| sspitfire1 |
I'd like to put together a one-stop quick-reference sheet for me to use when doing various calculations, and PFO has a lot of equations running about. If such sheet already exists, feel free to point me towards it. If you know what a particular equation is, feel free to post it below.
Some equations I am looking for and don't already have at my fingertips:
1. Keyword matching between attacker's weapon and defender's armor and how that affects attack effects. Additonal clarification on whether that matching process also effects the extra conditional abilities of 2ndary attacks would be nice, as well.
2. How critical hits are determined.
3. Looting equations.
4. Crafting time equation.
5. Any other random equations I am missing.
Nihimon
Goblin Squad Member
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1. Keyword matching between attacker's weapon and defender's armor and how that affects attack effects. Additonal clarification on whether that matching process also effects the extra conditional abilities of 2ndary attacks would be nice, as well.
Attack Feats match Keywords on your Weapon.
Utility Feats match Keywords on your Gear (currently Boots or Gloves).Expendable Feats match Keywords on your Feature.
For Attacks and Expendables, each Keyword Match increases Base Damage by a fixed amount.
For all, each Keyword Match increases Effect Power, with a Major Keyword Match being equivalent to 4 Minor Keyword Matches.
Armor Feats match Keywords on your Armor.
Note that Keyword Matches on Armor don't modify Base Defense. I believe this is the mechanic by which Attacks outpace Defenses, which has been described as a goal of the design.
Each Keyword Match increases Effect Protection, with a Major Keyword Match being equivalent to 4 Minor Keyword Matches.
Effect Power is compared to Effect Protection for all Effects, modifying Duration, Magnitude, and Distance by (Effect Power - Effect Protection) * 10%.
Someone else will have to supply the actual formulas for calculating Damage and Critical Hits, and applying Effects. They might also need to correct me if I've made any mistakes above.
| sspitfire1 |
Saiph wrote:What does increasing "fortitude defense bonus" do?Increases Fortitude Defense, which is the Defense used against Attacks with an Effect "Targets Fortitude" (or with no "Targets [Defense]" Effect).
Wait, I thought that if it didn't list a targeted defense, then it targeted Reflex? Or at least, virtually all martial attacks don't list a defense and they target Reflex (or so I have been told over and over).
Nihimon
Goblin Squad Member
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Nihimon wrote:Wait, I thought that if it didn't list a targeted defense, then it targeted Reflex? Or at least, virtually all martial attacks don't list a defense and they target Reflex (or so I have been told over and over).Saiph wrote:What does increasing "fortitude defense bonus" do?Increases Fortitude Defense, which is the Defense used against Attacks with an Effect "Targets Fortitude" (or with no "Targets [Defense]" Effect).
You're right, my bad. I just double-checked and "Targets Reflex" is the default if there's no "Targets [Defense]" Effect.
| sspitfire1 |
Effect Power is compared to Effect Protection for all Effects, modifying Duration, Magnitude, and Distance by (Effect Power - Effect Protection) * 10%.
So the Equation is:
1 + (Effect Power - Effect Protection)*10% * (Attack Effect)Where...
Effect Power = 1*minor KW + 4*Major KW on the Attack
Effect Protection = 1*minor KW + 4*Major KW on the Armor
Assuming...
Assuming the players are properly matching their KW on weapons and armor with their feats they are using.
An Example with a T1+0 Bow versus a T1+2 Armor:
My T1+0 Attack has 1 minor KW
Your T1+2 Armor has 3 minor KW
(1-3)*10% = -2*0.10 = -0.20
1 + (1-3)*0.10 * (Effect) = 1 + -0.20 * (Effect) = 0.80 * (Effect)
Bullseye Shot has the following Standard Effects:
Precise +20, Penetrating, Improved Critical +10, Bleeding 10
0.80 * (Precise +20) = Precise +16
0.80 * (Improved Crit +10) = Improved Crit +8
0.80 * (Bleeding 10) = Bleeding 8
Parting Shot has the following Standard Effects:
Evasion (20m) to self, Improved Crit +10
0.80 * (Evasion 20) = Evasion 16
0.80 * (Improved Crit +10) = Improved Crit +8
Parting Shot has the following Conditional Effects:
Immobilized (2 seconds) if FF, Slowed 60 if FF
0.80 * (Immobilized 2s) = Immobilized 1.6s if FF
0.80 * (Slowed 60) = Slowed 48 if FF
EDIT: Nightdrifter says only the Bleed, Immobilize and Slow would be affected by the Key Words matching issue.
