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Old 29 Sep 2007   #1
CujoEX
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Requesting All Possible Equations for Trickster Online

Post every possible equation that you know about skills, stats, growths, damage and defense, and so forth. I'm planning to make one big guide on equations. All those who participates will be credited.

If you're going to give a skill equation, please include only LV 1, 10, and Master.

First post will be constantly updated daily (or whenever I find the time).
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Old 29 Sep 2007   #2
PaulThao
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HP - every lvl you get 30 HP, so pretend ur HP is at lv 50, (Lv1 doesnt count since u started with it) so its 49*30+Starting HP (HP started at 150 at lv 1 or something dun remeber)

MA - 1 Up every 4 Base Lvl, 1 up if you put 8 Stat points into it (MA = Lv / 4 + 50) (Lv as in MA LV, not Base LV)

Same with LK, DA, HV (cept u just dont + the 50)

DX - minus 1 every 12 lvls (DX = Lv / 12 - 10) (DX Lv not Base Lv)

thats all i know o.o (dont forget to include that Lv1 (as in starting lvl) does not count.) Example-> Dx will not be 9 at lv 12, itll be 9
at lv 13.

edit: also, AP is just = to how much points u use in it plus its beginning AP.
edit2: ill try to do all of them, leme make a lv 1 to see all default stats.
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Last edited by PaulThao : 29 Sep 2007 at 12:26 PM.
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Old 29 Sep 2007   #3
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Physical Damage reduction per DP: 0.75 (ripoff :inf: )
Magical Damage Reduction per MD: 0.85 (better ratio, but still :inf: )
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Old 29 Sep 2007   #4
PaulThao
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alright i re-did all of them and i got

X = Stat Lv - 1

AP = 4 * x +18
AC = x / 4 + 50
DX = x / 12 - 10

MP = 30 * x + 80
MA = x / 4 + 50
MD = 3.93 * x

WT = 80 x + 700
DA = x / 4
LK = x / 4

HP = 30 * x + 120
DP = 3.94 * x
HV = x / 4

thats what i got o.o
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Old 29 Sep 2007   #5
CujoEX
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"AP = 4 x +18"
Is that 4 * x + 18?

And Paul, those are the equations not including Bonus Points right? Do you have one that would include Pure builds, or an equation of how much each Bonus Point will add?
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Old 29 Sep 2007   #6
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yea for the AP, 4got the *

and im not 100% sure but i think 4 Points = 1 Stat Lv
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Old 29 Sep 2007   #7
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Seems like they didn't change the damage formula after the update so:

Normal physical damage = base damage x resistant
= (total ap - mob's dp) x (physical resistant + any elemental resistant x elemental % on your equips)

Critical physical damage = (total ap x 1.5 - mob's dp) x resistant
Base on character's luck (LK)

High critical physical damage = (total ap x 1.5 - mob's dp) x 1.3 x resistant
Base on character's AC

There's also a critical that apparently doesn't consider any resistant but I need to do some testing on elemental weapons. Without elemental compounding though, damage = (total ap x 1.5 - mob dp)
Works on my bunny hitting ghost book w/ a non-elemental weapon, ~the same chance as high critical.
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Old 29 Sep 2007   #8
Anchors
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Functions:
: + - · / = d'uh
: floor[] = floor function/round down to nearest integer

Variables:
: Base level = LV
: The twelve stats are all denoted by their two-letter abbreviations for their values. base_XX stands for XX stat's base value.
: Stat level for XX stat = SLV_XX = an integer
: - e.g. SLV_AP = AP's stat level
: Power/Magic/Sense/Charm growth chart number = PG/MG/SG/CG = BG
: - e.g. 1423 -> PG = 1, MG = 4, SG = 2, CG = 3
: number of stat points put into XX stat per level = XX_P
: - e.g. 2 points HV/2 points AP per level -> HV_P = 2, AP_P = 2
: Skill level = SKLV
: - Note: Mastery level is not assigned a number as the increases vary from skill to skill.

