User talk:Skillchip

From EHWiki
Revision as of 22:31, 21 December 2011 by Skillchip (talk | contribs) (Formulas)
Jump to navigationJump to search

Intro

This is a continuing work in progress (WIP) and is created using values seen on equipment since patch 0.6.1 and is current with patch 0.6.2. These values should be used as a basis for the min/max values on a piece of gear. The values on pieces of equipment have changed from patch to patch, so gear that is "pre-nerf" is left out of the tables to better represent what may drop in the current iteration of HentaiVerse. If anything falls outside the range displayed on the tables it should be reported on the forums at INSERT TOPIC HERE so this page can be updated. Please do not edit this page so the data retains it's validity.

Current issues:
Absorption values may be off due to how quality seems to affect them.
Physical Damage Type Mitigation are currently lumped and do not match up with observed values. This is an issue with how were calculated and will be fixed in the future.
Elemental Damage Type Mitigation are not included at this time.
Values for quality are estimated from a small set of samples, and as such may be off but the effect should be minimal.

Formulas

Put formulas for calculating base rolls, derived bases, and projected maximums, as well as how "slot" effects gear.

Total_Roll: Value when Base_Roll, Suffix_Roll, and Quality Bonus are all added together
Base_Roll: Range of values that can appear on a piece of gear
Suffix_Roll: Range of values that get added due to a suffix
Quality_Bonus: Value added based on overall quality of the piece of gear
Quality_Mod: Multiplier for exquisite, magnificent, and legendary gear for "Coolness". 1.05 for Exquisite, 1.10 for Magnificent, and 1.20 for Legendary
Slot_Mod: Multiplier for gear based on what slot it is worn in
Derived_Base: Value that can be seen on a piece of gear based on the rolls it got during creation
Base_Multiplier: Value that is multiplied with the base to determine the Derived_Base
Projected_Maximum: Maximum values that can be obtained on a piece of gear based on the formulas and observed values


A lot of rounding occurs when going back and forth between the Rolls and the Derived values. <> will be used for rounding to the nearest whole number, [] will be used for rounding to the second decimal, and || will be used for rounding down.

Total_Roll = Base_Roll + Suffix_Roll + Quality Bonus
Total_Roll = Derived_Base / Base_Multiplier
Quality_Bonus = Total_Roll - |Total_Roll|

Since Base_Roll and Suffix Roll are separate, they must be kept separate when determining the final value on a piece of gear.
Derived_Base = [(<<Base_Roll * Slot_Mod> * Quality_Mod> + <<Suffix_Roll * Slot_Mod> * Quality_Mod> + Quality_Bonus) * Base_Multiplier]

Slot_Mod is 1.2 for body, 1.1 for leg, 1 for head, 0.9 for hands, and 0.8 for feet. It is 1 for all weapons and shields as well.

Projected_Maximums use the highest Rolls and Quality_Bonus seen on gear and are then plugged into the above formula to obtain the projected maximums.

For Quality_Bonus, 0.34 is used for the Derived_Base minimum and 0.84 is used for the Derived_Base maximum. For the Projected_Maximums for Exquisite, Magnificent, and Legendary, Quality_Bonuses of 0.90, 0.96. and 1.00 respectively are used.

Weapons

1-Handers

Axe

Club

Dagger

Rapier

Shortsword

Wakizashi

2-Handers

Estoc

Longsword

Mace

Scythe

Katana

Staffs

Ebony

Katalox

Oak

Redwood

Willow

Shields

Buckler

Kite Shield

Tower Shield

Armor

Cloth

Cotton

Head

Body

Hands

Legs

Feet

Gossamer

Head

Body

Hands

Legs

Feet

Phase

Head

Body

Hands

Legs

Feet

Light

Leater

Head

Body

Hands

Legs

Feet

Kevlar

Head

Body

Hands

Legs

Feet

Shade

Head

Body

Hands

Legs

Feet

Heavy

Plate

Head

Body

Hands

Legs

Feet

Shield

Head

Body

Hands

Legs

Feet

Power

Head

Body

Hands

Legs

Feet