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Simplying damage formula

Simplying damage formula

I might be wrong about this; I can't quite remember how basic Algebra works anymore, lol. I was looking at the "Normal Damage" formula which says: {[(Base Damage + Current MP * 0.3) * Charges + (Water Damage Enchants * Charges + Damage Enchants)] * Critical Modifier - Enemy Defense} * (1 - Enemy Protection)

Can't this be simplified to: {[(Base Damage + Current MP * 0.3 + Water Damage Enchants) * Charges + Damage Enchants] * Critical Modifier - Enemy Defense} * (1 - Enemy Protection)

Blargel (talk)23:43, 3 August 2015

I kinda hate to necro this, but I'm currently looking at alchemy damage formulae and this one is a little confusing. Could it be that the 6.5 charge modifier also applies to the MP bonus? Or does the MP bonus count as Water Alchemy Damage Enchant type damage. Also along those lines does "Water Alchemy Damage" from any source apply as "Enchant" damage or is some of it added to the "Base Damage" (Specifically, comparing S-type upgrades, Cylinder Upgrades, Titles, MP Bonus, and Enchants)

My suspicion is that they all fall under "Enchant" damage and my preference is that references to enchants (on all skills) be relabeled as "Bonus Water Alchemy Damage Modifiers" or something potentially less verbose, since cylinder and special upgrades aren't really an "enchant".

Also compared to Flame Burst "Additional Damage" from skill rank does not meet the charge multiplier while flame burst's does. I just find this kind of odd, and I would have suspected the formulae to be nearly identical.

Shroom Fonzerelli (talk)16:18, 15 June 2016

So when the move to simplify the formula came through last time, I let it go by because I had a lapse of judgment.


When we changed the first part of the formula from {[Base Damage + Current MP * 0.30) * Charges + ( Bonus Water Damage * Charges + Damage enchants)


To {[(Base Damage + Current MP * 0.3 + Bonus Water Damage) * Charges + Damage Enchants]


We neglected to remind ourselves that the reason the two separate entries for charges were added is because bonus water damage does NOT receive a 6.5x multiplier for a full charge, while the base damage and MP bonus does.


If and when we go about changing our display of the formula, we should make a differentiation between the charges for base + MP damage, and the charges for Bonus Water damage.

I believe the simplest method is to use "Charges" and "Charges' " (Charges prime) in the formula. With Charges prime going with the base + MP damage. So that Charges'= Charges except when charges is =5, in which case charges'=6.5



And as to changing the wording on water damage enchants, I'm in favor of relabeling it to "Bonus Water Damage."

Marith (talk)09:05, 16 June 2016
 

Prime notation is probably not the best here. I think it might be best to follow the magic damage formula and use "charge multiplier" where it matters, and simply "charges" where there is no special modifier.

Shroom Fonzerelli (talk)11:20, 16 June 2016

Fair enough, whatever the simplest and most clear solution is, that should be the one we use.

Marith (talk)13:38, 16 June 2016