下面是计算基础属性的公式-有兴趣的可以自己去研究配合加点
不做解释,不做回答,能看懂就看,看不懂拉倒,别来问我
不代表官方,与官方部分数据是有略微差异的
WIZARD=法师
KNIGHT =战士
ELF =弓箭手
GLADIATOR =魔剑
DARKLORD =圣导
SUMMONER =召唤
RAGEFIGHTER =格斗
GROWLANCER =梦幻骑士
RUNEWIZARD=符文法师
SLAYER =刺客
function WizardDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 8 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 8 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 4 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 4 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
-- Character Damage - Fist Fighting - (Dark Knight, Blade Knight, Blade Master) function KnightDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 6 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 6 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 4 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 4 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight
end
-- Character Damage without bow - Fist Fighting - (Fairy Elf, Muse Elf, Hight Elf) function ElfWithoutBowDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = (Dexterity + Strength) / 7 -- Minimum Left Hand Damage AttackDamageMinRight = (Dexterity + Strength) / 7 -- Minimum Right Hand Damage AttackDamageMaxLeft = (Dexterity + Strength) / 4 -- Maximum Left Hand Damage AttackDamageMaxRight = (Dexterity + Strength) / 4 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
-- Character Damage with Bow - (Fairy Elf, Muse Elf, Hight Elf) function ElfWithBowDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 14 + Dexterity / 7 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 14 + Dexterity / 7 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 8 + Dexterity / 4 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 8 + Dexterity / 4 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
-- Character Damage - Fist Fighting - (Magic Gladiator, Duel master) function GladiatorDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 6 + Energy / 12 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 6 + Energy / 12 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 4 + Energy / 8 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 4 + Energy / 8 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
-- Character Damage - Fist Fighting - (Dark Lord, Lord Emperor) function LordDamageCalc(Strength, Dexterity, Vitality, Energy, Command) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 7 + Energy / 14 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 7 + Energy / 14 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 5 + Energy / 10 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 5 + Energy / 10 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
-- Character Damage - Fist Fighting - (Summoner, Bloody Summoner, Dimension Master) function SummonerDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = (Dexterity + Strength) / 7 -- Minimum Left Hand Damage AttackDamageMinRight = (Dexterity + Strength) / 7 -- Minimum Right Hand Damage AttackDamageMaxLeft = (Dexterity + Strength) / 4 -- Maximum Left Hand Damage AttackDamageMaxRight = (Dexterity + Strength) / 4 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
-- Character Damage - Fist Fighting - (Rage Fighter, Fist Master) function RageFighterDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 7 + Vitality / 15 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 7 + Vitality / 15 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 5 + Vitality / 12 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 5 + Vitality / 12 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