(Not posting anything I don't know, obviously 8D )

Stats:
SLV_XX = floor[¼ · (BG + XX_P)] · (LV - 1), where XX corresponds to stat and B corresponds to whichever type governs that stat.
AP: base_AP = 18 + 4 · (SLV_AP - 1)
AC: base_AC = 50 + floor[¼ · (SLV_AC - 1)]
DX: base_DX = 10 - floor[1/12 · (SLV_DX - 1)]
MP: base_MP = 80 + 30 · (SLV_MP - 1)
MA: base_MA = 50 + floor[¼ · (SLV_MA - 1)]
MD: base_MD = -10 + 4 · (SLV_MD - 1)
WT: base_WT = 700 + 80 · (SLV_WT - 1)
DA: base_DA = floor[¼ · (SLV_DA - 1)]
LK: base_LK = floor[¼ · (SLV_LK - 1)]
HP: base_HP = 120 + 30 · (SLV_HP - 1)
DP: base_DP = -4 + 4 · (SLV_DP - 1)
HV: base_HV =floor[1/4 · (SLV_HV - 1)]

Damage:
Physical = aggressor_pdamage - 0.75 · victim_AP
Magical = aggressor_mdamage - 0.9 · victim_MD
Gun = ??

Skills:
Power:
Like I'd know any of these >.> except...
Pumping Heart
Master: AP_Bonus = 0.16? · (base_AP + gear_AP)
... where AP_Total = base_AP + gear_AP + Total_AP_Bonus, but I dunno how to calculate the total AP bonus between PH and berserk.

Shockvibe
Master: AC_Penalty = 0.51/16 · AP

LK Breaker
Master: LK_Penalty = 0.51/4 · AP

Sense Breaker
Master: DA_Penalty = 0.51/4 · AP

Magic:
Mana Arrow
Level 1: raw_damage = 23 · (MA - 49)
Level 10: raw_damage = 27.5 · (MA - 49)
Master: raw_damage = 30 · (MA - 49)

Arrow Rush w/mastered Mana Arrow
Level 1: lol. raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 13.49 · (MA - 49) per arrow

Mana Ring
Level 1: raw_damage = ?
Level 10: raw_damage = 13.5 · MA
Master: raw_damage = 15 · MA

Mana Ring Booster
Level 1: raw_damage = (MR's_mod + 0.5?) · MA
Level 10: raw_damage = (MR's_mod + 5) · MA
Master: raw_damage = (MR's_mod + 6.5) · MA

Mana Storm
Level 1: raw_damage = ?
Level 10: raw_damage = 19 · MA
Master: raw_damage = 23 · MA

Cure
Level 1: HP_healed = 0.06 · max_HP
Level 10: HP_healed = 0.24 · max_HP
Master: HP_healed = 0.3 · max_HP

Aura of Mana
Who cares >.>;

Rust
Level 1: AP_Penalty = 0.15 · 16 · (MA - 49)
Level 10: AP_Penalty = ?
Master: AP_Penalty = 0.51 · 16 · (MA - 49)

Mana Shield
Level 1: MD_Bonus = ?
Level 10: MD_Bonus = 0.38? · (base_MD + gear_MD)
Master: MD_Bonus = 0.45 · (base_MD + gear_MD)

Light Arrow
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 33 · (MA - 49)

Light Shield
Level 1: DP_Bonus = MD_Bonus = 0.03? · 16 · (MA - 49)
Level 10: DP_Bonus = MD_Bonus = ?
Master: DP_Bonus = MD_Bonus = 0.15 · 16 · (MA - 49)

Light Wave
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 42 · (MA - 49)

Radiant Strike
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 46 · (MA - 49)

Hellfire
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 47 · (MA - 49)

Shadow Lance
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 60? · (MA - 49)

Dark Barrier
Level 1: Physdmg_reduction% = Physdmg_reflection% = ?
Level 10: Physdmg_reduction% = Physdmg_reflection% = ?
Master: Physdmg_reduction% = Physdmg_reflection% = 0.36 · (MA - 49)

Hard Gravity
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 90 · (MA - 49)

Whirlwind Blaze
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 39 · (MA - 49)

Incinerate
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 54 · (MA - 49)

Cleaving Terra
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 337/15 · (MA - 49)

Summon Boulder
Noooo idea 8D

Wind Blade
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 26.8? · (MA - 49)

Galvest Typhoon
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 40 · (MA - 49)

Drip Bomb
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 34 · (MA - 49)

Electro Attack
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 376/15 · (MA - 25)

Elemental Shields
Dunno :B

Sense:
Stone Strike
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 46 · (DA + 1)

Sixth Sense
Level 1: DA_Bonus = ?
Level 10: DA_Bonus = ?
Master: DA_Bonus = 0.45 · (base_DA + gear_DA)

Sticky Foot
Level 1: HV_Penalty = 0.15 · DA
Level 10: HV_Penalty = ?
Master: HV_Penalty = 0.51 · DA

