Recent posts by katihi on Kongregate

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Topic: Wartune / Sylph damage formula (partially) revealed

Another update: have you ever wondered about the critical damage? Now here is the formula that calculates the damage during critical hits:
(By the way I shouldn’t reply to my own posts, but anyway, I think some people are interested in these updates in my calculations, even though they do not reply to the topic)

D= ((d-1) * x + y) *r * syph_bonus * 1.5 + set_bonus + fate_bonus(with 20% chance)

Very very bad news, the +500 and +1000 dmg from lv60-70 sets don’t get multiplied by this 1.5 factor, neither does the fate_wheel bonus.

Small interesting thing, if you are an archer: archers have a passive skill to get 2% more dmg after each critical hit (lasts for 5 turns, stackable up to 5 times).
Actually when you first crit, this passive already affects your current damage and even your first critical hit is get multiplied by 1.02.
So the formula above for archers (at the first crit hit)

D= ((d-1) * x + y) *r * syph_bonus * 1.5 * 1.02 + set_bonus * 1.02+ fate_bonus(with 20% chance) * 1.02

At least those bonus numbers do get multiplied by this 1.02 factor.

Similar behavior (additional effect is active before your hit, not only after hit) can be observed when Hercules uses his Shock Chain skill: 187% + 1675 dmg and -30% mdef reduction for 3 turns. Actually this skill first decreases your opponent’s mdef by -30%, then deals 187% + 1675 damage and remains active for 3 more turns. Pretty nice.

So here is my current formula: among many other things it does not cover (yet) the following: PvP, block, will destroyer, determination, ruthlessness, critical rate, etc.
All my experiments were done with an archer against sylph atoll monsters.

 
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Topic: Wartune / Sylph damage formula (partially) revealed

It turned out that the mysterious sylph bonus factor doesn’t depend on its color or type, it is their Advanced Awakening ability once they reach lv55. The reason why I didn’t notice this was that I didn’t have high lvl white sylphs nor low lvl blue+ sylphs to test with. Thanks, Holo for this observation.

Another thing that might be relevant to people that evolved sylphs have some very high numbers in their skill description: ‘x% + y damage’, for example an evolved Hades can use Awe skill with ‘221% + 3875’ damage. My recent tests suggest an interpretation of these numbers. Simply change the formula in Step 3 to

D = ( (d-1) * x + y ) * r * sylph_bonus

So these numbers get multiplied by resistance and sylph_bonus factor, which is pretty good if your opponent has a weakness against your elemental attack, not so good if they have high resistance.

Certain sets give damage bonus, like 2 items from lv60 set give +500 dmg, 2pcs from lv70 set give +1000. These numbers don’t get multiplied, they are just simply added to the final damage calculated in Step 6.

 
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Topic: Wartune / Sylph damage formula (partially) revealed

i didn’t have too much time to do more experiments after I posted these calculations, however, from some fast tests it seems so that every sylph that is at least blue quality receives that 1.1 bonus factor, while white and green sylphs get only 1.0.

 
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Topic: Wartune / Sylph damage formula (partially) revealed

Warning: this a long post, if you are not interested in what’s going on, just read the calculations in Step 1-6 and ignore everything else.

I’ve heard recently a lot of rumours regarding the damage dealt by sylphs, and things that may influence it, so I decided to give it a try and make a thorough scientific experiment and reveal the damage calculations (or at least some parts of them).

To establish an easily reproducible environment, I took off all my astrals (especially the non-stat astrals), set troop count to 0, got rid of all my equipped items, medallions, wings and resistance crystals.
In all of the battles I fought against Iris sylphs on the 1st level of the atoll, and my equipped sylph was mostly a fully enhanced lv80 orange Apollo.
In a few other battles I used a newly created (lv28) white Amazon Queen.

After analyzing hundreds of battles and documenting my damage otuput, I came up with a formula that is capable of reproducing all the exact damage values I observed during my test.
Thus the following process calculates the sylph’s (awakened) non-critical auto-attack damage.

