Alternate tempfix for defence calculations.
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@@ -92,6 +92,8 @@ public final class Formulas
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return 1;
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}
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}
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// TODO: Find proper defence formula.
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defence = target.getLevel() > 99 ? defence / 10 : defence;
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// Critical
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final double criticalMod = (attacker.getStat().getValue(Stats.CRITICAL_DAMAGE, 1));
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@@ -114,16 +116,16 @@ public final class Formulas
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Manage level difference.
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if (attacker.getLevel() < target.getLevel())
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{
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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}
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// if (attacker.getLevel() < target.getLevel())
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// {
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// power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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// }
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// ........................_____________________________Initial Damage____________________________...___________Position Additional Damage___________..._CriticalAdd_
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// ATTACK CALCULATION 77 * [(skillpower+patk) * 0.666 * cdbonus * cdPosBonusHalf * cdVulnHalf * ss + isBack0.2Side0.05 * (skillpower+patk*ss) * random + 6 * cd_patk] / pdef
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// ````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^
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final double baseMod = ((77 * (((power + attacker.getPAtk()) * 0.666 * ssmod * cdMult) + (isPosition * (power + (attacker.getPAtk() * ssmod)) * randomMod) + (6 * cdPatk))) / defence);
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final double damage = baseMod * weaponTraitMod * generalTraitMod * attributeMod * randomMod * pvpPveMod;
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final double baseMod = ((77 * (((power + attacker.getPAtk()) * 0.666) + (isPosition * (power + attacker.getPAtk()) * randomMod) + (6 * cdPatk))) / defence);
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final double damage = baseMod * ssmod * cdMult * weaponTraitMod * generalTraitMod * attributeMod * randomMod * pvpPveMod;
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return damage;
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}
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@@ -141,7 +143,9 @@ public final class Formulas
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final double pvpPveMod = calculatePvpPveBonus(attacker, target, skill, mcrit);
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// MDAM Formula.
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double damage = ((attacker.getINT() * power * Math.sqrt(mAtk)) / (mDef / attacker.getLevelMod())) * shotsBonus;
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// TODO: Find proper mDefence formula.
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mDef = target.getLevel() > 99 ? mDef / 3.33 : mDef;
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double damage = ((attacker.getINT() * power * Math.sqrt(mAtk)) / mDef) * shotsBonus;
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// Failure calculation
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if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
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