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+ | =Formulas= | ||
==Talent Builds and Stats== | ==Talent Builds and Stats== | ||
− | As with many other MMORPG's, Helbreath offers a variety of build and stat possibilities. With the addition of the new talent system to Helbreath Olympia, a player can mix and match two talents to get surprising results. Note that a character receives his first talent | + | As with many other MMORPG's, Helbreath offers a variety of build and stat possibilities. With the addition of the new talent system to Helbreath Olympia, a player can mix and match two talents to get surprising results. Note that a character receives his first talent, then his second at level 40. Two is the maximum number of talents. |
==Rebirth== | ==Rebirth== | ||
− | + | it's 0.80^rebirthlevel | |
+ | -20% each time | ||
− | |||
{| class="wikitable" | {| class="wikitable" | ||
− | ! Rebirth Level !! | + | ! Rebirth Level !! Cost !! Exp obtained |
|- | |- | ||
− | | 0 | + | | 0 || - || 100% |
|- | |- | ||
− | | 1 || | + | | 1 || Gold: 1 millon. Mjs: 5 || 80% |
|- | |- | ||
− | | 2 || | + | | 2 || Gold: 1 millon. Mjs:10 || 64% |
|- | |- | ||
− | | 3 || | + | | 3 || Gold: 1 millon. Mjs:15 || 51.2% |
|- | |- | ||
− | | 4 || | + | | 4 || Gold: 1 millon. Mjs:20 || 40.96% |
|- | |- | ||
− | | 5 || 1 | + | | 5 || Gold: 1 millon. Mjs:25 || 32.77% |
|- | |- | ||
− | | 6 || 1 | + | | 6 || Gold: 1 millon. Mjs:30 || 26.21% |
|- | |- | ||
− | | 7 || 1 | + | | 7 || Gold: 1 millon. Mjs:35 || 20.97% |
|- | |- | ||
− | | 8 || 1 | + | | 8 || Gold: 1 millon. Mjs:40 || 16.78% |
|- | |- | ||
− | | 9 || 1 | + | | 9 || Gold: 1 millon. Mjs:45 || 13.42% |
|- | |- | ||
− | | 10 || 1 | + | | 10 || Gold: 1 millon. Mjs:50 || 10.74% |
|- | |- | ||
− | | 11 || 1 | + | | 11 || Gold: 1 millon. Mjs:55 || 8.59% |
|- | |- | ||
− | | 12 || 1 | + | | 12 || Gold: 1 millon. Mjs:60 || 6.87% |
|- | |- | ||
− | | 13 || 1 | + | | 13 || Gold: 1 millon. Mjs:65 || 5.50% |
|- | |- | ||
− | | 14 || 1 | + | | 14 || Gold: 1 millon. Mjs:70 || 4.40% |
|- | |- | ||
− | | 15 || 1 | + | | 15 || Gold: 1 millon. Mjs:75 || 3.52% |
|- | |- | ||
− | | 16 || 1 | + | | 16 || Gold: 1 millon. Mjs:80 || 2.81% |
|- | |- | ||
− | | 17 || 1 | + | | 17 || Gold: 1 millon. Mjs:85 || 2.25% |
|- | |- | ||
− | | 18 || 1 | + | | 18 || Gold: 1 millon. Mjs:90 || 1.80% |
|- | |- | ||
− | | 19 || 1 | + | | 19 || Gold: 1 millon. Mjs:95 || 1.44% |
|- | |- | ||
− | | 20 || 1 | + | | 20 || Gold: 1 millon. Mjs:100 || 1.15% |
|} | |} | ||
+ | https://s10.postimg.org/5ret2nlop/image.png | ||
==Hit Probability== | ==Hit Probability== | ||
Hit probability = (attacker hit ratio / defender defense ratio) *62% | Hit probability = (attacker hit ratio / defender defense ratio) *62% | ||
− | + | Magic hitting probability = attacker magic hit ratio / target magic resistance) * 50% | |
− | |||
− | |||
− | Magic hitting probability = | ||
− | |||
==Reputation== | ==Reputation== | ||
− | Your character must be level | + | Your character must be level 50 or more in order to trade/give rep.. |
You can trade rep every hour. Can only receive 2 rep per hour. | You can trade rep every hour. Can only receive 2 rep per hour. | ||
''Kloness damage formula'' | ''Kloness damage formula'' | ||
− | + | Deals 1 damage for each 182 rep you have (caps out at +11 damage, so 2002 minimum rep needed to deal max damage) | |
− | + | Deals 1 damage for each 36 rep you have above target player (caps out at +11 damage, so 396 minimum rep above target player for max damage) | |
− | Deals 1 damage for each 182 rep you have (caps out at +11 damage, so 2002 minimum rep needed to deal max damage) | ||
− | Deals 1 damage for each 36 rep you have above target player (caps out at +11 damage, so 396 minimum rep above target player for max damage) | ||
− | |||
− | |||
− | |||
− | auto dmg_bonus = | + | auto dmg_bonus = (attacker_plr->_reputation - player->_reputation) / 25; |
dmg_bonus = Min(16, dmg_bonus) / 2; | dmg_bonus = Min(16, dmg_bonus) / 2; | ||
dmg += dmg_bonus + Random::DiceAvg(4, dmg_bonus/2); | dmg += dmg_bonus + Random::DiceAvg(4, dmg_bonus/2); | ||
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==Drops== | ==Drops== | ||
Contribution doesn't affect drops anymore. | Contribution doesn't affect drops anymore. | ||
− | Rep/Mob speciality affects it (Only bonuses of the killer apply), but | + | Rep/Mob speciality affects it (Only bonuses of the killer apply), but the effect scales logarithmically. It also doesn't affect the frequency of drops directly like Luck, so it's hard to put an exact number on it (although Luck increases drops like rep does, to a lesser extent, which means it's actually more than it says it does). |
https://www.wolframalpha.com/input/?i=log(10,x%2B20)+with+x+from+0+to+1000 | https://www.wolframalpha.com/input/?i=log(10,x%2B20)+with+x+from+0+to+1000 | ||
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Tested by Nakey. | Tested by Nakey. | ||
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