-- Character Damage - Fist Fighting - (Grow Lancer, Mirage Lancer) function GrowLancerDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 8 + Dexterity / 10 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 8 + Dexterity / 10 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 4 + Dexterity / 6 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 4 + Dexterity / 6 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
function RuneWizardDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 8 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 8 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 4 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 4 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
function SlayerDamageCalc(Strength, Dexterity, Vitality, Energy) local AttackDamageMinLeft = 0 local AttackDamageMaxLeft = 0 local AttackDamageMinRight = 0 local AttackDamageMaxRight = 0 AttackDamageMinLeft = Strength / 8 -- Minimum Left Hand Damage AttackDamageMinRight = Strength / 8 -- Minimum Right Hand Damage AttackDamageMaxLeft = Strength / 4 -- Maximum Left Hand Damage AttackDamageMaxRight = Strength / 4 -- Maximum Right Hand Damage return AttackDamageMinLeft, AttackDamageMinRight, AttackDamageMaxLeft, AttackDamageMaxRight end
-- Character Magic Damage - (Dark Wizard, Soul Master, Grand Master) function WizardMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character magic Damage - (Dark Knight, Blade Knight, Blade Master) function KnightMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character Magic Damage - (Fairy Elf, Muse Elf, High Elf) function ElfMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character Magic Damage - (Magic Gladiator, Duel Master) function GladiatorMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character Magic Damage - (Dark Lord, Lord Emperor) function LordMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character Magic Damage - (Summoner, Bloody Summoner, Dimension Master) function SummonerMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 local CurseDamageMin = 0 local CurseDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 + 0.015 -- Minimum Magic Damage CurseDamageMin = Energy / 9 -- Minimum Curse Damage CurseDamageMax = Energy / 4 + 0.015 -- Minimum Curse Damage return MagicDamageMin, MagicDamageMax, CurseDamageMin, CurseDamageMax end
-- Magic Damage is not used by Rage Fighter, refer to individual Rage Fighter skills formulas -- Character Magic Damage - (Rage Fighter, Fist Master) function RageFighterMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character Magic Damage - (Grow Lancer, Mirage Lancer) function GrowLancerMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character Magic Damage - (Rune Wizard, Rune Spell Master, Grand Rune Master) function RuneWizardMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character Magic Damage - (Slayer, Royal Slayer, Master Slayer) function SlayerMagicDamageCalc(Energy) local MagicDamageMin = 0 local MagicDamageMax = 0 MagicDamageMin = Energy / 9 -- Minimum Magic Damage MagicDamageMax = Energy / 4 -- Maximum Magic Damage return MagicDamageMin, MagicDamageMax end
-- Character Attack Speed - for Anti-Hack purpose only, does not take effect in Game for versions lower than w Season 8 Episode 3 function CalcAttackSpeed(Class, Dexterity) local AttackSpeed = 0 local MagicSpeed = 0 if(Class == CLASS_WIZARD) then AttackSpeed = Dexterity / 20 MagicSpeed = Dexterity / 10 elseif(Class == CLASS_KNIGHT) then AttackSpeed = Dexterity / 15 MagicSpeed = Dexterity / 20 elseif(Class == CLASS_ELF) then AttackSpeed = Dexterity / 50 MagicSpeed = Dexterity / 50 elseif(Class == CLASS_GLADIATOR) then AttackSpeed = Dexterity / 15 MagicSpeed = Dexterity / 20 elseif(Class == CLASS_DARKLORD) then