Step 1: calculate d = (hero_primary_atk + sylph_primary_atk – opponent_defense) / 2.0,
/for example Iris’ defense on sylph atoll lv1 is 1000/

Step 2: calculate the resistance bonus/malus r = (100.0 – opponent_effective_resistance * 0.12) / 100.0
(r = 1.12 if your opponent has -100 effective resistance, r = 0.88 if opponent has 100 effective resistance)
/effective resistance = opponent_resistance_vs_your_sylph_type – your_resist_reduction/
If opponent_effective_resistance < -166.7, it has to be limited to -166.7

Step 3: calculate the final average damage D = (d – 1.0) * r * sylph_bonus,
where my white amazon has sylph_bonus = 1.0, orange apollo has a bonus factor 1.1 (no idea about others)

Step 4: generate a random integer k in the interval [-10.0, 10.0]

Step 5: the final damage dealt by your sylph (auto attack) is D + D / 100.0 * k

Step 6: with 20% probabilty increase this number by min(opponent_def, 250.0 * fate_level) / 2.0,
due the “20% chance to ignore 250.0 * fate_level points of target’s defense” passive effect

If the formula above seems too complicated, we can try to interpret the consequences of each step.

Remarks and consequences regarding Step 1: your hero’s primary attack is obviously your own PATK if you are a knight or archer, and MATK if you are a mage. /I tested everything with my archer/
So if you are an archer, there is no point to increase your MATK, it won’t increase your Apollo’s or Gaia’s damage output.
Secondly, it is worth increasing your sylph’s primary attack. For example Apollo’s MATK = 0.0018 * Apollo_INT * Apollo_INT_Aptitude, thus you can either increase its INT by rearranging your skill points into
intelligence (a lv80 apollo has 395 skill points to set, each reset costs 100 balens), or increase its INT_Aptitude by giving sepulcrum to the sylph.
However, weaker/medium players should rather set skill points into Endurance to get more HP, because the difference in the total MATK is very low at low level/low colour sylphs (their Aptitude is very low).

Remarks and consequences regarding Step 2: when you look at your resistances at Battle Protection window, you see the effects of them by hovering the mouse over the numbers.
For example 410 electro resistance is displayed as ‘49% damage reduction to oneself’. You can simply get these numbers by multiplying the resistance value by 0.12 /i.e every 10 points of resistance gives a 1.2% damage reduction/.
Since 410*0.12 = 49.2, it is displayed as 49% reduction. (From the formula you can see that these numbers are actually valid.) Another interesting thing is that the effective resistance is bounded from below.
I found this when I noticed that my apollo deals the same damage againstIris RES_Reduction = 100 and with RES_Reduction = 80.
Since Iris has a natural -100 resistance vs Apollo, and both -100-100 = -200 and -100-80 = -180 are smaller than -166.7, they behave the same way.
The magic number -166.7 was found by applying the final formula on my test data.

Remarks and consequences regarding Step 3: this was the hardest thing to find in my test, and I’m not even sure that this is the right way to interpret the different behaviour I experienced when changed from my orange Apollo to
my white Amazon. Since Amazon has a 1.0 bonus factor (i.e. no bonus), all the hidden calculations were easier to reveal in that case; but they didn’t work when I tried to apply them for the case of Apollo.
This bonus factor is a possible explanation for this phenomenon. However, I haven’t tested this with other (colour/type) sylphs, I’d appreciate any further feedbacks regarding this question. I don’t know whether my orange Apollo
has that bonus, because it is orange, or because it is Apollo (casher sylph). I admit the formula would look much nicer with D = d * r * sylph_bonus, I just put that -1 there to make the fitting even better, the difference is very small.

Remarks and consequences regarding Step 4 and 5: the important thing here is that k is an integer, thus when you analyze your damage values, the large variation can be filtered out, because only 21 different numbers may
appear (or a bit more, see Step 6). I am pretty sure that this is the way, how the ‘floating damage’ calculations are implemented in the game, so if you have 17% floating damage, then k is an integer from the interval [-17,17],
and you can observe 35 different random damage values. If you understand this thing deeply, you will never ever calculate your average damage from your test fights by simply taking the mean value of the numbers.
The standard averaging method is very inaccurate and you would need a very large sample size to distinguish small differences reliably. However, finding these 21 values by using the formula requires less test fights and gives a very
accurate answer (+-1 absolute error due to some roundings/truncations).

