Materia Mathematica

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Materia Magica is a complex game, one that is comprised of a series of detailed codes, formulas and other nifty scripting techniques. Sometimes it can be overwhelming to try to calculate the mathematic side of this game, but it can be helpful to at least know how these numbers are calculated. These formulas sometimes change due to game-balancing adjustments, but we will keep this as updated as possible. Note: not all formulas are or should be available to all players. If its not listed here, it's most likely because we aren't supposed to know it or don't really need to. Don't let the numbers trip you up!

Accuracy

    Accuracy starts at the accuracy value of the weapon wielded, or 11 if hand-to-hand.
    Accuracy is increased by (weapon skill% / 2).
    Accuracy is increased by (agility).
    IF the weapon wielded is long range, accuracy is reduced by 15 per allied formation member in front.
    IF the weapon wielded is a bow:
        IF an enchanted quiver is used, accuracy is increased by 3.
        IF a dispelling quiver is used, accuracy is increased by 1.
        IF an explosive quiver is used, accuracy is increased by 1.
        IF an ice quiver is used, accuracy is increased by 1.
        IF an acid quiver is used, accuracy is increased by 1.
        IF a lightning quiver is used, accuracy is increased by 1.
    IF hand-to-hand is used, accuracy is increased by (agility).

 You have an (Accuracy)% chance to hit your opponent.

  If you hit, the bodypart that is hit is then calculated:

    Accuracy restarts at 0.
    Accuracy is increased by (agility).
    IF a weapon is being wielded, accuracy is increased by (WEA%)
    IF hand-to-hand is being used, accuracy is increased by (COM%)
    Accuracy is reduced by 35.
    Accuracy is reduced by (weapon skill complexity).
    Accuracy is increased by (weapon skill%).
    Accuracy is reduced to 90 if it is above that.
    Accuracy is increased by ((all affect modifiers listed on "affects" / 2) reduced to a total of +25 if it is greater than 25) if the result is positive, or decreased by that amount if negative.
    Accuracy is reduced to 90 if it is above that.
    Accuracy is raised to 1 if it is below that.
    ***Further calculations are performed for NPCs' aiming abilities, but we won't go into that here.***
    IF the head is being aimed for, accuracy is divided by 2.
    IF the torso is being aimed for, accuracy is divided by 1.1.

    You have an (Accuracy)% chance to hit your opponent where you are aiming.

    If you do not hit where you aim, you hit a random bodypart.

 IF blinded, accuracy is divided by a blindness divisor:
        IF blind fighting is not present, the blindness divisor starts at 2.00.
        IF blind fighting is present, the blindness divisor starts at (2 - (((blind fighting% / 2) + wisdom) / 100)).
        IF the blindness divisor is below 1.25, it is raised to 1.25.
        IF the blindness divisor is above 2, it is reduced to 2.
    Accuracy is reduced to 98 if it is above that.
    Accuracy is raised to 1 if it is below that.

Armor Resistance


Damage Output

 Enhanced damage gives you a proc chance for 10% bonus damage for your whole round of attacks.
 Weapons do damage vs NPCs as advertised on "eq". NPCs can have AR which reduces that damage(unknown if it reduces it at the same rate as PC).

 Weapons do half the damage vs PCs as advertised on "eq". This is also lowered by AR(up to 75%), sanctuary(15%) and others.
 Spells do 40% of the damage they do on NPCs vs PCs. (eg iceball does 600 vs a npc with 0 ar, and 240 vs a pc)

Herbalism

mixture type, with magic bomb being made at only the weakest mix power, using a single basilich mortar.

Memorization Capacity

Note: the amulet of remembrance allows retention of memmed spells for 50% longer time.

Music

Spell affects

 Negates - spell fails to land on resistance
 Saves - spell lands with reduced effect
 Always lands - spell cannot be resisted
Debuffs
SpellAffectsDurationResisted byResist typesLast UpdatedAdditional Info
curse -10 svs, -10 ar 20 svs Negates 9/10/2012 Varies 9-11
leech conduit special 64 N/A Always lands 9/10/2012 Adds bonus damage and leeches health on proc
fatigue -2 agility 18 N/A Always lands 9/10/2012
faerie fire -3 ar 49 N/A Always lands 9/10/2012
impede movement -2 agility 44 N/A Always lands  
malediction -2 accuracy, -2 ar 24 svs Negates  
malignancy -10 damage 64 N/A Always lands  
plague -1 sanity, -2 vitality 24 TBC Negates Lowers regen
evil eye


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Last edited September 27, 2014 12:36 pm by Vahu (diff)
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