AttackSpeed = Dexterity / 10 MagicSpeed = Dexterity / 10 elseif(Class == CLASS_SUMMONER) then AttackSpeed = Dexterity / 20 MagicSpeed = Dexterity / 20 elseif(Class == CLASS_RAGEFIGHTER) then AttackSpeed = Dexterity / 9 MagicSpeed = Dexterity / 9 elseif(Class == CLASS_GROWLANCER) then AttackSpeed = Dexterity / 20 MagicSpeed = Dexterity / 20 elseif(Class == CLASS_RUNEWIZARD) then AttackSpeed = Dexterity / 12 MagicSpeed = Dexterity / 12 elseif(Class == CLASS_SLAYER) then AttackSpeed = Dexterity / 12 MagicSpeed = Dexterity / 12 end return AttackSpeed, MagicSpeed end
-- Character Attack Success Rate - PvM function CalcAttackSuccessRate_PvM(Class, Strength, Dexterity, Command, Level) local AttackSuccessRate = 0 if(Class == CLASS_WIZARD) then AttackSuccessRate = Level * 5 + Dexterity * 1.5 + Strength / 4 elseif(Class == CLASS_KNIGHT) then AttackSuccessRate = Level * 5 + Dexterity * 1.5 + Strength / 4 elseif(Class == CLASS_ELF) then AttackSuccessRate = Level * 5 + Dexterity * 1.5 + Strength / 4 elseif(Class == CLASS_GLADIATOR) then AttackSuccessRate = Level * 5 + Dexterity * 1.5 + Strength / 4 elseif(Class == CLASS_DARKLORD) then AttackSuccessRate = Level * 5 + Dexterity * 3 + Strength / 4 + Command / 10 elseif(Class == CLASS_SUMMONER) then AttackSuccessRate = Level * 5 + Dexterity * 1.5 + Strength / 4 elseif(Class == CLASS_RAGEFIGHTER) then AttackSuccessRate = Level * 3 + Dexterity * 1.25 + Strength / 6 elseif(Class == CLASS_GROWLANCER) then AttackSuccessRate = Level * 5 + Dexterity * 1.25 + Strength / 4 elseif(Class == CLASS_RUNEWIZARD) then AttackSuccessRate = Level * 5 + Dexterity * 1.5 + Strength / 4 elseif(Class == CLASS_SLAYER) then AttackSuccessRate = Level * 5 + Dexterity * 1.5 + Strength / 4 end return AttackSuccessRate end
-- Character Defense Success Rate - PvM function CalcDefenseSuccessRate_PvM(Class, Dexterity) local DefenseSuccessRate = 0 if(Class == CLASS_WIZARD) then DefenseSuccessRate = Dexterity / 3 elseif(Class == CLASS_KNIGHT) then DefenseSuccessRate = Dexterity / 3 elseif(Class == CLASS_ELF) then DefenseSuccessRate = Dexterity / 4 elseif(Class == CLASS_GLADIATOR) then DefenseSuccessRate = Dexterity / 3 elseif(Class == CLASS_DARKLORD) then DefenseSuccessRate = Dexterity / 7 elseif(Class == CLASS_SUMMONER) then DefenseSuccessRate = Dexterity / 4 elseif(Class == CLASS_RAGEFIGHTER) then DefenseSuccessRate = Dexterity / 10 elseif(Class == CLASS_GROWLANCER) then DefenseSuccessRate = Dexterity / 4 elseif(Class == CLASS_RUNEWIZARD) then DefenseSuccessRate = Dexterity / 3 elseif(Class == CLASS_SLAYER) then DefenseSuccessRate = Dexterity / 3 end return DefenseSuccessRate end
-- Character Defense - General function CalcDefense(Class, Dexterity) local Defense = 0 if(Class == CLASS_WIZARD) then Defense = Dexterity / 4 elseif(Class == CLASS_KNIGHT) then Defense = Dexterity / 3 elseif(Class == CLASS_ELF) then Defense = Dexterity / 10 elseif(Class == CLASS_GLADIATOR) then Defense = Dexterity / 4 elseif(Class == CLASS_DARKLORD) then Defense = Dexterity / 7 elseif(Class == CLASS_SUMMONER) then Defense = Dexterity / 3 elseif(Class == CLASS_RAGEFIGHTER) then Defense = Dexterity / 8 elseif(Class == CLASS_GROWLANCER) then Defense = Dexterity / 7 elseif(Class == CLASS_RUNEWIZARD) then Defense = Dexterity / 5 elseif(Class == CLASS_SLAYER) then Defense = Dexterity / 5 end return Defense end