Armor Destructor
Generally: DP_Penalty = %reduction/100 · target_DP

Lucky Seven
Level 1: LK_Bonus = ?
Level 10: LK_Bonus = ?
Master: LK_Bonus = 0.45 · (base_LK + gear_LK)

Aura of LK
Level 1: LK_Bonus = ?
Level 10: LK_Bonus = ?
Master: LK_Bonus = 0.18 · (base_LK + gear_LK)

Detonator
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 48.8 · (DA + LK)

Pouch of Pain
Level 1: raw_damage = ?
Level 10: raw_damage = ?
Master: raw_damage = 0.66 · current_WT

Charm:
Too lazy. >_> It took me long enough to get this far, and I don't know any of the damage equations anyway. D:
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ライトの魔法が最高! OCD for shiny, tanker priest, 1414 MA, 195/192, Anchors
white wind, spell-spam soul master, 1414 MA, 155/140, Vadise
bomberman, mine fiend thief master, 1144 LK, 155/143, AgriasOaks
overgrown turtle, melee/DOT wizard, 4411 HP, 151/149, GigaBowser
growly pup, meta gambler, 4114 HV, 148/133, Gallon
st. ajora, earth/wind/dark witch, 1423 MA, 145/129, AlmaBeoulve
lost dog, unlucky scientist, 4141 LK, 145/136, KevinHutchings

character count: 27-ten are mages-
down with leveling! grinding sucks!


Last edited by Anchors : 29 Sep 2007 at 02:32 PM.
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Old 29 Sep 2007   #9
TMM
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Not all of the skills seem to be linear.

For instance, magic ring has a high MA-independent base damage that adds to the MA-dependent damage.
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Old 29 Sep 2007   #10
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You can credit raisinbun for the fox skill damage formula:

Originally Posted by raisinbun View Post
IV. Skill Descriptions (adopted from jWiki)[indent]

Stone Strike (SS)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |   30   33   36   39   42   45   48   51   54   57   66
Cooldown     |   2s   2s   2s   2s   2s   2s   2s   2s   2s   2s   2s
Attack%      | 132% 144% 156% 168% 180% 192% 204% 216% 228% 240% 276%
MagRatio (m) |   22   24   26   28   30   32   34   36   38   40   46
(m = Attack% * 50 / 3)
Damage = ( DA + 1 ) * m
100%AC = 72 + HV * 2.5
Sixth Sense (6S)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |   80  100  120  140  160  180  200  220  240  260  300
Cooldown     |  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s
DA Increase% |  10%  13%  16%  19%  22%  25%  28%  31%  34%  37%  45%
Duration(s)  |   60   65   70   75   80   85   90   95  100  105  120
Heavy Carrier (HC)
SkillLv      |    1    2    3    4     5     6    7     8     9   10    M
-------------+------------------------------------------------------------
Passive WT   |  100  230  390  590   830  1110 1440  1820  2260 2760 3360
STLv         | 1.25 2.88 4.88 7.38 10.04 13.38 18.0 22.75 28.25 34.5 42.0
BP-conversion|    5   12   20   30    40    56   72    91   113  138  168
Shuriken Master (SM)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |   20   23   26   29   32   35   38   41   44   47   55
Cooldown     |   2s   2s   2s   2s   2s   2s   2s   2s   2s   2s   2s
Attack%      | 225% 247% 270% 292% 315% 337% 360% 382% 405% 427% 495%
MagRatio (m) | 15.0 16.5 18.0 19.5 21.0 22.5 24.0 25.5 27.0 28.5 33.0
(m = Attack% * 20 / 3)
Damage = ( DA + AP/10 ) * m - 1
100%AC = 39.5 + HV * 2.5
Gun Carrier (GC)
Damage = ( AC - 48 ) * 20 + AP
Sticky Foot (SF)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |   28   30   32   34   36   38   40   42   44   46   52
Cooldown     |   5s   5s   5s   5s   5s   5s   5s   5s   5s   5s   5s
HV Decrease% |  15%  18%  21%  24%  27%  30%  33%  36%  39%  42%  51%
Duration(s)  |   12   14   16   18   20   22   24   26   28   30   36
Decrease in HV = DA * HV Decrease%
Actual increase in accuracy = actual decrease in HV * 2.5.

