Talk:Acid Bomb
Does it really crash the server if caster int + target vit = 0? I suspected it might but I've never tested it. -- unknown
- no it doesn't --Seravee 15:00, 16 September 2010 (MDT)
Renewal Formula
As expected, the formula changed to: [0.7x(((MATK-MDEF)+(ATK-DEF))²)xVIT]/[(MATK-MDEF)+(ATK-DEF)+VIT]
I only had the maths to try it out a few times. I'll check all reductions later on when more maths become available when the public testing goes int othe 3rd stage --Seravee 15:02, 16 September 2010 (MDT)
Seravee's formula
I removed this from the main page, because it does not produce rational results, compare it to the ingame data I posted below. I figure I should preserve it though:
Note: This formula is still incomplete. There is no information yet available regarding the various reductions applied to the damage. For reference the pre-renewal formula is added as well.
Damage = SkillLevel x [ [0.7 x ( ( (B - D) + (C - E) )² ) x A] / [(B-D) + (C-E) + A ] ]
- A = the VIT of the target
- B = the MATK of the caster
- C = the ATK of the caster
- D = the MDEF of the target
- E = the DEF of the target
- Values in bracket are rounded down (floor mathematical function)
Test data/response
That formula is giving irrational results, because vit increases status def - it doesn't even produce sane results on paper (damage jumps around, sometimes goes to zero, sometimes goes negative, etc), let alone match ingame damage.
Here's some data from my tests In testing on a naked biochemist bombing a naked arch bishop, all level 150/50 With all base stats 1 (2 str 12 int 2 luk 7 dex on bomber, 6 vit on target)
25 damage/hit
biochem blessed: 34 damage/hit
Added vit to bring total to 60 on target
285 unblessed, 371 blessed.
Added vit to bring total to 100 on target
478 unblessed, 621 blessed
Added vit to bring total to 125 on target (this is used for all tests below) 598 unblessed, 777 blessed
20 str 20 int 20 luk (7 dex still) 887 unblessed, 1066 blessed
40 str 20 int 20 luk 1062 unblessed 1241 blessed
40 str 30 int 20 luk 1127 unblessed, 1306 blessed
40 str 30 int 50 luk 1438 blessed, then some asshat came and KOS'ed me before bless wore off.
100 str, 20 int, 7 dex, 2 luk 1508
100 str 100 int 7 dex, 2 luk 2033
Bless does not reduce received damage. Armor def _appears_ to reduce the damage normally and completely, but this was not rigorously tested.
DrAzzy 11:00, 17 September 2010 (MDT)
Other suppost formula to calculate the damage of Acid Bomb is this, extract of warpportal forums (by FlorenciaRac), and that is the approximation more loyal to the damage of the skill (and approved):
acid bomb damage (PVP): skill lvl*[TARGET VIT*((MATK/30 + 0,07*ATK + WATK/30))]*% card modifier. acid bomb damage (monsters): skill lvl*[2*TARGET VIT*((MATK/30 + 0,07*ATK + WATK/30))]
About this formule, we refer that the effect of DEF and MDEF in this formule should be works reducing MATK y ATK in % (see DEF and MDEF reduction) and the % cards modifiers works in stats that this modifier affect (for example, the reduction of raydric or deviling card in the ATK not reduce the portion of STAT ATK, only reduce the portion of EATK or WATK);respect to cards modifiers the formule says that not affect de damage in monsters, but tested in official servers the % cards modifiers like Abysmal Knight card affect de damage of acid bomb.