Remarks and consequences regarding Step 6: very bad news for those who thought that ‘20% chance to ignore 250 * fate_lvl defense’ was very useful. It seems that the formula calculates the defense points ignored,
halves it, and simply increment the damage by this value. It means that this value doesn’t get mulitplied by the sylph_bonus, or resistance bonus.
I haven’t tested it with different skills, so I don’t know if it gets multiplied by any other factors, but my guess that it is not. For example Iris on atoll has 1000 defense, so I may ignore 1k defense points only, increasing my final
damage by 500 with 20% probability.

I encourage everyone to try and test my formula, I’d appreciate every feedback, even if you think this is rubbish, and has no connection to reality (if anyone needs, I can provide the spreadsheet where I documented the fights).
These battles very excusively done in PvE battles, I don’t know if same formula governs the damage in PvP battles, too, and of course it doesn’t cover the case when block, crit or other damage enhancing/reducing sources are present,
I’d be glad if anonye had some time to extend my results to these cases. Furthermore I hope the idea behind Step 4 and 5 makes a lot of tests easier in the future, since they were the crucial steps in my investigations to reduce the number of test battles.
Finally, I’d like to thank Holo from s13 (US-West) for his work (with Step 2) and his valuable ideas and suggestions that helped me to move on when I was seriously stuck.

Hhit (s13-US West) a.k.a Tihh (s9-EU)

 
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Topic: Wartune / [Announcement] Wartune Weekly Maintenance 7/7 @ 3:30 AM EDT

An unpleasant undocumented change: you cannot upgrade the evolved sylphs anymore! Serious change, should have been told in before, or fix it soon.

Edit: my 3-star purple Hercules was at half-way to 4 stars, that would be ridiculous to lose that amount of mahra.

 
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Topic: Wartune / S13 blessing wheel

I’m now lvl45, cleared cookies, cache, temporary files, everything… But I don’t even have access to the wheel, there is no button in my academy to spin the wheel. I submitted a ticket about this, just wanted to confirm that something is buggy with the wheel on our server.
(Char name: Hhit)

 
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Topic: Shadowland Online / [Event] Memorial Weekend Monuments

Character: Tihh_R
Server: Frost&Rio

 
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Topic: Shadowland Online / Bug threads

Originally posted by zqgame:

Test of Blades has repaired well.

No, it is still bugged. Army still goes down to 0% even when i lose almost no troops.

 
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Topic: Shadowland Online / Great battles of SLO

Last battle of T10 beaten on Rio. Used two Hades items, a shield and a necklace forted to +200. It was almost cheating.
http://kg4.zqgame.com/wos/wosplay.php?play_report=2619999

 
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Topic: Shadowland Online / Bug threads

Originally posted by zqgame:
Originally posted by katihi:
Originally posted by GordonGecko:

Tower of Souls legions 3, 4, 5, and possibly higher are not running at all on Rothus right now.

Same thing is happening on server Rio. Players can join t3 legion, but the battle cannot be started, everyone is kicked out instead of starting. T1 and T2 legions are working well, only t3 has this problem (or maybe higher legions too, but we don’t have enough players to test it).

Sorry for replying you late here, could you tell us how long were you waiting from opening the zero hour room to starting it? And please provide us your server, thanks.

Problem has been partially solved, now we can successfully start the T3 legion at least once from 5-10 attempts, which still means that starting fails with a high chance.
Since we want to do 1-hour effective refresh runs with gold pumpkins activated, the time elapsed between opening the legion and starting it is usually less than 1 minute, maybe 30 seconds.

Server: Rio

 
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Topic: Shadowland Online / Bug threads

Originally posted by GordonGecko:

Tower of Souls legions 3, 4, 5, and possibly higher are not running at all on Rothus right now.

Same thing is happening on server Rio. Players can join t3 legion, but the battle cannot be started, everyone is kicked out instead of starting. T1 and T2 legions are working well, only t3 has this problem (or maybe higher legions too, but we don’t have enough players to test it).

 
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Topic: Shadowland Online / Bug threads

I tried to reincarnate my lvl100 paladin with diamonds, but strange bug appeared:
Screenshot here: http://tinyurl.com/9szt8j6.
Actually i have bought some diamonds, but not 100000 dias… (I think I had 213 diamonds and 22cg before reincarnation).
After playing a legion battle, my diamonds are now displayed correctly (213/22), but some spirit stones (probably 200) were removed from my mall.

Server: Rio
Character: Tihh