Gun Booster (GB)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |  160  170  180  190  200  210  220  230  240  250  300
Cooldown     |  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s
Gun AP Inc.  |  100  125  150  175  200  225  250  275  300  325  400
Duration(s)  |   60   65   70   75   80   85   90   95  100  105  120
AC Increase  |    5    6    7    8   10   11   12   13   15   16   20
Description: This skill increases AC but not Gun AP.


Armour Destructor (AD)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |   28   30   32   34   36   38   40   42   44   46   52
Cooldown     |   5s   5s   5s   5s   5s   5s   5s   5s   5s   5s   5s
DP Decrease% |  10%  12%  14%  16%  18%  20%  22%  24%  26%  28%  34%
Duration(s)  |    3    4    5    6    7    8    9   10   11   12   14
Decrease in DP = Target DP * DP Decrease%

Lucky Seven (L7)
SS -> AD -> L7 (30p)
L7 -> LD (+6S) -> VN -> GR
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |   80  100  120  140  160  180  200  220  240  260  300
Cooldown     |  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s
LK Increase% |  10%  13%  16%  19%  22%  25%  28%  31%  34%  37%  45%
Duration(s)  |   60   65   70   75   80   85   90   95  100  105  120

Compound Mastery (CM) (TMLv: 70/ LearnTMpts: 2/ MasterTMpts: 2/ TotalTMpts: 13/ Pre-req: nil)
Master Items: Pocket Guide Vol. 4 (Drilled in some high level areas, Quest)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
Cpd Increase%|   5%  10%  15%  20%  25%  30%  35%  40%  45%  50%  65%

V. 2nd Job Skill Descriptions[indent]Brave Throw (BT)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |  160  170  180  190  200  210  220  230  240  250  300
Cooldown     |  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s
Added Power  |  120  130  140  150  160  170  180  190  200  210  240
Duration     |   60   65   70   75   80   85   90   95  100  105  120
MagRatio(r)  |  1.2  1.3  1.4  1.5  1.6  1.7  1.8  1.9  2.0  2.1  2.4
Damage of SM with BT = ( DA + AP * r / 10 ) * m - 1
Damage of SM without BT = ( DA + AP / 10 ) * m - 1
Difference in damage = AP * ( r - 1 ) * m / 10
Equivalent increase in DA = AP * ( r - 1 ) / 10

Dowsing/Advanced Detection (DS)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |   50   54   58   62   66   70   74   78   82   86   98
Cooldown     |  15s  15s  15s  15s  15s  15s  15s  15s  15s  15s  15s
DepthRatio(r)|  3.0  3.5  4.0  4.5  5.0  5.5  6.0  6.5  7.0  7.5  9.0
Duration(s)  |   9s  11s  13s  15s  17s  19s  21s  23s  25s  27s  33s
Area of Det  |  3*3  3*3  3*3  3*3  3*3  3*3  3*3  4*4  4*4  4*4  4*4
Depth Reached = DA * r

Lucky Day (LD)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |  200  210  220  230  240  250  260  270  280  290  320
Cooldown     |  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s
LK Increase% |   6%   7%   8%   9%  10%  11%  12%  13%  14%  15%  18%
Duration(s)  |  100  105  110  115  120  125  130  135  140  145  160
Increase in LK
L7(M) only: LK * 45%
L7(M) + LD(M): LK * (45% + 18%) = LK * 63%

Detonator (DT)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |  150  160  170  180  190  200  210  220  230  240  270
Cooldown     |  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s
Duration     |  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s  10s
Attack%      | 250% 280% 310% 340% 370% 400% 430% 460% 490% 520% 610%
MagRatio (m) | 20.0 22.4 24.8 27.2 29.6 32.0 34.4 36.8 39.2 41.6 48.8
Dmg/STLv     |    5  5.6  6.2  6.8  7.4  8.0  8.6  9.2  9.8 10.4 12.4
(m = Attack% * 24 / 3)
Damage = ( DA + LK ) * m
100%AC = 42~44 + HV * 2.5

Gloomy Mist (GM)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |  150  155  160  165  170  175  180  185  190  195  210
Cooldown     |   5s   5s   5s   5s   5s   5s   5s   5s   5s   5s   5s
ST Decrease% |  10%  12%  14%  16%  18%  20%  22%  24%  26%  28%  34%
Duration(s)  |   10   11   12   13   14   15   16   17   18   19   20
Decrease in target DP = LK * ST Decrease% * 16
Decrease in target LK = LK * ST Decrease%
Decrease in target HV = LK * ST Decrease%

