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    #16
    Is block chance dependant on type of shield?
    I was under the impression that if you have any shield, you get 25% block chance.


    Very important point to fighting, crits and mitigation is the fact that with each "round" of fighting damage gets increased by 40%.

    If i remember correctly:
    1st round: normal
    2nd round: +40%
    3rd round: +80%
    And so on.

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      #17
      Originally posted by Arturu View Post
      Is block chance dependant on type of shield?
      I was under the impression that if you have any shield, you get 25% block chance.
      Yes and no. In general, a warrior has a chance of 25% regardless of the shield. It does not matter how it looks. However, early in the game you have weak shields with a block chance of 2%, 10% etc.

      Shakes & Fidget Community Manager


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        #18
        well regardless is a bit much, even a Lvl 500 Warrior blocks with 0% if he has no shield equiped ^^

        Very important point to fighting, crits and mitigation is the fact that with each "round" of fighting damage gets increased by 40%.
        Very good point! But is it realy 40%? It's definitely an essential part of fighting, but I don't think my hits make more than double the damage with the 4th hit, that seems a little bit to much.
        Do you have some studie to point through?
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          #19
          Look at Leander post.
          https://forum-int.sfgame.net/showthread.php?t=77?t=77
          From this it would seem that bonus from previous rounds is calculated to base damage and you get 40% from it all.

          Fights are deceptive since you can roll high end of your base damage on first hit and low end on 4th round.

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            #20
            Originally posted by Arturu View Post
            Look at Leander post.
            https://forum-int.sfgame.net/showthread.php?t=77?t=77
            From this it would seem that bonus from previous rounds is calculated to base damage and you get 40% from it all.

            Fights are deceptive since you can roll high end of your base damage on first hit and low end on 4th round.
            Meaby my damage calculator would help you a bit to figure it out, you can calculate damage reduction from yours and enemy defensive stats but this lack damage reduction from armor because I'm not sure how this % dmg absorption from armor really works.
            I would like also add dodge chance calculator but this is also enemy dependent if I'm right. Someone with more dexterity will reduce enemy dodge chance a bit. After all, this dodge is still random.

            To calculate real damage we should calculate this values :

            - enemy dmg reduction from armor
            - our dmg reduction from armor
            - enemy dmg reduction from defensive stats
            - our dmg reduction from defensive stats
            - enemy max dmg from weapon
            - our max dmg from weapon
            - enemy min. dmg from weapon
            - our min. dmg from weapon
            - our min and max dmg from crit including gladiator bonus (if)
            - enemy min and max dmg from crit including gladiator (if)
            - our real crit chance vs this enemy
            - enemy real crit chance vs you
            - enemy dodge chance vs you
            - your dodge chance vs enemy

            And having all these values we could make a calculator which will give us average % chance to win the fight against given player.

            If we deal more dmg after each round then we should also include our and enemy hp and how many max crit hits we can survive against enemy but adding this would be very hard and not possible for me as I'm not that good at math. xD
            Last edited by żyd; 19 September 2018, 02:12 PM.

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              #21
              The theory that your dexterity influences your dodgechance is disproved and long forgotten I think.
              What is not mentioned is that not only the defensive statts reduce damage, but also the offensive mainstatts in fights against the same class. E.g. in mage vs mage their intelligence reducdes the others respective damage. But I'm not shure if this is also with half the value. That is a subject that is not often mentioned but I wastly remember an official confirmation.

              The armor reduces the damage after it is completely calculated. E.g. a scout makes 100.000 Damage to a warrior (after the warriors dext reduced his dext etc. pp.) and than the warriors armor reduces that to 50.000 (if he has the max amount against the scouts level).

              If you would like to view existing fight simulators (which there are planty of) I would recommend this one: https://forum.sfgame.de/showthread.php?t=77294

              It's an article about an underworld simulator, but the second link in this thread leads to the general simulator that is the basis for this.
              The simulator itself is an excel file and actualy in english
              Last edited by Acclamator; 19 September 2018, 03:21 PM.
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                #22
                I guess it could be possible to calculate what would be best to invest in.

                However later in the game, since stats are capped at 10kk, secondary stats become to expensive to invest in. You don't need too much luck to be overcapped. So the game comes down to investing in two stats only.

                Also Armor does not always work. I think it doesn't work against Mages? I really don't remember, but there was something.

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                  #23
                  Yes nobody can dodge mages and the armor doesn't work against mages.

                  Here is another file from eggman that shows this and also that statisticaly all three classes are absolutely balanced. Unfortunately it's in german.
                  http://mekl.at/temp/s-f-balance.pdf

                  The question how far to invest in secondary statts is not that easy. Many say you should invest up to them costing 5mio as 2 points give you as much as 1 point from your main statt. I personaly say, very roughly all classes are evenly distributed and so any thirth opponent is one of a specific class. Your main statt works against any opponent full and your secondarys against any 3th with half it's value, so you should skill them to 1/3 * 1/2 = 1/6 the cost of your main statt.
                  Last edited by Acclamator; 20 September 2018, 07:42 AM.
                  S&F's Tavern - https://discord.gg/XWfSwe3

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                    #24
                    The classes are balanced against each other in PvP.
                    PvE is the problem. Scouts will always burst forward in the race.

                    Actually the only part of the game scouts are at a disadvantage is personal Portal.

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