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The Silkroad Damage Formula

Discussion on The Silkroad Damage Formula within the Silkroad Online forum part of the Popular Games category.

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Old   #1
 
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The Silkroad Damage Formula

Copied from:
Code:
http://sro.mmosite.com/content/2009-09-11/20090911002742992.shtml
Quote:
Original post: by 0小牛0, translated by MMOsite member funkybaby.
Firstly define some variables:

A = Basic Attack Power
B = Skill Attack Power
C = Attack Power Increasing rate
D = Enemy's total accessories Absorption rate
E = Enemy's Defence Power
F = Balance rate
G = Total Damage Increasing rate
H = Skill Attack Power rate
A final damage formula:

Damage = ((A + B)*(1 + C)/(1 + D) - E)*F*(1 + G)*H

Use the screenshots to Prove(European Warrior vs. European Wizard) :

European Warrior Details(according to the screenshot):

Basic AP: 3829 ~ 4538 =>We choose its max value 4538
Skill AP: Turn Rising, Physical AP 1210~1478(208%) => We choose its max value 1478
Attack Power Increasing rate: (Two-Handed Sword passive skill, Physical AP + 99%) => 0.99
Balance rate: use the balance formula below => 1.07788162
set M = 28 + Char.Lv*4
then Phy.bal = 100 - 100*2/3*(M - str)/M, Mag.bal = 100*int/M
Total Damage Increasing rate: One of the equipments has a a Damage Increaing rate of 5% => 0.05
Skill AP rate: Turn Rising, Physical AP 1210~1478(208%) => 2.08
Total accessories Absorption rate: 1.009
Defence Power: 2179(Mag. Def)

European Wizard Details(according to the screenshot):

Basic AP: 6964 ~ 8138 =>We choose its max value 8138
Skill AP: Meteor, Magical AP 2052~2508(439%) => We choose its max value 2508
Attack Power Increasing rate: ( Passive skill, Magical AP + 100%) => 1.00
Balance rate: use the balance formula below =>1.13084112
set M = 28 + Char.Lv*4
then Phy.bal = 100 - 100*2/3*(M - str)/M, Mag.bal = 100*int/M
Total Damage Increasing rate: One of the equipments has a a Damage Increaing rate of 5%, Skill Life Turnover add 25%=> 0.30
Skill AP rate: Meteor, Magical AP 2052~2508(439%) => 4.39
Total accessories Absorption rate: Left Ring:23.5% + Right Ring:23.7% + Necklace:30.5% + Earring:26.2% = 103.9% => 1.039
Defence Power:1380(Phy. Def)
Damage Values Calculation:


European Warrior -> European Wizard
Damage
= ((A + B)*(1 + C)/(1 + D) - E)*F*(1 + G)*H
=((4538+1478)*(1+0.99)/(1+1.039)-1380)*1.07788162*(1+0.05)*2.08
=10573.24

European Wizard -> European Warrior
Damage
= ((A + B)*(1 + C)/(1 + D) - E)*F*(1 + G)*H
=((8138+2508)*(1+1)/(1+1.009)-2179)*1.13084112*(1+0.3)*4.39
=54335.78

See the screenshots below:
The two damage values are: 10576 and 54348

You will find that the real damge values are a bit higher than the values I calculated, because I only use the integer to calculate, such as AP, Defence Power, accessories absorption rate etc, they have been round up before showing to us.
Posted on 11 September, 2009. Looks like a very accurate formula that seems to work every single time. Whoever figured this out really is going to help out emulator developers.

Check the link to see the screenshots!
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Old 09/16/2009, 00:10   #2
 
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Like I said we will test it for authenticity and report back on accuracy.
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Old 09/16/2009, 00:12   #3
 
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Quote:
Originally Posted by Eckoro View Post
Like I said we will test it for authenticity and report back on accuracy.
Sounds like a plan. But if it's inaccurate, it at least gives a general idea of how to calculate it, but I'm convinced by the pictures.
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Old 09/16/2009, 00:17   #4
 
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I still dont get whats the use of the formula, does it prove anything? does it show which build have a better chance against another ?
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Old 09/16/2009, 00:19   #5
 
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Quote:
Originally Posted by makaveliepvp View Post
I still dont get whats the use of the formula, does it prove anything?
well people like to make applications dont they in which they can calculate their highest damage. Also with like emulators they will need it to calculate damage correctly.
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Old 09/16/2009, 00:20   #6

 
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This is called theorycrafting. This is relevant for those who are interested in the very basic structure of the game (no, not programming). As the name says these are theories on which you can base guides or arguments in general. It's just basic pure mathematical information.
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Old 09/16/2009, 00:20   #7
 
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As Eckoro said:

Quote:
g859 says:
This guy is saying that this is the real deal.
Looks legit, he got the same results that he calculated in game.
Formula makes sense too. I dunno, looks like Emulator devs just caught a break.
Eckoro; says:
hm ty for link, il tell you how it goes later.
g859 says:
Kk, I can't wait
Eckoro; says:
well not really a break as such
just more accuracy = more authentic gameplay.
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Old 09/16/2009, 09:34   #8
 
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Quote:
Originally Posted by John Dread View Post
This is called theorycrafting. This is relevant for those who are interested in the very basic structure of the game (no, not programming). As the name says these are theories on which you can base guides or arguments in general. It's just basic pure mathematical information.
So, you mean a theorycrafter is the mathimatical author of a certain game, like a lvl 1 hit CRIT 1 on a lvl 90, and a lvl 60 hits harder on a lvl 50 and so on, do the theorycrafter decide the balance of the builds then? (design the skill's damage i mean)?
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Old 09/16/2009, 22:35   #9
 
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No, theorycrafters calculate different outcomes/aspects of a certain game to try and better understand how the game works. For example, the damage formula is going to help people calculate damage done to each other, and especially in the fact that emulators now have a concrete formula to use. It's just a hobby, but quite an intricate one at that.
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Old 09/16/2009, 22:51   #10
 
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Quote:
Originally Posted by g859 View Post
No, theorycrafters calculate different outcomes/aspects of a certain game to try and better understand how the game works. For example, the damage formula is going to help people calculate damage done to each other, and especially in the fact that emulators now have a concrete formula to use. It's just a hobby, but quite an intricate one at that.
Ah, ok now i understod his job .
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Old 09/17/2009, 01:26   #11
 
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If anyone wants to go in-game and try to calculate some damage, go ahead. The same principle should work for monsters if you can figure out the monster's defense. If you do, post screenshots and your work showing what you calculated.
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Old 09/17/2009, 13:57   #12
 
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Interesting,vote for sticky.
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Old 09/17/2009, 17:13   #13
 
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Quote:
Originally Posted by alexx. View Post
Interesting,vote for sticky.
[x] same
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Old 09/18/2009, 00:23   #14
 
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I'd be happy with a sticky, it's pretty helpful for those who have the time and need to calculate damages.
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Old 11/16/2010, 13:47   #15
 
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It's huge ****... what's about the damage of the weapon? It is not involved in this formula...
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