Fear Bag (FB)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |  250  265  280  295  310  325  340  355  370  385  430
Cooldown     |   4s   4s   4s   4s   4s   4s   4s   4s   4s   4s   4s
Attack%      | 300% 330% 360% 390% 420% 450% 480% 510% 540% 570% 660%
Ratio (m)    |  0.3 0.33 0.36 0.39 0.42 0.45 0.48 0.51 0.54 0.57 0.66
Dmg/STLv     |   16 26.4 28.8 31.2 33.6   36 38.4 40.8 43.2 45.6 52.8
Damage = Total weight you are holding * m

VI. 3rd Job Skill Descriptions


Gurrellia (GR)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |  300  320  340  360  380  400  420  440  460  540  500
Cooldown     |   4s   4s   4s   4s   4s   4s   4s   4s   4s   4s   4s
Attack%      | 300% 345% 390% 435% 480% 525% 570% 615% 660% 705% 840%
APRatio (a)  | 1.00 1.15 1.30 1.45 1.60 1.75 1.90 2.05 2.20 2.35 2.80
MagRatio (m) | 16.0 18.4 20.8 23.2 25.6 28.0 30.4 32.8 35.2 37.6 44.8
Dmg/STLv     |    4  4.6  5.2  5.8  6.4  7.0  7.6  8.2  8.8  9.4 11.4
Damage = ( DA + LK ) * m + AP * a


Destruct (DT2)
SkillLv      |    1    2    3    4    5    6    7    8    9   10    M
-------------+--------------------------------------------------------
MP           |  160  170  180  190  200  210  220  230  240  250  280
Cooldown     | 5.0s 4.7s 4.4s 4.1s 3.8s 3.5s 3.2s 2.9s 2.6s 2.3s 1.5s
Attack%      | 240% 270% 300% 330% 360% 390% 420% 450% 480% 510% 600%
MagRatio (m) | 12.8 14.4 16.0 17.6 19.2 20.8 22.4 24.0 25.6 27.2 32.0
Dmg/STLv (DA)|  6.4  7.2  8.0  8.8  9.6 10.4 11.2 12.0 12.8 13.6 16.0
Dmg/STLv (LK)|  3.2  3.6  4.0  4.4  4.8  5.2  5.6  6.0  6.4  6.8  8.0
Damage = ( DA * 2 + LK ) * m


Last edited by Catharsis : 29 Sep 2007 at 02:48 PM.
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Old 23 Oct 2007   #11
Radoria
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Exclamation

This is a simple equation that seems to work with most things.

IF THIS GAME USES A STRAIGHT LINEAR STAT GAIN THAT IS.

Simple cross multipulcation. This is how i calculated my 1441 dragons luk by the time he would be lvl 50...

The Equation: This is a fraction so its kinda hard to type it XD

Say my dragon has 4 luck at lvl 18 and i want to know how much he will have at 50.

lvl 50 x 4 luck / lvl 18 = 11.11 luck at lvl 50

The fraction equation would look like this

Lvl 18 = 4 luck
Lvl 50 = ? luck


Lvl 18 = 4 luck
Lvl 50 = 11 luck
lvl 50 x 4 luck / lvl 18 = 11.11 luck at lvl 50

So all you would do is cross multiply and divide.
*********REMEMBER! THE FRACTION IS ALWAYS LVL ON ONE SIDE AND STAT ON THE OTHER, IF YOU MIX IT YOU WILL GET THE WRONG ANSWER**********

This works with pretty much ANYTHING, when i say anything i mean anything and everything we deal with in real life also...Such as how much time it will take to drive a certain amount of distance, going a certain speed. Very useful.

Last edited by Radoria : 23 Oct 2007 at 04:36 AM.
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Old 24 Oct 2007   #12
micausa
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Originally Posted by Radoria View Post
This is a simple equation that seems to work with most things.

IF THIS GAME USES A STRAIGHT LINEAR STAT GAIN THAT IS.

Simple cross multipulcation. This is how i calculated my 1441 dragons luk by the time he would be lvl 50...

