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Damage Calculation PvE

Discussion on Damage Calculation PvE within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Damage Calculation PvE

This question has pretty less to do with coding, i want know only how it was in classic, because I only barely remember.

How the player gets only 1 damage from monsters?
Items pending on quality and level to get minimum defense as necessary (promotion is included), for the cretain current area.
The monster areas are divided into level ranges, when the player complies with these requirments, he gets 1 damage hits from the monsters.
(According my memory it was something like this)

-Noob Area (lvl 1 - 39)
Requirment: Unique items at least in the monster level.

-Novice Area (lvl 40 - 69)
Requirment: Elite items at least in the monster level.

-Graduate Area (lvl 70 - 99)
Requirment: Super items at least in the monster level.

-Expert Area (lvl 100 - 112)
Requirment: Super items (+1) at least in the monster level.

-Master Area (lvl 112 - 125)
Requirment: Super items (+2) at least in the monster level.

-Ultimate Area (lvl 126 - 130)
Requirment: Super items (+3) at least in the monster level.

-Boss Area (lvl 130 - 140)
Requirment: Super items (+5) at least in the monster level.


I saw a few servers in past, i noted in many server they were using adjustment into 1 damage, but that won't be the solution.

Example im lvl 70 warrior full super, with helmet, no magical defense at all, im not even using any item like earring / cap.
The basilisk does 1 dmg, thats weird ??

How to get out the real classic calculation in PvE ???
Does a classic binary server has the answer i looking for? (i guess yea, if the vision is classic)

If the server has a proper classic PvE system as a proper PvP system, then the server will have much more seriousness and quality, in my opinion.

That will makes the need to upgrade super items in the defense stats much more necessary, that the Archers using their flying skill in monster areas, that the Trojans & Warriors enjoying their physical Defense Stats when they have worked hard to make some gears first, that Taos & Archers generally keep attacking from distance with respect to the monsters.


Then we also come to a point where I want to say:
Quote:
The difficulty level of a server has not only something to do with the droprate.
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Old 05/14/2021, 17:33   #2
 
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How the player gets only 1 damage from monsters?

When damage becomes negative (armor/resist completely negates the damage), you see value 1.

There are some information here regarding to classic damage calculations: it was also posted somewhere around this forum.

There are definitely some really useful information in binaries. If you can reverse engineer them, there are some gems to be found. They are also useful for comparission, if your aim is to have a completely classic damage (which I personally think is really imbalanced).
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Old 05/14/2021, 20:44   #3
 
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Quote:
Originally Posted by Latyos View Post
How the player gets only 1 damage from monsters?

When damage becomes negative (armor/resist completely negates the damage), you see value 1.

There are some information here regarding to classic damage calculations: it was also posted somewhere around this forum.

There are definitely some really useful information in binaries. If you can reverse engineer them, there are some gems to be found. They are also useful for comparission, if your aim is to have a completely classic damage (which I personally think is really imbalanced).

Thanks look into it, interesting.

I found out if you have elite +9 you get damage, unless the item is super.
That is the classic damage system, i just thought no it isn't.
It's just the damage formula what the most currently using.

Why i not think its right lets say you have an EliteNecky(+4) and a SuperNecky(+0) if you check your stats i guess the EliteNecky(+4) gives you more defense than the SuperNecky(+0).

So if your defense is more with the Elite one, why the monster still do more than 1dmg? Fail.
The friend who is Veteran or higher, told me the Classic Damage PvE System not using the + of the item, the classic damage system is how it is.

Another friend thought well that's why Conquer wanted to refresh the complete damage system with Battlepower and such.

The best what someone can do actually use the current Damage Forma upgrade it with the +, but how is the question, without harming the current classic damage system?


Lets say super item in Thermometer scale is 0, because it's 1dmg.



<normal(-4) - refined(-3) - unique(-2) - elite(-1) - 0 - +1 - +2 - +3 - +4>


-Elite +1 = Super (can start with +2 too)
-Unique +2 = Super (continue +4)
-Refined +3 = Super (continue +6)
-Normal +4 = Super (continue +8)

And than increase the Damage for the monsters in high level area, that the super items aren't more defensive enough to take 1dmg.

So that the +1, +2, +3,+4 are essential for super items to get 1dmg from the high level area monsters.
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Old 05/15/2021, 01:14   #4
 
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Quote:
Originally Posted by krito777 View Post
Thanks look into it, interesting.

I found out if you have elite +9 you get damage, unless the item is super.
That is the classic damage system, i just thought no it isn't.
It's just the damage formula what the most currently using.
wrong.

+ is not included in the calculation vs monsters (physical defense), that's how it was, its not a "thing" that most are currently using.
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Old 05/15/2021, 06:42   #5
 
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Quote:
Originally Posted by Envy\Craft View Post

+ is not included in the calculation vs monsters (physical defense).
Thats what i meant.
Quote:
Originally Posted by Envy\Craft View Post
its not a "thing" that most are currently using.
According the most servers i visited in past few years yea it is, this kind of inbalance what we wrote about and as i mentioned before a few using adjustment 1 damage.

Maybe, if some using adjustment sensible and precise on the specific cases, could be great results. ??????? IDK BRO if this system and headache is worth it... maybe this can fix every problem...

(in my opinion)
-Any differences in defensive status should be recognized by the monster. game will be much better.
TQ has exchanged the system with Battlepower right, good, but we like the old one, so lets continue with that and update this system to clean up the inequalities.

I believe when it's done right, everyone gonna love it.
Important is just, that the explaination doesn't miss, that the logical process fits. There can be like thousands of theorys but only 1 gonna be the right one. That why i think it's an high math understanding to fix this system.
Where our math super brains ?

Quote:
Maybe, if some using adjustment sensible and precise on the specific cases, could be great results. ??????? IDK BRO if this system and headache is worth it... maybe this can fix every problem...
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Old 05/16/2021, 01:03   #6
 
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Minimum PvE damage is 7... then reduce by armor, headgear and necklace equipment qualit.. something like:

_mindmg -= pItem.GetQuality() / 5;

when you get the min damage taken, you do >> Math.Max(_mindmg, 1);
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Old 05/16/2021, 03:32   #7
 
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This is fairly good.
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