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Old October 14th, 2007, 10:44 PM   #1
Nekonecat
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Default Heal Formula

Russt has formed a better heal damage formula.
Here is a calculator based on his formula.

Ignore the rest of this post. Too bothersome to edit the rest of the post.

























http://nekonecat.googlepages.com/healdmg2.htm - Heal calculator. Just plug and chug.

So far, I have found this approximation:

MAX DAMAGE =
(-0.00000000930070097298*LUK^3 + 0.00000114245440636277*LUK^2 - 0.00000678550546220552*LUK + 0.0144845947915278) * MAGIC * INT





Or, if you have only 4 LUK:

Max= 0.0146*Magic*INT

Min= 0.00365*Magic*INT





How damage is divided towards targets (not counting yourself):
Code:
1 target: 100.00% of the calculated damage
2 targets: 78.91%
3 targets: 68.47%
4 targets: 62.26%
5 targets: 58.03%



Dаta: (more data scattered across this thread)
OGM Spoiler!


Also, I found that at LUK=4 heal's minimum-damage is around 25% of its maximum-damage.

So, these are the remaining tests to do:

* Verify that the equation is 100% correct

* Verify the effect of LUK, especially on minimum damage

* Verify exactly how having multiple monsters/party-members around affect heal's damage


------------------------------------------

Heal Recovery
The calculator.

The equation.
MAX = (1.132682429*10^-7*luk^2 + 3.368846366*10^-6*luk + 1.97124794*10^-3) * magic * int * healSkillLevel * multiplier
MIN = MAX*0.8

Multiplier values for # of party members:
1: 1
2: 0.607
3: 0.463
4: 0.407
5: (not available)
6: (not available)


EXP Gained
= round( recoveredHP / 25.25 )

or?

= round( recoveredHP / 25.97 )



Last edited by Nekonecat; October 24th, 2008 at 2:07 AM.
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Old October 14th, 2007, 10:49 PM   #2
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Here's a suggestion that I hope will help you with your calculations: luk adds a tiny, fixed amount of damage, much like the secondary stats for other classes. This would make sense with improving mastery. When archers use melee weapons they hit incredibly stable, but very low. I'm thinking this would be similar.
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Last edited by Crimsonmyst; October 14th, 2007 at 10:50 PM.
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Old October 15th, 2007, 4:27 PM   #3
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So just to see if I am reading the chart correctly, Int does increase the amount of heal dmg?


If so, does the ammount of SP in Heal increase the damage as well?
Sorry if this is a silly question, I'm not experienced with clerics.
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Old October 15th, 2007, 4:47 PM   #4
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why is magic*int in your equation

wouldnt it make more sense that its magic^2 since magic is a substat of int as int gives 1 magic and 1 mdef
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Old October 15th, 2007, 4:48 PM   #5
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Good work, I'll test it when I get on later. =)
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Old October 15th, 2007, 5:19 PM   #6
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Quote:
Originally Posted by buttwax
why is magic*int in your equation

wouldnt it make more sense that its magic^2 since magic is a substat of int as int gives 1 magic and 1 mdef
A given amount of INT does not accurately represent a given amount of magic attack. It can be increased with scrolled earrings, or a number of different items. So they can be independant statistics because even though INT may directly affect magic attack, magic attack can be increased by other means and it does not affect the total INT.
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Old October 15th, 2007, 5:51 PM   #7
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So LUK is better for priest?
interesting
good luck! I wish i had the patience to do something like this =/
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Old October 15th, 2007, 7:51 PM   #8
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Quote:
Originally Posted by Crimsonmyst
Here's a suggestion that I hope will help you with your calculations: luk adds a tiny, fixed amount of damage, much like the secondary stats for other classes. This would make sense with improving mastery. When archers use melee weapons they hit incredibly stable, but very low. I'm thinking this would be similar.
Ah, yes. LUK seems to act like the secondary stat similar to other classes, slowly raising the minimum damage and all. It's strange how LUK doesn't affect the rest of the magical skills. [1] [2]

Quote:
Originally Posted by Jamonte
So just to see if I am reading the chart correctly, Int does increase the amount of heal dmg?


If so, does the ammount of SP in Heal increase the damage as well?
Sorry if this is a silly question, I'm not experienced with clerics.
Yes and yes. For the latter question, I would assume that heal's damage [tremendously] increases in a linear fashion as SP is added, keeping everything else is kept constant. 15 heal would do half the damage that a 30 heal could potentially do. I haven't tested this statement, though, so don't quote me on this particular response.

Quote:
Originally Posted by Dazeonae
A given amount of INT does not accurately represent a given amount of magic attack. It can be increased with scrolled earrings, or a number of different items. So they can be independant statistics because even though INT may directly affect magic attack, magic attack can be increased by other means and it does not affect the total INT.
Precisely. I couldn't have explained it better myself.

Quote:
Originally Posted by D-F1am3
So LUK is better for priest?
interesting
good luck! I wish i had the patience to do something like this =/
Actually, INT influences the damage of maxed-heal the most since it's one of the main multipliers of maxed-heal, and it also increments the magic stat. LUK barely adds to the maximum damage, and it increases the minimum damage at a slow rate; just like the effect that Crimsonmyst had described.

Last edited by Nekonecat; October 15th, 2007 at 7:52 PM.
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Old October 18th, 2007, 3:40 PM   #9
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good job
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Old October 21st, 2007, 9:45 PM   #10
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Quote:
Originally Posted by Nekonecat
Ah, yes. LUK seems to act like the secondary stat similar to other classes, slowly raising the minimum damage and all. It's strange how LUK doesn't affect the rest of the magical skills. [1] [2]

Actually, INT influences the damage of maxed-heal the most since it's one of the main multipliers of maxed-heal, and it also increments the magic stat. LUK barely adds to the maximum damage, and it increases the minimum damage at a slow rate; just like the effect that Crimsonmyst had described.
Wow, good job, I never know that LUK actually can affect heal's minimum damage. Let's see..INT increase heal's max. damage, while LUK increase the min. damage of heal, but however it dosen't affect any other skills such as SR, claw or HA, am I right?

So...in other words, to have a more stable damage, should priests add a lot of LUK? In either way, high LUK priests would be happy to hear that.

Oh yeah, and I'm happy that it's stickied now, so nobody would make a thread asking about the heal formula anymore.

Last edited by tianshenfu; October 21st, 2007 at 9:47 PM.
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