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Kei Knight
Player

Outfit
Elysium
Level 22
Warrior
26th February 2015 10:35:15 (Last edited 26th February 2015 21:55:10)

Ok, I have had another look, and done some recalculations. Thank you again Gap; I do see that fort talent is an increase in physical defense; I don't know why I thought it was a percent reduction of damage.

To test purely, I'd have to reset talents, but since I am far too poor for that, I took another crack at it, with my defense skill and talents as constants. So, I ran 3 sets of 46 hits (counting puffs) in 3 sets of armor, no spells.

With 23.8 ARMOR With 46.2 ARMOR with 59.8 armor

rd1 3142 768 271
rd2 2473 1026 191
rd3 2674 1054 297

total 8289 2848 759

Avg per hit (138) 60.06 20.63 5.5


So, with an increase of 22.4 (armor set 1 to armor set 2) and an increase of 36 (armor set 1 to armor set 3)
gave me a reduction in avg dmg taken per hit, a 39.43 reduction from when I changed from set 1 to set 2, and 54.56 reduction when I changed from set 1 to set 3.

So, it looks like given 113 in defense, and 41 points in fort talent, a move from 23.8 points of armor to 46.2 points of armor will reduce the avg dmg you take per hit by 65.65 percent, or 2.93 percent per armor point added, or (specific to this example) 1.79 reduction in avg dmg per hit per armor point added.

And, it looks like given 113 in defense, and 41 points in fort talent, a move from 23.8 points of armor to 59.8 points of armor will reduce the avg dmg you take per hit by 90.84 percent, or 2.52 percent per armor point added or (specific to this example) 1.51 reduction in avg dmg per hit per armor point added.

Some notes:
There seems to be some diminishing returns on the reduction; I think perhaps the defense multiplication in the fort talent might have a hand in this.
Again, this is all on werebears (best monster in game!) but I am wondering if this might very different on another non magic monster with a higher attack, such as a dreadlord.
Am I alone in thinking that I seem to get 'better' defending while I am premium? (These tests were all run in non-premmy, but it seems to me that I get hit less often/more weakly when I run around in premium)

Welcome any comments, thanks again to those who helped above (Dan with the base calculation was very clarifying!) and if anyone has a good idea on how to improve testing (or if it is even possible) please let me know. Hopefully on a test server someone will be able to reset their points, or maybe someday Kei will catch up to Gem, haha.
Dancore
Player

Outfit
Pharos
Level 506
Mage
26th February 2015 11:06:04

No you don't get defense while premium.

Also ofc it's way difference with different monster, you wont be seeing those kind of percents with a dark knight on you for example. 20, 40, 60 defense armors the difference is not that huge while comparing with the attacks of a werebear.

One question tho are you testing for yourself and show it on public what you're doing? Cuz many people knows how it works just nobody cares about the maths, every single defense counts, defending lvl and monsters attack, you will never get a flat number how much reduction you actually get cuz it differs so much and then also not much.
Kei Knight
Player

Outfit
Elysium
Level 22
Warrior
26th February 2015 11:21:50

Dan,

I was just trying to get some numbers on the dmg taken, and was taking a shot with forums in case anyone had some ideas.
Of course, more points is better, (in skill, talents, armor) but there also has to be a formula somewhere, and it would be neat to see how much exactly (or kinda exactly) a point counts, and it is interesting to see if a per point sort of percent can be figured. It would be neat to say 'oh, if I upgrade x points, I will save xx dmg on XXX monster'.


I often fiddle around with the numbers in game, task return percents by skill lvl, afk vs task training, trying to game task system, etc. All just for fun. And possibly, because werebears don't hit me at all now so I don't much have to pay attention when I hunt, haha.
Thanks for the help so far. In the future, I'd like to take another crack the dmg inflicted formula, (melee, weapon stat, char lvl, aggression); was chipping at until they put in talents (and my high lvl test retired; come back Gobo!) but I still think it would be much easier to figure out then this dmg one.
Pina Wl
Player

Outfit
Platon
Level 140
Mage
26th February 2015 11:52:56

The problem in my opinion. Is some things like:
U use aritimetric progression, maybe can be geometric progression. Exemple. U using X*y. Maybe can be F(x). So ax^2+bx+c or ax+b or y/x^2 se dont know. U just need to integrade then do (diference) + g(x) and at last try a diferencial calc. So hard to figure out. But have some constant in formula cuz for the average without amor get difference , then my advice: dont care about it , just enjoy the fun.
Kei Knight
Player

Outfit
Elysium
Level 22
Warrior
26th February 2015 12:07:42

Thanks Gap!

I do find the figuring a lot of fun; and I see what you are saying about differing calculations. I think, perhaps using a different char to compare, and/or resetting talents, I might be able to find one constant; once I have that I think the rest can be figured.

If/When I get around to doing more, I'll post it so you can have a look.
Dancore
Player

Outfit
Pharos
Level 506
Mage
26th February 2015 14:36:07

All help you need when it comes to this matter i can help as much as i can.
Baltas
Player

Outfit
Pharos
Level 362
Mage
26th February 2015 14:46:18

And, it looks like given 113 in defense, and 41 points in fort talent, a move from 23.8 points of armor to 59.8 points of armor will reduce the avg dmg you take per hit by 59.94 percent, or 1.66 percent per armor point added or (specific to this example) 1.51 reduction in avg dmg per hit per armor point added.

It was 60dmg avg and now 5.5? Its more than 90% of reduction.

I AM on a mobile so hard to investigate on the post. Tho number is way off
Baltas
Player

Outfit
Pharos
Level 362
Mage
26th February 2015 15:09:38

"And, it looks like given 113 in defense, and 41 points in fort talent, a move from 23.8 points of armor to 59.8 points of armor will reduce the avg dmg you take per hit by 59.94 percent, or 1.66 percent per armor point added or (specific to this example) 1.51 reduction in avg dmg per hit per armor point added."

It was 60dmg avg and now 5.5? Its more than 90% of reduction.

I AM on a mobile so hard to investigate on the post. Tho number is way off
Kei Knight
Player

Outfit
Elysium
Level 22
Warrior
26th February 2015 22:02:27

Thanks all; (Big thanks Bal, I got mixed up writing it out as I had a bunch of extra numbers floating around, haha, good catch, I appreciate it!) I put in the some more (hopefully) right numbers. Now the diminishing returns seem like a much more reasonable slope.

If/when I take another crack at it, I'll post so everyone can double check it; thanks!
Baltas
Player

Outfit
Pharos
Level 362
Mage
27th February 2015 05:38:23

Quoting Gap:
The problem in my opinion. Is some things like:
U use aritimetric progression, maybe can be geometric progression. Exemple. U using X*y. Maybe can be F(x). So ax^2+bx+c or ax+b or y/x^2 se dont know. U just need to integrade then do (diference) + g(x) and at last try a diferencial calc. So hard to figure out. But have some constant in formula cuz for the average without amor get difference , then my advice: dont care about it , just enjoy the fun.


I love how people try to show their knowledge of 7th grade maths of highscool maths. Trying to look smart and there was no need on your examples. On the other hand theres a high chance formula is actually a function. As there are ax + b in most of kzs formulas. So thatt there are no puffs on magic damage.
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