How mystic attacks work, speed, damage, crits, punch, kick, jumpkick etc.

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Ravyn
Posts: 38
Joined: Wed Mar 30, 2016 4:40 pm

How mystic attacks work, speed, damage, crits, punch, kick, jumpkick etc.

Post by Ravyn »

by Ravyn of Codered BBS



RE: Speed and damage calculations of mystic attacks punch, kick, jumpkick



---Level Effect----------------------------------------------------------
with all stats 50 and no other bonus to dmg

punch-

lvl:dmg

01: 2-7 dmg
05: 2-8 dmg
10: 3-9 dmg
15: 3-10 dmg
20: 4-11 dmg
25: 4-11 dmg
30: 4-11 dmg
35: 4-11 dmg
45: 4-11 dmg
55: 4-11 dmg

kick-

lvl:dmg

01: 2-9 dmg
05: 2-9 dmg
10: 3-10 dmg
15: 3-11 dmg
20: 5-13 dmg
25: 5-13 dmg
30: 5-13 dmg
35: 5-13 dmg
45: 5-13 dmg
55: 5-13 dmg

jumpkick-

lvl:dmg

01: 3-13 dmg
05: 3-13 dmg
10: 4-14 dmg
15: 4-16 dmg
20: 6-18 dmg
25: 6-18 dmg
30: 6-18 dmg
35: 6-18 dmg
45: 6-18 dmg
55: 6-18 dmg


---Str Effect------------------------------------------------------------

Str had the exact same effect as any other attack, that is (maxdmg += ((str - 50) / 10))

---Agil Effect-----------------------------------------------------------

I always suspected that mystic attacks went up as agility did, especially jumpkick,
but in testing it had no effect whatsoever. Agility does not add to mystic dmg of
any attack.

---+punchdmg, +kickdmg, +jumpkdmg, +maxdmg Effect------------------------

The +maxdmg ability (whether from an item, a spell, or whatever--except the str bonus),
DOUBLED the #. So +5 max damage on a mystic adds +10.

The other abilities were different than just adding +max dmg, they added to both min
AND max dmg, but seemed to all work differently, where a +1 wasnt really a +1 except
with punch.

All of them had a coefficient for use with the +damage, +maxdmg was *2.00

punch-

when i added +1 to the 4-11 dmg punch, it hit for 5-12 (+1 dmg)
when i added +2 to the 4-11 dmg punch, it hit for 6-13 (+2 dmg)
when i added +5 to the 4-11 dmg punch, it hit for 9-16 (+5 dmg)
when i added +10 to the 4-11 dmg punch, it hit for 14-21 (+10 dmg)

a 1:1 ratio of added dmg to both min and max

kick-

when i added +1 to the 5-13 dmg kick, it hit for 6-14 (+1 dmg)
when i added +2 to the 5-13 dmg kick, it hit for 7-15 (+2 dmg)
when i added +5 to the 5-13 dmg kick, it hit for 11-19 (+6 dmg)
when i added +10 to the 5-13 dmg kick, it hit for 18-26 (+13 dmg)

so i theorize that it actually adds 1.33*kickdmg to the # instead of 1:1

jumpkick-

when i added +1 to the 6-18 dmg jumpkick, it hit for 8-19 (+1 to +2 dmg)
when i added +2 to the 6-18 dmg jumpkick, it hit for 9-21 (+3 dmg)
when i added +5 to the 6-18 dmg jumpkick, it hit for 14-26 (+8 dmg)
when i added +10 to the 6-18 dmg jumpkick, it hit for 23-34 (+16 to +17 dmg)

so i theorize that it actually adds 1.66*jumpkdmg to the # instead of 1:1

note: Sometimes it rounded up and sometimes it rounded down, not a specific
rule to always do one of the two.

---+punchacc, +kickacc, +jumpkacc Effect---------------------------------
I didnt test these as I think its probably safe to make them the same as regular
+accuracy but applied to their specific attack.

---Attack Speed----------------------------------------------------------
made a whole bunch of test weapons and counted every hit per round pattern until it
matched exactly, double-checked using mmex swing calculator.

punch: 1200 speed

kick: 1400 speed

jumpkick: 2000 speed

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

also note the formula for calculating crits with any mystic attack was exactly the same as
calculating crits with any other normal weapon, using random(2.0 to 4.0) x max hit damage


Ravyn ravyn.codered AT gmail.com


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