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All Skills equations Guide

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Hello everyone. This is a guide to help you out check what your skills are based on. 

You better make a coffee and chill because it's going to be a long guide. B|

Unfortunately, I do not have the equations for the 7th and 8th skills or the Lycan Skills. :o

 

Body Force Warriors:

Three-Way Cut

(1,1*Attack_Value + (0,5*Attack_Value + 1,5*STR)*skill_points)

Sword Spin

(3*Attack_Value + (0.8*Attack_Value + STR*5 + Dex*3 + Vit)*skill_points)

Berserk

50*skill_points

~ Secondary Equation (speed)

20*skill_points

Aura of sword

(100+ STR + Character_Level*3)*skill_points

Dash

(2*Attack_Value + (Attack_Value + DEX*3 + STR*7 + VIT)*skill_points)

~Secondary Equation (speed)

150

------------------------------------------------------------------

Mental Fight Warriors.

Spirit Strike (W)

(2,3*Attack_Value + (4*Attack_Value + STR*4 + VIT)*skill_points)

Bash

(2,3*Attack_Value + (3*Attack_Value + STR*4 + VIT*3)*skill_points)

Stump

(2*Attack_Value + (2*Attack Value + 2* DEX + 2*VIT + STR*4)*skill_points)

~Secondary Equation (Blackout Chance)

100+skill_points*1000/6

Strong Body

(200 + STR*0.2 + VIT*0.5 ) *skill_points
~Secondary Equation (Speed)
-(1+9*skill_points)

Sword Strike

(2*Attack_Value + (Attack_Value + DEX *3 + STR*5 + VIT)*skill_points)

------------------------------------------------------------------

Blade Fight Ninja

Ambush

(Attack_Value + (1.2*Attack_Value + number(500, 700) + DEX*4+ STR*4 )*skill_points)

Fast Attack

(Attack_Value + (1.6* Attack_Value + number(200,300) + DEX*7 + STR*7)*skill_points)

Rolling Dagger

(2*Attack_Value + (0.5*Attack_Value + DEX*9 + STR*7)*skill_points)

~Secondary Equation (Poison Chance)
40*skill_points

Stealth

---

Poisonous Cloud

(Character_Level*2+(Attack_Value + STR*3 + DEX*18 + INT*12)*skill_points)
~ Secondary Equation (Poison Chance)
60*skill_points

------------------------------------------------------------------

Archery Ninja

Repetitive Shot

(Attack_Value + 0.2*Attack_Value*floor(2+skill_points*6)+ (0.8*Attack_Value+DEX*8*ar) *skill_points)

Arrow Shower

(Attack_Value + (1.7*Attack_Value + DEX*2+ STR*2)*skill_points)

Fire Arrow

(1.5*Attack_Value + (2.6*Attack_Value + number(100, 300))*skill_points)

Feather Walk

60*skill_points

Poisonous Arrow

(Attack_Value + (1.2*Attack_Value + number(100, 200)+DEX*6+STR*2)*skill_points)
~ Secondary Equation (Poison Chance)
80*skill_points

------------------------------------------------------------------

Weapony Sura

Finger Strike

(Attack_Value + 2*Character_Level + INT*2 + (2*Attack_Value + STR*4 + INT*14)*skill_points)
~ Secondary Equation ( Piercing Chance)
1+skill_points*9

Dragon Swirl

(1.1*Attack_Value + 2*Character_Level + INT*2+(1.5*Attack_Value +STR + INT*12)*skill_points)
~ Secondary Equation (IGNORE_TARGET_RATING ???)
1+skill_points*9

Enchanted Blade

(3*INT + 2*Character_Level)*skill_points
~ Secondary Equation (Absorb ΗΡ)
10*skill_points

Fear

1 + 29*skill_points

Enchanted Armour

(INT+30)*skill_points
~ Secondary Equation (Reflect)
(INT/4+10)*skill_points

Dispel

(40 +5*Character_Level + 2*INT+(10*INT + 7*Magical_Attack + number(50,100) )*ar*skill_points)
~ Secondary Equation(Remove Chance ??)
10+40*skill_points

------------------------------------------------------------------

Black Magic Sura

Dark Strike

(40 +5*Character_Level + 2*INT+(13*INT + 6*Magical_Attack+ number(50,100) )*ar*skill_points)

Flame Strike

(5*Character_Level + 2*INT +(10*INT + 6*Magica_Attack + STR*4 + VIT*2 + number(180,200) )*skill_points)

Flame Spirit

(30+ 2*Character_Level + 2*INT +(7*INT + 6*Magical_Attack + number(200,500))*ar*skill_points)

Dark Protection

(0.3*INT +15)*skill_points
~ Secondary Equation (Damage Reduction or Damage Converted in loss SP)
100-((INT*0.84)*skill_points)

Spirit Strike (S)

