I was curious how the p.def worked in this game. Some games it is a direct dmg pt reduction, like 1 def = 1 pt of dmg. In others def is a percentage reduction, like 1 def = 1% less dmg.
If I remember correctly, its just a simple Patk/Pdef equation, I do remember that it was definately a linear equation. Double Pdef=half damage sort of thing.
Magic damage is the funky one since the Matk is square rooted in the damage equation.
I do not know the extact number either. But what it means is that an increse of [insert #] pdef will always result in a reudction of [insert 2nd #] damage.
You gave some examples or such LINEAR RATIOS
Someone out there probably know the exact ratio.
Anyways for those out there that dont remember math courses from way back then or have no clue what linear vs. non linear relations are mathematically,
Linear:
Represented by a straight line in a graph.
For pdef vs. damage. The pdef will always affect the damage by a fixed multiplier. I dont know the number, but an increase of "X" pdef will always reduce the damage my "y" amount.
Linear ratios -> comonly expressed as 1: [insert number]
ex: 1:4 , or 1pdef = 4 damage (incorrect values just example)
Non Linear:
Represented by some curved line on a graph (many different types)
Example m.atck, were the sqaure root of the m.atck is involved.
This means that an increase of "X" m.atck will NOT result in a fixed increase in damage.
perfect exmple of non-linear relations: the lineage 2 xp graph..... for exaple 200 000xp will NOT increase your xp % by the same amout at low levels vs. higher levels.
Shrimpstoo has the slopes correct. (AKA Graphing the pdef to patk relation ship on a X/Y axis graph.)
But to try and explain it a little clearer.
If you want to reduce the damage you take by one half, you have to double your pdef.
So if You have 100 Pdef and the mob has 2000 patk (2000/100 = 20) you would take 20 damage. If you wanted to reduce the damage to 10 per hit, you would need to increase your pdef to 200. (2000/200 = 10) I may have the numbers on the wrong side of the equation and its oversimplified...but either way the result is the same however the game engine interperets the stats.
For Matk, there is a square root involved, which pretty much just means that to double your damage you need to Quadruple your matk. BUT, the Mdef side of things is fairly straightforward! thus you have more ability to reduce magic damage by adding mdef than the nuker does increasing it. UNfortunately the matk after the sq.root and Spell power is mixed in is so sky high that you would need to massively overenchant your jewelry to come close to reducing the damage taken by a significant percent. (Aka you do 100 damage a swing, so a -5 damage due to higher pdef is noticable....a nuker does an order of magnitude more damage per spell like say 5,000. Thus a -5 damage due to increased mdef isn't that noticable.
Hence why most nukers go for cast speed setups instead of Matk. You just plain more out of it sooner. AKA Kill everything yesterday, or use one less nuke to kill it...and in most cases the overkill damage is so high, the extra matk isn't even necessary.
That and your gonna have to rest (or box a recharger) anyway so what is 10 more seconds on regen versus killing stuff in 1/3 the time?
I believe 1 patk is 8 damage. I'm not sure how the random numbers work, but I recall the patk*8 thing being more or less correct.
It could be interesting to find out by hitting something that has 8 pdef and see if the damage you do is the same as your patk.
*eyes his baby buffalo* how much did you have again?
Anyway - the PDamage formula is correct as PLeChan put it I think, with the factor maybe being 72? I'm not sure.
There is no direct translation of "+5 PAtk will do xx extra damage" because of the basis of the formula being the ratio of PAtk divided through PDef - 15% extra PAtk are 15% extra damage, 15% extra PDef are 15% less damage - that's all there is to it.
There is no easy conversion of PAtk or PDef into damage increase and damage reduction, unless you're looking at hitting a very specific target.
Anyway - the PDamage formula is correct as PLeChan put it I think, with the factor maybe being 72? I'm not sure.
There is no direct translation of "+5 PAtk will do xx extra damage" because of the basis of the formula being the ratio of PAtk divided through PDef - 15% extra PAtk are 15% extra damage, 15% extra PDef are 15% less damage - that's all there is to it.
There is no easy conversion of PAtk or PDef into damage increase and damage reduction, unless you're looking at hitting a very specific target.
indeed
also, theres more to it for melee
just notice how your swings vary slighly in damage whne you are hitting a mob, even though all your stats, and the mobs pdef, remains constant
i couldnt find a formula for calculating final damage by inputting pdef and patk, only thing i found was formulas for calculating your pdef and patk
There is a random modificator - listed on L2P by which your standard melee swing damage is varied. It is smallest for daggers and largest for blunts. :D
heh I think l2 has the most straightforward damage formula of all rpg's I've ever played. Even GW had me making spreadsheets and whatnot. Eve online I think is the most intricate I've seen.
There is a random modificator - listed on L2P by which your standard melee swing damage is varied. It is smallest for daggers and largest for blunts. :D