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[Q] Mdef

Discussion on [Q] Mdef within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[Q] Mdef

"Magic Def: 80%" on items! Does that really decrease Matt dmg by %? So from 1000dmg with super gown(80%) and super cap(14%) is 1000 - (1000*0.94) = 60 dmg? Or I get it wrong?
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Old 10/01/2011, 14:32   #2
 
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It's correct.
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Old 10/01/2011, 16:59   #3
 
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It has a cap though. With the new items tq made it super easy to go past mdef and dodge caps.

Dodge was like 90 or maybe 95 cap and mdef I wanna say 80 or 90. 12+ boots are well over 100 dodge I seem to remember
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Old 10/01/2011, 17:08   #4
 
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I think the MDef cap is 80, sounds right.
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Old 10/01/2011, 17:20   #5
 
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thought it was your M.defense + x% of your equips
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Old 10/01/2011, 18:40   #6
 
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Mdef Percent calculates before mdef +. The two stats are seperate and it means that the seemingly 'small' +100-200 mdef is actually HUGE cause it's being done AFTER your percentage reduction which can take very large numbers (5000-1000) and turn them into small ones to be mitigated further by your + mdef.
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Old 10/01/2011, 19:19   #7
 
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so what's the cap of mdef % 80? even like this a 6k matk (full 2 sock spg or something like this) would be reduced to 1200 which makes no sense right?
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Old 10/01/2011, 20:22   #8
 
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Quote:
Originally Posted by pro4never View Post
Mdef Percent calculates before mdef +. The two stats are seperate and it means that the seemingly 'small' +100-200 mdef is actually HUGE cause it's being done AFTER your percentage reduction which can take very large numbers (5000-1000) and turn them into small ones to be mitigated further by your + mdef.
I think every one can code this on there own way. And it will be right as long as coder thinks its balanced! TQ have there own ideas for balance!

Anyway, thanks for answers! For 4*** I coded something like this (No cap):
Code:
int Mdmg = (Matt + Mdate.basedmg);
Mdmg += (int)(Mdmg * (gem[0]/(float)100); // pg increase
Mdmg -= (int)(Mdmg * t.Mdef/(float)100)) - t.Mdef_pluss;
if(Mdmg <= 0)
 Mdmg = 1;
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Old 10/01/2011, 20:30   #9
 
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Quote:
Originally Posted by pwerty View Post
I think every one can code this on there own way. And it will be right as long as coder thinks its balanced! TQ have there own ideas for balance!

Anyway, thanks for answers! For 4*** somthing I coded something like this (No cap):
Code:
int Mdmg = (Matt + Mdate.basedmg);
Mdmg += (int)(Mdmg * (gem[0]/(float)100); // pg increase
Mdmg -= (int)(Mdmg * t.Mdef/(float)100)) - t.Mdef_pluss;
if(Mdmg <= 0)
 Mdmg = 1;
It makes a HUGE difference in the calculation though.


Before percentage makes + mdef pointless and makes taos op.


A tao with 5000 mdmg.

Nado does 1166 dmg meaning you start with 6166 mdmg.

Assuming no blessing torts or reborn (cause that's just beside the point and has nothing to do with fires in particular)


80 pct mdef (cap) and +300 mdef

BEFORE pct would be...

(6166 - 300) * (1.0 - .8)

Or....

5866 * .2

1173 Dmg per zap

AFTER pct would be

6166 * .2 - 300
Or...
933 Dmg per zap.

The difference here is that in the first example, the bonus from having + headgear or armor is virtually NOTHING because it only counts for whatever percentage is not mitigated by your pct mdef.
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Old 10/01/2011, 21:00   #10
 
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@pro4never
Ohh.. i know that.
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Old 10/01/2011, 22:22   #11
 
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Quote:
Originally Posted by pro4never View Post
It makes a HUGE difference in the calculation though.


Before percentage makes + mdef pointless and makes taos op.


A tao with 5000 mdmg.

Nado does 1166 dmg meaning you start with 6166 mdmg.

Assuming no blessing torts or reborn (cause that's just beside the point and has nothing to do with fires in particular)


80 pct mdef (cap) and +300 mdef

BEFORE pct would be...

(6166 - 300) * (1.0 - .8)

Or....

5866 * .2

1173 Dmg per zap

AFTER pct would be

6166 * .2 - 300
Or...
933 Dmg per zap.

The difference here is that in the first example, the bonus from having + headgear or armor is virtually NOTHING because it only counts for whatever percentage is not mitigated by your pct mdef.
i'm starting to understand this xD... but
what happens when u have for example +80% in your cap and +70% in your armor...
how it works?

Srry for my very bad english :/
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Old 10/01/2011, 22:42   #12
 
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Quote:
Originally Posted by U2_Caparzo View Post
i'm starting to understand this xD... but
what happens when u have for example +80% in your cap and +70% in your armor...
how it works?

Srry for my very bad english :/
By "cap" we meant Maximum Mdef by %... not counting +items! so if 80% is maximum then your Mdef % can be from 0% up to 80%. In your example.. it will be 70%... in code it could look like
Code:
//case if Mdef lower

int max = 80;
int Mdef = 70; 
if(Mdef => max) Mdef = 80;

Console.WriteLine(Mdef); // Prints 70 in this case (Your case)

//case if Mdef higher

int max = 80;
int Mdef = 90; // ..sooo Mdef is bigger then 80
if(Mdef => max) Mdef = 80;
Console.WriteLine(Mdef); // Prints 80 in this case
Not so hard is it? if this don't make sense to You then You should stay at game playing not programming!
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