(40 + 2* Character_Level+ 2*INT +(2*VIT + 2*DEX + 13*INT + 6*Magical_Attack+ number(180, 200))*ar* skill_points)
~ Secondary Equation (Slow Chance)
333+300*skill_points

Dark Orb

(120 + 6*Character_Level + (5*VIT+ 5*DEX + 29*INT+ *Magical_Attack)*ar*skill_points)

------------------------------------------------------------------

Dragon Force Shaman

Flying Talisman

(70 + 4*Character_Level+ (22*INT+5*Magica_Attack+50)*ar*skill_points)

Shooting Dragon

(60 + 5*Character_Level + (21*INT + 6*Magical_Attack + 120)*ar*skill_points)
~ Secondary Equation (Fire Chance)
Character_Level+5*INT *skill_points

Dragon's Roar

(70 + 3*Character_Level + (22*INT+13*Magical_Attack+100)*ar*skill_points)
~ Secondary Equation (Fire Chance)
Character_Level+5*INT *skill_points

Blessing

(INT*0.3+5)*(2*skill_points+0.5) / (skill_points+1.5)

Reflect

5+(INT*0.3 + 5)*skill_points

Dragon's Strength

(INT*0.3+5)*(2*skill_points+0.5)/(skill_points+1.5)

------------------------------------------------------------------

Healing Shaman

Lightning Throw

(60 + 4*Character_Level + (9*INT+8*Magical_Attack+number(INT*5,INT*15))*ar*skill_points)

Summon Lightning

(40 + 4*Character_Level + (15*INT+7*Magica_Attack+number(INT*5,INT*16))*ar*skill_points)
~ Secondary Equation (Blackout Chance)
50+1000*skill_points/6

Lightning Claw

(50 + 5*Character_Level + (8*INT+6*Magical_Attack+number(1,800))*ar*skill_points)*(1-chain*0.13)

Cure

80+4*Character_Level+(10*INT+10*Magical_Attack+number(600,800))*skill_points
~ Secondary Equation (Chance to Remove Negative Effects)
20+80*skill_points

Swiftness

5+35*skill_points
~ Secondary Equation (Casting Speed)
(INT*0.15)*3+33*skill_points

Attack Up

4+1.3*Character_Level+(INT*1+5)*(0.5*skill_points)

------------------------------------------------------------------

Horse Skills

Horseback Slash

-> Level 1 - Master
(Attack_Value+(2*Attack_Value*skill_points))

-> Level Perfect
(2*Attack_Value+(2*Attack_Value*skill_points))

Horse Stump

-> Level 1 - Master
(7.4*(200+2.4*Character_Level)+(3*200*skill_points)+0.5*Attack_Value)

-> Level Perfect
(12.4*(200+2.9*Character_Level)+(4*200*skill_points)+1.1*Attack_Value)

~ Secondary Equation (Speed)

50

Power Wave

-> Level 1 - Master
(6*(200+2.8*Character_Level)+(3*200*skill_points)+0.8*Attack_Value)

-> Level Perfect
(12*(200+2.9*Character_Level)+(6*200*skill_points)+1.8*Attack_Value)

Arrow Rain

-> Level 1 - Master
(0.9*Attack_Value+(1.9*Attack_Value*skill_points)/2)

-> Level Perfect
(1.9*Attack_Value+(1.9*Attack_Value*skill_points))

 

------------------------------------------------------------------------------------------------------------------------------------

Notes:

skill_points = The points a skill has mastered, for example: 1,2,3,4,...,M1,M2,....,G5,G6,...,P

Number = Defines the value of width added to the ability, with the maximum and minimum ammount into the parenthesis. In case there are other ammounts such as " Magical_Attack" or "Attack_Value" into the parenthesis, (who's width is defined by the server weapons) they will be summed to the calculation of the width.

Now, I am going to need your maths knowledge to wake up. :P

ar = Attack Rating.

This independent may have a tiny name but it is also really important.

We call Attack Rating the whole power of a character, monster which is related to his level and his dexterity (DEX).

The bigger the power is, the smaller the damage is close to perfect (no reduction) and the less power enters from enemies.

The attack rating is a decimal number which cannot be over unit one (1). It is multiplied by the damage to be caused and it's purpose is to reduce the damage or leave it intact (no reduction -> perfect), but not to increase it. What happens depends on two factors, the level and dexterity.

The Attack rating of a character or else the power increases initially as the dexterity increases. As the character level is rising, dexterity becomes less useful.

So, the power (attack rating) of a character affects how much damage has been done to others and how it reduces the damage received from others.

Attack Rating Calculation:

I think you must be pretty tired with this whole guide, so Im not going to complicate the things.

Here is a simple ar calculator I've made, to make your life easier! 

The only thing you have to do is to change the independents ( My DEX, My Level, Enemy DEX, Enemy Level), and the program will calculate you the final ar.

*Do not change anythink below the line I defined in the program. 
 

 

Enjoy! Best Regards, Factory Team


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