-- Character Attack Success Rate - PvP function CalcAttackSuccessRate_PvP(Class, Dexterity, Level) local AttackRate = 0 if(Class == CLASS_WIZARD) then AttackRate = Dexterity * 4 + 3 * Level elseif(Class == CLASS_KNIGHT) then AttackRate = Dexterity * 4.5 + 3 * Level elseif(Class == CLASS_ELF) then AttackRate = Dexterity * 0.6 + 3 * Level elseif(Class == CLASS_GLADIATOR) then AttackRate = Dexterity * 3.5 + 3 * Level elseif(Class == CLASS_DARKLORD) then AttackRate = Dexterity * 4 + 3 * Level elseif(Class == CLASS_SUMMONER) then AttackRate = Dexterity * 3.5 + 3 * Level elseif(Class == CLASS_RAGEFIGHTER) then AttackRate = Dexterity * 3.6 + 2.6 * Level elseif(Class == CLASS_GROWLANCER) then AttackRate = Dexterity * 2 + 3 * Level elseif(Class == CLASS_RUNEWIZARD) then AttackRate = Dexterity * 4 + 3 * Level elseif(Class == CLASS_SLAYER) then AttackRate = Dexterity * 4 + 3 * Level end return AttackRate end
-- Character Defense Success Rate - PvP function CalcDefenseSuccessRate_PvP(Class, Dexterity, Level) local DefenseRate = 0 if(Class == CLASS_WIZARD) then DefenseRate = Dexterity / 4 + 2 * Level elseif(Class == CLASS_KNIGHT) then DefenseRate = Dexterity / 2 + 2 * Level elseif(Class == CLASS_ELF) then DefenseRate = Dexterity / 10 + 2 * Level elseif(Class == CLASS_GLADIATOR) then DefenseRate = Dexterity / 4 + 2 * Level elseif(Class == CLASS_DARKLORD) then DefenseRate = Dexterity / 2 + 2 * Level elseif(Class == CLASS_SUMMONER) then DefenseRate = Dexterity / 2 + 2 * Level elseif(Class == CLASS_RAGEFIGHTER) then DefenseRate = Dexterity / 5 + 1.5 * Level elseif(Class == CLASS_GROWLANCER) then DefenseRate = Dexterity / 5 + 2 * Level elseif(Class == CLASS_RUNEWIZARD) then DefenseRate = Dexterity / 3 + 4 * Level elseif(Class == CLASS_SLAYER) then DefenseRate = Dexterity / 3 + 4 * Level end return DefenseRate end
-- Character Elemental Damage - PvP and MvP - Dark Wizard, Soul Master, Grand Master) function WizardElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Energy / 9) MaxDamage = ItemMaxDamage + (Energy / 6) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - (Dark Knight, Blade Knight, Blade Master) function KnightElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Strength / 6) MaxDamage = ItemMaxDamage + (Strength / 4) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - (Fairy Elf, Muse Elf, High Elf) function ElfElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Dexterity / 8) + (Strength / 14) MaxDamage = ItemMaxDamage + (Dexterity / 4) + (Strength / 8) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - (Magic Gladiator, Duel Master) function GladiatorElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Strength / 10) + (Energy / 14) MaxDamage = ItemMaxDamage + (Strength / 6) + (Energy / 8) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - (Dark Lord, Lord Emperor) function LordElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Strength / 10) + (Energy / 14) MaxDamage = ItemMaxDamage + (Strength / 6) + (Energy / 10) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - (Summoner, Bloody Summoner, Dimension Master) function SummonerElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Energy / 10) MaxDamage = ItemMaxDamage + (Energy / 6) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - (Rage Fighter, Fist Master) function RageFighterElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Strength / 10) + (Vitality / 20) MaxDamage = ItemMaxDamage + (Strength / 6) + (Vitality / 15) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - (Grow Lancer, Mirage Lancer) function GrowLancerElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Strength / 4) + (Dexterity / 1) MaxDamage = ItemMaxDamage + (Strength / 4) + (Dexterity / 1) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - Rune Wizard, Rune Spell Master, Grand Rune Master) function RuneWizardElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Energy / 9) MaxDamage = ItemMaxDamage + (Energy / 6) return MinDamage, MaxDamage end
