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Old 04-19-2015, 08:31 AM   #1
Kyrenis
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Quote:
Originally Posted by -Mongoose- View Post
*Bug: Character sheet shows movement speed dropping to 60% at the moment the character attacks, then back up to 100%. Someone can confirm on Barb/Knight?
A few years ago I noticed if I was constantly using normals against a fleeing enemy, they would eventually be out of my attack range without using any movement speed buffs/debuffs.
I always thought I was just imagining it/making excuses but I guess this proves that melee normal hits do in fact slow you down.
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Old 04-19-2015, 12:08 PM   #2
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Additional Information.
Please verify the following if you have time:


Spell Resist = (Int/50 + Const/50 + Level/40)*spell_resist_multiplier
spell_resist_multiplier: Protection dome, Spell Elude, Challenge. Stacks in an additive manner.
Spell focus rings do nothing.
SOTW will overwrite this formula and set spell resist = 100%.

Critical Chance = [(Conc - 30)/10 + absolute_critical_bonus] * critical_chance_multiplier
absolute_critical_bonus: Only comes from Point Shot. This seems buggy.
critical_chance_bonus: Bonus on weapons, Duelist, Adaptability, etc. Additive.
Example: Buff Adaptability5(+200%) and weapon has 1.6%. critical_chance_bonus = 1+2+0.016=3.016

This formula fits my collect data very well with less than 0.5% on all data points. The only exception is if the character has necro. Simply using the debuffed Conc value does not work. Additionally, it's odd that there is no level dependence, when the description suggests that there is such a dependence. I tested characters in the range 4-60 though, and didn't see any level dependence.

Evade Chance = [(Dex - 60)/15 + Level/25 + 2/3*item_evade_chance]*evade_multiplier
item_evade_chance: Bonuses on items / rings, etc.
evade_multiplier: dodge, cat reflexes. Additive.
Escapist will overwrite this formula and set Evade Chance = 100%.

This formula gave me the most difficulty. The other two formulas would perfectly match under most circumstances. This formula gives me error between -4% to +3% percentage points. I'm hoping this is just because the /15 is giving nasty floating point issues, but the spread seems a little too much.

Bug: There is a math/floating point error somewhere in the evade chance calculation. Conditions: Dex=90, Level=51, No buffs, No bonus crit chance on items. Evade chance is shown as 3%. With 89 dex, evade=3.93. With 92 dex, evade=4.32. My formula predicts a theoretical value of 4.04%. There is some weird truncation going on.

Other stuff:
*Crit damage: Lawz is completely right, it's just 1.33 times attack damage.

*Hit Chance -> Crit Conversion: Lawz is right again. I forgot to divide by 10...

*Evasive tactics damage debuffs works as attack_damage / (1 + damage_bonus).

*Spell focus on staves is useless now? NGD should update this to a useful stat for mages.

Last edited by -Mongoose-; 04-19-2015 at 04:32 PM. Reason: Adding some more notes
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