In effect of all this, th formule of acid bomb will be (for example): acid bomb damage (PVP): skill lvl*[TARGET VIT*[A/30 + 0,07*B + C/30))] acid bomb damage (monsters): skill lvl*[2*TARGET VIT*[A/30 + 0,07*B + C/30))]
note: after of last balance, skill damage changed, add a new zone modifiers, now acid bomb increase damage aprox in 25% in players and decrease aprox in 25% vs MVPS, for this, the modifier of target VIT wll be change (in pvp to 1,5*target VIT) A = (sMATK+eMATK+wMATK)*(1-MDEF reduction)*(1+W/100)*(1+X/100)*(1+Y/100)*(1+Z/100)
B = (sATK+[eATK*(1+W/100)*(1+X/100)*(1+Y/100)*(1+Z/100)])*(1-DEF reduction)*(elemental modifier)
C(wATK) = [wATKbase+(wATKbase*STR/200)+(wATKbase*weapon lvl*0,05)+refine bonus]*(1-MDEF reduction)*(1+W/100)*(1+X/100)*(1+Y/100)*(1+Z/100)*(elemental modifier)
W size modifier, X race modifier, Y ranged modifier, Z MATK modifier
note: if you use fire expansion lvl 5 in demonic fire, the ATK portion of Acid Bomb ignores DEF and be transform in a magic skill; elemental modifier modify the damage according to (1 +/- elemental resist), but the damage of skill is forced to neutral (example, weapon with endow earth do more damage vs player with armor enchanted with wind element, and this damage bonus is add to the damage portion and reduce with ranged/neutral/race/size/def/mdef reductions)
Old info from the wiki page, feels discussion page would be better fit for this info
Formula
The formula for acid bomb in renewal is currently unknown (see discussion page) but we know that the renewal acid bomb formula not changed of all since that acid bomb change of INT to ATK/MATK. However, the % reductions in PvP and normal maps changed (reducing damage in boss monsters and increase damage in players. (for this, the % damage was modify in the information description of the skill) very similar to 75% damage (but somes users says that the damage in players now don´t have decrease to 50% in pvp and the damage increase in 50% and the 25% reduction can be for the regular PVP reductions in skills).
Pre-Renewal Formula
Damage = Skill Level x [ A x (1 - B) x (1 - C) x (1 - D) x (1 - E) x F x G [ H x 0.7 x INT x INT x VIT / (INT + VIT) ] ]
- A = 0.5 for player, 1 for monster and else
- B = race reduction gear/card (0.3 Thara Frog Card, 0.1 Poopoo Hat, 0.05 Zealotus Mask, 0.1 Combat Knife)
- C = element reduction gear/card (0.75 Ghostring Card)
- D = neutral damage reduction gear/card (0.2 Raydric Card, 0.1 Noxious Card, 0.5 Deviling Card)
- E = anti-sniping gear/card (0.05 Alligator Card, 0.35 Horn Card, 0.1 Noxious Card, 0.1 Long Mace)
- F = WoE reduction (0.6 for WoE maps, 1 for PvM and PvP maps)
- G = 2/3 for players with Assumptio, 1 for players without Assumptio
- H = 2 for Lex Aeterna, 1 otherwise
- INT is the biochemist INT stat
- VIT is the target/enemy VIT stat
- Values in bracket are rounded down (floor mathematical function)
Suggested Renewal Formula
Damage = Skill Level x [(7 x VIT)% x (ATK + MATK)/ K] x modifier
- The ATK part is affected for status ATK, equip ATK, weapon ATK and is directly reduce for Hard Def (tested with acid bomb level 10 and fire expansion level 5).
- The MATK part is affected for status MATK, equip MATKm weapon MATK and directly reduced for Hard MDEF.
- The formula damage increase directly for target VIT.
- The soft DEF, soft MDEF in the suggest formula is unknow localitation, but probably soft def/soft mdef reduce directly status ATK and MATK (but in unknow proportion).
- The K number is a constant that modify the damage of the skill, but your valour exact is unknow (around 10 - 19).
Information
- The influence of Hard DEF and MDEF on the damage is non-existent or very small.
- The soft DEF, soft MDEF and the K number in the suggest formula is unknow.
- The formula damage increase directly for target VIT.
- Removed the reduction of acid demonstration in PVP maps (renewal).
- Boss monsters receive less damage compared to prebalance (however, it is becouse for reduction of the mob VIT, or reduction of the damage in boss monsters; the factor of reduction is approx. 25%). (This may be inaccurate - Certainly boss-type non-MVP take same damage as normal monsters, as of 12/2012)
- Forced neutral element.
- Damage variation is in steps, as much as 90-100 damage away from eachother (ex, you might see 47160 damage, and 47070 damage, but nothing between those), probably due to strange rounding in the formula.
- +% Magic Damage effects increase the magic portion as expected.
- +% Damage effects effects increase only the weapon attack portion.
- +% Ranged Damage effects increase the entire damage.
- Skill can miss if the target have VIT 0 or if have an unknown relation between soft def, soft mdef, Hard DEF, Hard MDEF, VIT and the caster ATK and MATK.
- Fire expansion is a acid demonstration that ignores somes reductions (HARD DEF, ranged reductions).
- Fire expansion is considered a magic skill (with a mechanic inverse to stave crasher, the damage is physical/magic, but the HARD defense reduction is ignored, only works Hard magic defense, soft def, soft magic defense).