
  43. 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)
  44.  
  45. in 1.94+
  46.  
  47. .5 * .666667 * 1.75 * 1.2= .7 ( fire + wince + scar + oil damage)
  48. 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)
  49.  
  50.  
  51. For magic spells (assuming race feat from itzpalt's gem):
  52. Meteor > fireball = iceball > lightning ball > eclipse > magic ball
  53. Bubble ignores resistance but is the weakest, only use it for overly resistant enemies, or to wet 'em.
  54. Combines element enchants work for fire/ice, sound/mind, nerve/poison, with the second element capping at +150% bonus damage with 750 enchant power.
  55.  
  56. Recommended strategy: bubble then fireball, elemental scar as needed. Assuming you have the combines fire/cold enchant.
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