-- Character Elemental Damage - PvP and MvP - Slayer, Royal Slayer, Master Slayer) function SlayerElementalDamageCalc(Strength, Dexterity, Vitality, Energy, ItemMinDamage, ItemMaxDamage) local MinDamage = 0 local MaxDamage = 0 MinDamage = ItemMinDamage + (Energy / 9) MaxDamage = ItemMaxDamage + (Energy / 6) return MinDamage, MaxDamage end
-- Character Elemental Defense - General function ElementalDefenseCalc(Class, Dexterity) local Defense = 0 if(Class == CLASS_WIZARD) then Defense = Dexterity / 3 elseif(Class == CLASS_KNIGHT) then Defense = Dexterity / 1 elseif(Class == CLASS_ELF) then Defense = Dexterity / 5 elseif(Class == CLASS_GLADIATOR) then Defense = Dexterity / 4 elseif(Class == CLASS_DARKLORD) then Defense = Dexterity / 4 elseif(Class == CLASS_SUMMONER) then Defense = Dexterity / 3 elseif(Class == CLASS_RAGEFIGHTER) then Defense = Dexterity / 5 elseif(Class == CLASS_GROWLANCER) then Defense = Dexterity / 3 elseif(Class == CLASS_RUNEWIZARD) then Defense = Dexterity / 3 elseif(Class == CLASS_SLAYER) then Defense = Dexterity / 3 end return Defense end
-- Only for Dark Knight, Magic Gladiator, Slayer function CalcTwoSameWeaponBonus(AtkMinLeft, AtkMaxLeft, AtkMinRight, AtkMaxRight, Class) local OutDamageMinLeft = 0 local OutDamageMaxLeft = 0 local OutDamageMinRight = 0 local OutDamageMaxRight = 0 OutDamageMinLeft = AtkMinLeft * 65 / 100 OutDamageMinRight = AtkMinRight * 65 / 100 OutDamageMaxLeft = AtkMaxLeft * 65 / 100 OutDamageMaxRight = AtkMaxRight * 65 / 100 return OutDamageMinLeft, OutDamageMinRight, OutDamageMaxLeft, OutDamageMaxRight end
-- Only for Dark Knight, Magic Gladiator, Slayer and Dark Lord function CalcTwoDifferentWeaponBonus(AtkMinLeft, AtkMaxLeft, AtkMinRight, AtkMaxRight, Class) local OutDamageMinLeft = 0 local OutDamageMaxLeft = 0 local OutDamageMinRight = 0 local OutDamageMaxRight = 0 OutDamageMinLeft = AtkMinLeft * 55 / 100 OutDamageMinRight = AtkMinRight * 55 / 100 OutDamageMaxLeft = AtkMaxLeft * 55 / 100 OutDamageMaxRight = AtkMaxRight * 55 / 100 return OutDamageMinLeft, OutDamageMinRight, OutDamageMaxLeft, OutDamageMaxRight end
-- Only for Rage Fighter function CalcRageFighterTwoWeaponBonus(AtkMinLeft, AtkMaxLeft, AtkMinRight, AtkMaxRight) local OutDamageMinLeft = 0 local OutDamageMaxLeft = 0 local OutDamageMinRight = 0 local OutDamageMaxRight = 0 OutDamageMinLeft = AtkMinLeft * 120 / 100 / 2 OutDamageMinRight = AtkMinRight * 120 / 100 / 2 OutDamageMaxLeft = AtkMaxLeft * 130 / 100 / 2 OutDamageMaxRight = AtkMaxRight * 130 / 100 / 2 return OutDamageMinLeft, OutDamageMinRight, OutDamageMaxLeft, OutDamageMaxRight end
-- Dark Horse Defense Bonus function CalcDarkHorseDefenseBonus(Dexterity, PetLevel) local AddDefense = Dexterity / 20 + 5 + PetLevel * 2
return AddDefense end
-- Fourth Class Character Damage calc from user function Calc4thClassDamageFromUser(UserLevel, UserMasterLevel, MonsterLevel, InDamage) local SumUserLevel = UserLevel + UserMasterLevel local SumMonLevel = MonsterLevel + 600 local LevelDiff = SumMonLevel - SumUserLevel local OutDamage = InDamage if LevelDiff <= 0 then return OutDamage end if (LevelDiff > 7) then LevelDiff = 7 end OutDamage = OutDamage - (OutDamage * (LevelDiff * 10) / 100) return OutDamage end
-- Fourth Class Character Damage calc from monster function Calc4thClassDamageFromMonster(UserLevel, UserMasterLevel, MonsterLevel, InDamage) local SumUserLevel = UserLevel + UserMasterLevel local SumMonLevel = MonsterLevel + 600 local LevelDiff = SumMonLevel - SumUserLevel local OutDamage = InDamage if LevelDiff <= 0 then return OutDamage end if LevelDiff > 7 then LevelDiff = 7 end OutDamage = OutDamage + (OutDamage * (LevelDiff * 10) / 100) return OutDamage end |