Damage/healing/xx numbers
Started by Polymo


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Polymo
Someone who thinks he can code
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328 posts 39 threads Joined: Sep 2014
26-08-2015, 08:24 AM -
#1
As we dont have the formulas for the damage calculations (i can only estimate based on field names) and i don't know what numbers to expect:
Can you remember what numbers at what levels you caused, how much which buffs/debuffs modified that and so on?
(so i can get a feel for what could be right when testing, mabe it's simpler than i expect)
This post was last modified: 26-08-2015, 08:27 AM by Polymo.
Czelsior
Eternal Guardian
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187 posts 27 threads Joined: Aug 2010
26-08-2015, 09:11 AM -
#2
That's hard to tell because the damage output had a really big variation caused by the 3 attributes body, mind and focus. The LvL didn't affect it that much.
My lvl 28 Runemage dealt more damage than some other lvl 50 runemages because I pushed my mind attributes alot and combined some skills together to reach a damage amount of 7k with the finisher.
The average damage from that mage was around 800-1500.

But its too long ago to tell specific numbers. You could watch some of my videos to see what damage I dealt on different levels and how much for example the "Setup" skill affected the output.
But that would be only for Wrathguards.

The damage output overall was very different from classes to classes.
What lies hidden. must be found

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Polymo
Someone who thinks he can code
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328 posts 39 threads Joined: Sep 2014
26-08-2015, 10:43 AM -
#3
what values of b/m/f did you have for these numbers? Oh, and how much health did you have approximately (at what level was that)?
This post was last modified: 26-08-2015, 10:43 AM by Polymo.
Czelsior
Eternal Guardian
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187 posts 27 threads Joined: Aug 2010
26-08-2015, 01:13 PM -
#4
As far as I remember it was a mix of body and mind, more body than mind without any points on focus. But I really don't remember any numbers, since I had tons of characters, all with different attribute builds.
On level 50 you had around 8800 HP so the HP curve was something like 500 - 8800 from level 1 to 50.

Too bad i didn't capture all these values, but I never thought they would be useful ever again.*sighs*
This post was last modified: 26-08-2015, 01:17 PM by Czelsior.
What lies hidden. must be found

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Kevin
Legend of House Shroud
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555 posts 87 threads Joined: Oct 2011
26-08-2015, 04:53 PM -
#5
Don't forget the wealth of information that Spellborn DB offers. It might not be online anymore, but much of it is archived on the Wayback Machine: https://web.archive.org/web/201002192114...orndb.net/?

Next to that we also have a wikia with a lot of information (1847 pages), http://spellborn.wikia.com/wiki/Spellborn_Wiki.

It might not be much, but perhaps there is just enough information to be had from there.
Polymo
Someone who thinks he can code
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328 posts 39 threads Joined: Sep 2014
28-08-2015, 11:53 PM -
#6
I'm making progress :-) , here's an update:
Direct Effects should be working now, damage numbers are still WIP (couldn't find anything useful on those websites, so I'm more or less guessing how these are calculated + the mob HP is also on a testvalue).

https://www.youtube.com/watch?v=mORKYvQdRmM
This post was last modified: 29-08-2015, 12:06 AM by Polymo.
Czelsior
Eternal Guardian
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187 posts 27 threads Joined: Aug 2010
29-08-2015, 01:38 AM -
#7
That looks really awsome.

The battlesystem still beats everything else by far.
Can't wait to do it again by myself!

The skills you are using in the video did around 50-70 dmg on lvl 1, so you are close to the original values.

And another maybe helpful fact: from lvl 1 to 50 you had a total amount of 98 points to spend on body/mind/focus. In addition to that it was also possible to increase them with sigils in your equipment. I think a value around 130 was the maximum if you went only on one attribute (for example full body tricksters)
This post was last modified: 29-08-2015, 03:02 AM by Czelsior.
What lies hidden. must be found

TCoS Gameplay Videos:
http://www.youtube.com/user/czelsior

Polymo
Someone who thinks he can code
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328 posts 39 threads Joined: Sep 2014
29-08-2015, 06:46 AM -
#8
thx for the hints, i'll see if i can make sense of these numbers.

Edit: Maybe someone of you is able to decipher the contents of level_progression.s in the /gameplay/static folder. I guess that may be able to tell atleast how many points would be available for what stat on specific levels.
I tried to look into it, but could only see the level value for each entry (didn't know what to make out of the other numbers).
You can use Hex Edit http://www.hexedit.com/. It's really good and free! (ignore the hideous website) You can use its templating function to identify the entries.
Its something like this:
{
int header;
int numEntries;
numEntries *
{
byte level;
byte[21] unknown;
}
}
Or you can use this template i made https://www.dropbox.com/s/grj743fqvpl3fk...n.xml?dl=0
put that into the application folder and make sure the treeview is open (+ its data tab (rightclick on the treeviews panel header to view that)) then open the template from the menu at the top.
It's incomplete and doesn't say much, but maybe it can help as a starting point.
This post was last modified: 29-08-2015, 07:47 AM by Polymo.
scorpion
TCoS Developer


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25 posts 1 threads Joined: Jul 2015
29-08-2015, 05:08 PM -
#9
level
skill tier
combat tier rows
combat tier columns
total skills
skill upgrades
stat points
body slots
decks
special
required fame points
kill fame
quest fame
Polymo
Someone who thinks he can code
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328 posts 39 threads Joined: Sep 2014
29-08-2015, 05:32 PM -
#10
awesome, thank you!
I noticed, like here, i sometimes read deck's'. I'm thinking of the sum of skill-filled rows and colums as the deck, how can you have more than that?
This post was last modified: 29-08-2015, 05:38 PM by Polymo.


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