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Game Base-stats/equations and such

Discussion on Game Base-stats/equations and such within the Rappelz Private Server forum part of the Rappelz category.

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Game Base-stats/equations and such

Hello

So I found these on a website:

MaxHP = 33*Vit + 20*Lv + Equip + Skill + Buff
MaxMP = 30*Int + 20*Lv + Equip + Skill + Buff
P.Atk Melee = (14/5)*Str + 1*Lv + 9 + Equip + Skill + Buff
P.Atk Ranged = (6/5)*Agi + (11/5)*Dex + 1*Lv + Equip + Skill + Buff

They are supposed to be the current game equation, I couldn't find the final damage from a(char) to b(monster) taking other factors into consideration like armor, penetration ...

but that's not my question exactly, what I'm looking for is the location of any sort of equation, base stats for classes or monsters

I couldn't find it the DB, really appreciated if someone helped

thanks
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Old 05/22/2020, 06:39   #2
 
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Quote:
Originally Posted by FarrisGarra View Post
Hello

So I found these on a website:

MaxHP = 33*Vit + 20*Lv + Equip + Skill + Buff
MaxMP = 30*Int + 20*Lv + Equip + Skill + Buff
P.Atk Melee = (14/5)*Str + 1*Lv + 9 + Equip + Skill + Buff
P.Atk Ranged = (6/5)*Agi + (11/5)*Dex + 1*Lv + Equip + Skill + Buff

They are supposed to be the current game equation, I couldn't find the final damage from a(char) to b(monster) taking other factors into consideration like armor, penetration ...

but that's not my question exactly, what I'm looking for is the location of any sort of equation, base stats for classes or monsters

I couldn't find it the DB, really appreciated if someone helped

thanks
You can use these as general help:
Code:
Critchance -> luck * 0.2 + 3
ItemChance ->luck * 0.2
BowAttackPoint -> ( agility * 1.2 + dexterity * 2.2 ) * fCM + level
AttackPoint->strength * 2.8 * fCM + level
MagicPoint->intelligence * 2 * fCM + level
Defence->vital * 1.6 * fCM + level
MagicDefence->men * 2 * fCM + level
Accuracy->dexterity * 0.5 * fCM + level
MagicAccuracy->( ( mental * 0.4 ) + ( dexterity * 0.1 ) ) * fCM + level
Avoid->( agility * 0.5 ) * fCM + level
MagicAvoid->( mental * 0.5 ) * fCM + level
CastingTime-> 100
BaseMoveSpeed-> 120
MaxHP->( vital * fCM * 33 ) + ( level * 20 )
MaxMP->( intelligence * fCM * 30 ) + ( level * 20 )
AttackSpeed ->agility * 0.1 + 100
HPRegenPercentage->fCM * 5
HPRegenPoint-> (level * 2) + 48
MPRegenPercentage->fCM * 5
MPRegenPoint-> level * 2 + 48 + mentality * 4.1
PerfectBlock->20

fCM for characters is always 1
Additionally, you have of course, character-gear and buffs.

================================================== ======

You can find basic stats for characters and pets in *surprise*
StatResource. You just have to look for the fitting stat_id,
which you can find in MonsterResource,SummonResource and JobResource - depending if you look for monster, summon or character.
InkDevil is offline  
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Old 05/22/2020, 08:10   #3
 
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Quote:
Originally Posted by InkDevil View Post
You can use these as general help:
Code:
Critchance -> luck * 0.2 + 3
ItemChance ->luck * 0.2
BowAttackPoint -> ( agility * 1.2 + dexterity * 2.2 ) * fCM + level
AttackPoint->strength * 2.8 * fCM + level
MagicPoint->intelligence * 2 * fCM + level
Defence->vital * 1.6 * fCM + level
MagicDefence->men * 2 * fCM + level
Accuracy->dexterity * 0.5 * fCM + level
MagicAccuracy->( ( mental * 0.4 ) + ( dexterity * 0.1 ) ) * fCM + level
Avoid->( agility * 0.5 ) * fCM + level
MagicAvoid->( mental * 0.5 ) * fCM + level
CastingTime-> 100
BaseMoveSpeed-> 120
MaxHP->( vital * fCM * 33 ) + ( level * 20 )
MaxMP->( intelligence * fCM * 30 ) + ( level * 20 )
AttackSpeed ->agility * 0.1 + 100
HPRegenPercentage->fCM * 5
HPRegenPoint-> (level * 2) + 48
MPRegenPercentage->fCM * 5
MPRegenPoint-> level * 2 + 48 + mentality * 4.1
PerfectBlock->20

fCM for characters is always 1
Additionally, you have of course, character-gear and buffs.

================================================== ======

You can find basic stats for characters and pets in *surprise*
StatResource. You just have to look for the fitting stat_id,
which you can find in MonsterResource,SummonResource and JobResource - depending if you look for monster, summon or character.
Thanks

The thing is, AttackPoint->strength * 2.8 * fCM + level :

Where is the equipped item value? where is the buff value?

IDK it doesn't feel right.

I think you mean AttackPointPerLevel = fCM * level and AttackPoint = (2.8)*Str + 1(fCM)*Lv + 9 + Equip + Skill + Buff

Anyway

Where are the other equations like the damage dealt that deals with other attributes like the enemy defense? i'm pretty sure it's way bigger then these, I can't find in on internet

and most importantly

Where can I find this : AttackPoint->strength * 2.8 * fCM + level? So I can edit it
FarrisGarra is offline  
Old 05/22/2020, 09:16   #4
 
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Quote:
Originally Posted by FarrisGarra View Post
The thing is, AttackPoint->strength * 2.8 * fCM + level :

Where is the equipped item value? where is the buff value?

IDK it doesn't feel right.


Quote:
Originally Posted by InkDevil View Post
Additionally, you have of course, character-gear and buffs.
The hole calculation is a lot bigger than that.
There are a lot more factors than you have in your mind.
Gear is not everything.
Beltpets, itemeffects, skills....they all affect those stats.
But the maincalculation for those points are these written ones.
You'll have to be happy with that explanation.

Quote:
Originally Posted by FarrisGarra View Post
Where can I find this : AttackPoint->strength * 2.8 * fCM + level? So I can edit it
These calculations are from sourcecode.
So
1. they are not wrong.
2. you can only edit it in sourcecode.
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Old 05/22/2020, 10:21   #5
 
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Quote:
Originally Posted by InkDevil View Post
Gear is not everything.
Beltpets, itemeffects ....they all affect those stats.
I think these and much more goes into the var Equiped that I posted, it's mainly gear aswell. also the skill is also mentioned above. more advanced formulas would be damage dealt to x cause you add a lot of stats to the equation like def and block and such

Quote:
Originally Posted by InkDevil View Post
But the maincalculation for those points are these written ones.
You'll have to be happy with that explanation.
these are calculation for Base-Stats, not stats.
you do have a weapon at level 1 so you can't ignore its value for example

Quote:
Originally Posted by InkDevil View Post
These calculations are from sourcecode.
So
1. they are not wrong.
it depends on what you mean by wrong, for example they don't scale well with high level gears unless you want the classic better gears win kinda of thing.
speaking of that, one might prefer to take a percentage of equip not the whole thing like diablo did or a random value close to the raw stat of the total Equip to create a luck factor in addition to other luck factors like critical strike.

But yes, they make sense and correct in a way

Quote:
Originally Posted by InkDevil View Post
2. you can only edit it in sourcecode.
now that's sad.

anyway, thanks for the info
FarrisGarra is offline  
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