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
- Basic Accuracy formula:
- In the calculation for a combat strike, which occurs 1-4 times per combatant per round or combat:
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.
- Riding Bonus:
- riding provides an accuracy bonus of: (riding% / 25 + max(1, (agility - 1)
- There is NO accuracy subtraction for being mounted without the skill riding.
- + Acc in affects
- +acc now increases accuracy at a 3:2 ratio, and +acc over 25 increases accuracy at a 3:1 ratio.
- 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.
- Weapon Accuracy
- Accuracy is (((WEA% - weapon complexity) * 5/9) + (weapon% / 3)).
- Archery Accuracy
- archery accuracy is boosted by 5 for enchanted-arrow quivers.
- Martial Arts
- martial arts accuracy and damage are boosted by (martial arts% / 4) every other round if hand-to-hand was used.
- Accuracy & Level
- the general level penalty is now level/60, so a maximum of -4 at archon
- Bonus Weapon Attributes
- Vampiric activation increases damage by 5-9%.
- Protection from evil / protection from good
- "protection from" spells now reduce damage by 10%.
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
- AR's scope has been expanded to a 1-100 scale, resulting in a damage reduction of .75% per AR, rather than 1%.
- AR works differently for spells, 1 AR = .60%.
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
- The base formula to calculate what mixture power you can mix up to is herbalism skill * 2 + mortar skill rating. With a herbalism skill of 81%, you can make every
mixture type, with magic bomb being made at only the weakest mix power, using a single basilich mortar.
Memorization Capacity
- Maximum SCC
- 100 + (level * 2) + ((SCC / 100.0) * ((knowledge * 4) + (sanity * 4))) -- An amulet of spell simplicity adds 25% more... min of 50, capped at 1500
- Theoretical maximum(archon, no amulet, 25 know/sanity) is 782. Humans get a 250 complexity boost (1032).
- Quantity of spells
- 3 + (level / 26) + ((SCC / 100.0) * ((knowledge / 4) + (sanity / 4))) -- An amulet of spell simplicity adds 25% more... min of 3, max of 25
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
| Spell | Affects | Duration | Resisted by | Resist types | Last Updated | Additional 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 |