The Equation: This is a fraction so its kinda hard to type it XD

Say my dragon has 4 luck at lvl 18 and i want to know how much he will have at 50.

lvl 50 x 4 luck / lvl 18 = 11.11 luck at lvl 50

The fraction equation would look like this

Lvl 18 = 4 luck
Lvl 50 = ? luck


Lvl 18 = 4 luck
Lvl 50 = 11 luck
lvl 50 x 4 luck / lvl 18 = 11.11 luck at lvl 50

So all you would do is cross multiply and divide.
*********REMEMBER! THE FRACTION IS ALWAYS LVL ON ONE SIDE AND STAT ON THE OTHER, IF YOU MIX IT YOU WILL GET THE WRONG ANSWER**********

This works with pretty much ANYTHING, when i say anything i mean anything and everything we deal with in real life also...Such as how much time it will take to drive a certain amount of distance, going a certain speed. Very useful.
This is actually wrong you will actually have 12 luck at lvl 50 i know that because i have a fox at level 50...
anyways the only equations i know is
total da+10 equal XX% of detecting an item underground.
also that for my cat it seems Attack power of monsters- current dp=damage i don't know if this is right but some monster can do 100 damage to me i add something that adds 50 dp they only do 50 damage... someone correct me if i am wrong though...
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Old 24 Oct 2007   #13
Eise
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also that for my cat it seems Attack power of monsters- current dp=damage i don't know if this is right but some monster can do 100 damage to me i add something that adds 50 dp they only do 50 damage... someone correct me if i am wrong though...
You're wrong.

the equation for defense is DP x 0.75 Then take that away from AP.

So you should take around 37 less damage.

And Anchors, you are like the best person for in-depth Trickster game replies... D= The whole list you did must have taken forever. I admire your... dedication!

I'll try and fill out some of it... I'll bold what I do (I won't do much).

Magic:
Mana Arrow
Level 1: raw_damage = 23 · (MA - 49)
Level 10: raw_damage = 27.5 · (MA - 49)
Master: raw_damage = 30 · (MA - 49)

Arrow Rush w/mastered Mana Arrow
Level 1: lol. raw_damage = 16.58 (Level 10 Mana Arrow)/18.30 · (MA - 49) per arrow
Level 10: raw_damage = 12.65 (Level 10 Mana Arrow)/13.80 · (MA - 49) per arrow
Master: raw_damage = 13.49 · (MA - 49) per arrow
For Master it's only 13.49 if you Mastered Mana Arrow, if your Mana Arrow is Level 10, the multiplier is 12.36

Mana Ring
Level 1: raw_damage = 4 · MA
Level 10: raw_damage = 13 · MA
Master: raw_damage = 15 · MA

Mana Ring Booster
Level 1: raw_damage = (MR's_mod + 0.5) · MA
Level 10: raw_damage = (MR's_mod + 5) · MA
Master: raw_damage = (MR's_mod + 6.5) · MA

Mana Storm
Level 1: raw_damage = 7 · MA
Level 10: raw_damage = 16 · MA
Master: raw_damage = 19 · MA

Cure
Level 1: HP_healed = 0.06 · max_HP
Level 10: HP_healed = 0.24 · max_HP
Master: HP_healed = 0.3 · max_HP

Aura of Mana
Who cares >.>;

Rust
Level 1: AP_Penalty = 0.15 · 16 · (MA - 49)
Level 10: AP_Penalty = 0.42 · 16 · (MA - 49)
Master: AP_Penalty = 0.51 · 16 · (MA - 49)

Mana Shield
Level 1: MD_Bonus = 0.1
Level 10: MD_Bonus = 0.37 · (base_MD + gear_MD)
Master: MD_Bonus = 0.45 · (base_MD + gear_MD)

Light Arrow
Level 1: raw_damage = 27 · (MA - 49)
Level 10: raw_damage = 31.5 · (MA - 49)
Master: raw_damage = 33 · (MA - 49)

Light Shield
Level 1: DP_Bonus = MD_Bonus = 0.03 · 16 · (MA - 49)
Level 10: DP_Bonus = MD_Bonus = 0.12 · 16 · (MA - 49)
Master: DP_Bonus = MD_Bonus = 0.15 · 16 · (MA - 49)

Light Wave
Level 1: raw_damage = ?
Level 10: raw_damage =
Master: raw_damage = 42 · (MA - 49)

Radiant Strike
Level 1: raw_damage = 10 · (MA - 49)
Level 10: raw_damage = 37 · (MA - 49)
Master: raw_damage = 46 · (MA - 49)
<_< I got tired just doing part of it.

You did this by memory didn't you?

I used the jWiki. 8D

If I ever have time I'll do the Charm section... maybe. <_<

Last edited by Eise : 24 Oct 2007 at 11:46 AM.
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Old 24 Oct 2007   #14
CujoEX
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Holy crap, this is more confusing than I thought.
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