Finally, the final effect of things like Bleed, Slow and Immobilzed above is also modified by the Hit Success Factor (equation below).
| sspitfire1 |
Hit Success Factor
HSF = 100 - (sqrt(Defense - Attack)*6.3) IF Attack<Defense
Where...
Defense = Armor Tier Bonus - Armor Type Penalty + Feat Bonuses + Buff Bonuses - Debuff Penalties
Attack = 3d200 + Attack Bonus + Buff Bonuses - Debuff Penalties
Damage Equation
DMG = (Base Damage - Resistance)* HSF/100 * Damage Factor
Where...
Base Damage = 40 + 5*minor KW + 20*Major KW + Conditional Modifiers
Resistance = Armor Type Resistance + Feat Bonuses + Buff Bonuses - Debuff Bonuses
Damage Factor is unique to each attack
HSF = 1.00 if Attack>=Defense
Nightdrifter
Goblin Squad Member
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Nihimon wrote:
Effect Power is compared to Effect Protection for all Effects, modifying Duration, Magnitude, and Distance by (Effect Power - Effect Protection) * 10%.So the Equation is:
1 + (Effect Power - Effect Protection)*10% * (Attack Effect)
Where...
Effect Power = 1*minor KW + 4*Major KW on the Attack
Effect Protection = 1*minor KW + 4*Major KW on the Armor
Assuming...
Assuming the players are properly matching their KW on weapons and armor with their feats they are using.An Example with a T1+0 Bow versus a T1+2 Armor:
My T1+0 Attack has 1 minor KWYour T1+2 Armor has 3 minor KW
(1-3)*10% = -2*0.10 = -0.20
1 + (1-3)*0.10 * (Effect) = 1 + -0.20 * (Effect) = 0.80 * (Effect)
Bullseye Shot has the following Standard Effects:
Precise +20, Penetrating, Improved Critical +10, Bleeding 100.80 * (Precise +20) = Precise +16
0.80 * (Improved Crit +10) = Improved Crit +8
0.80 * (Bleeding 10) = Bleeding 8
Parting Shot has the following Standard Effects:
Evasion (20m) to self, Improved Crit +100.80 * (Evasion 20) = Evasion 16
0.80 * (Improved Crit +10) = Improved Crit +8
Parting Shot has the following Conditional Effects:
Immobilized (2 seconds) if FF, Slowed 60 if FF0.80 * (Immobilized 2s) = Immobilized 1.6s if FF
0.80 * (Slowed 60) = Slowed 48 if FF
Afaik only the bleeding, immobilized and slowed should scale with effect power-effect protection. Eg. stacks and timed effects. More variables may be added, including healing.
| sspitfire1 |
sspitfire1 wrote:(My stuff)Afaik only the bleeding, immobilized and slowed should scale with effect power-effect protection. Eg. stacks and timed effects. More variables may be added, including healing.
So what you are saying is only things that apply effects to the target get modified by the Effect Protection/Effect Power comparison. Everything else is static.
I would assume the same applies for HSF, as well.
But this would mean that the extra conditional damage added by Basic Exploits is NOT modified by HSF or Power/Protection before being added to the base damage of a player's attack.
S#$~ this stuff is confusing.
| sspitfire1 |
See here.
oh my gosh thank you!
Attack isn't capped to 300 the ways skills are, though it's generally in the same ballpark.
Whenever you make an attack, you add a random result from 1-200 (curved based on tier) to your attack bonuses (from Base Attack, specific Attack, and effects) and compare against the target's Defense (which is a sum of Base Defense from armor, specific defense, and effects).
If the result is less than the target's defense, the margin of failure is converted into reduced damage.
If the result is equal to or greater than the target's defense, we then check for a crit:
* Find the margin of success (e.g., you needed to hit 80 and got 90, so your MoS is 10).
* Add that to improved critical (if your feat has Improved Critical +20, you're now up to 30).
* Subtract the target's crit resistance (only from armor right now; 4 for light, 16 for medium, and 32 for heavy; so if the target's in medium, that 30 crit chance goes back down to 14).We then take the square root of that number and multiply by the attack speed to get the crit percentage chance. 14 has a root of 3.74, so if you had that on a 2.3 speed attack your final crit chance would be approximately 8.6%.
So regular attack bonus is better than improved crit (and crit is priced cheaper for this reason) because it improves chance to hit and crit. Because of the square root, there are diminishing returns to trying to stack crit.
And, yes, right now all it does is trigger reactive feats and anything else that has an "on Critical Hit" conditional. The full crit and injury system is currently 12 on the combat priorities implementation list, right behind encumbrance.