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(03082015, 06:27 PM)agnesi Wrote: Quote:If you activates it, just multiply them to the damage accordingly.
Next, the score itself also contributes as damage multiplier. The formula is
1 + Score/10000
I don't know if you saw the DC guide, but we figured out that the damage boost is lowered for scores over 5000.
For scores less than or equal to 5000:
Damage Boost = 1 + Score/10000
For scores over 5000:
Damage Boost = 1.5 + (Score5000)*0.25/10000
erm, that's what i get from chinese wiki, i shall try to verify it
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After testing at 1st seal Saruman, it is indeed as you said, DC's score effect reduces after 5000
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Great job ~
After playing for close to a year, I never have the actual break down of numbers and just play by gut feeling.
This will give me a more accurate analysis in those tough GM/SM to see if I can to burst down a mini/boss with just the board, convert, active burst, etc.
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is this the TOS bible?
I'm from Spain, so excuse my language mistakes, "beaches"
Regular allies> all max PR nidoggh, all max Yogsothoth, all max Pr giemsa, all max PR artemis, all max beelzebub.
I ally the most common ally in SM and farmable weeklys.
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Hey Arigato, very nice guide you made indeed!
Just a minor info I'd like to point out for WuKong leader skill, as below.
For normal WuKong leader skill, the equation is HP^3 x 60%,
but for WuKong amelII, the equation is HP^1/3 x 80%.
What really makes WuKong OP is NOT because of the percentage increase from 60% to 80%, instead it's because MH changed the formula altogether.
One IRL example I could provide is Tyr's double hit in Eternal Transmigration, video here.
I took Tyr's double hit and only to receive a mere 2711 damage, both hit counted.
HP Remaining  Effective Reduction  Damage Received 
15788  96%  1220 
14568  95.11%  1491 
13077 
Just to show how much difference the 2 formula is,
Dual WuKong, HP 16000, Damage 100 000, double strike
HP^3 x 80% 
HP Remaining  Effective Reduction  Damage Received 
16000  96%  4000 
12000  56.11%  43890 
Dead 
HP^1/3 x 80% 
HP Remaining  Effective Reduction  Damage Received 
16000  96%  4000 
14780  92.54%  7461 
4538 
Yes, dual Wukong amelII can bloody tank double hit of 100k damage!!!
(ps : expect to have some margin of difference for numbers in table)
(pps : please let me know ASAP if I've embarrassed myself by giving out an overwhelming wrong info)
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(03102015, 06:59 PM)azure86 Wrote: Hey Arigato, very nice guide you made indeed!
Just a minor info I'd like to point out for WuKong leader skill, as below.
For normal WuKong leader skill, the equation is HP^3 x 60%,
but for WuKong amelII, the equation is HP^1/3 x 80%.
What really makes WuKong OP is NOT because of the percentage increase from 60% to 80%, instead it's because MH changed the formula altogether.
One IRL example I could provide is Tyr's double hit in Eternal Transmigration, video here.
I took Tyr's double hit and only to receive a mere 2711 damage, both hit counted.
HP Remaining  Effective Reduction  Damage Received 
15788  96%  1220 
14568  95.11%  1491 
13077 
Just to show how much difference the 2 formula is,
Dual WuKong, HP 16000, Damage 100 000, double strike
HP^3 x 80% 
HP Remaining  Effective Reduction  Damage Received 
16000  96%  4000 
12000  56.11%  43890 
Dead 
HP^1/3 x 80% 
HP Remaining  Effective Reduction  Damage Received 
16000  96%  4000 
14780  92.54%  7461 
4538 
Yes, dual Wukong amelII can bloody tank double hit of 100k damage!!!
(ps : expect to have some margin of difference for numbers in table)
(pps : please let me know ASAP if I've embarrassed myself by giving out an overwhelming wrong info)
that's some important information. I have verify the information from your video and another, the data totally match. Seriously i am not sure what MH is doing, up to 80% is OP enough but change the formula from cube to cube root is even more crazy...
I will update the formula now.
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I think you have got the enchanted runes bonus wrong. Your unenchanted runes damage calculation is correct, but I think the following explanation makes the enchanted runes bonus clearer:
For unenchanted runes,
Every set of 3 runes = 1, e.g. 2* sets of 3 runes = 2
For each rune above 3 you add 0.25, e.g. set of 4 runes = 1.25, set of 5 runes = 1.5
For each enchanted rune you add 0.15 to the above calculation, so
Set of 3 runes, all enchanted = 1 + 3*0.15 = 1.45
Set of 4 runes, 3 enchanted = 1.25 + 3*0.15 = 1.7
For dual Norse, you get a bonus 0.1 for each enchanted rune, i.e. 0.25 for each enchanted rune
Set of 3 runes, all enchanted = 1 + 3*0.25 = 1.75
Set of 4 runes, 3 enchanted = 1.25 + 3*0.25 = 2
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(03102015, 09:27 PM)killerwombat Wrote: I think you have got the enchanted runes bonus wrong. Your unenchanted runes damage calculation is correct, but I think the following explanation makes the enchanted runes bonus clearer:
For unenchanted runes,
Every set of 3 runes = 1, e.g. 2* sets of 3 runes = 2
For each rune above 3 you add 0.25, e.g. set of 4 runes = 1.25, set of 5 runes = 1.5
For each enchanted rune you add 0.15 to the above calculation, so
Set of 3 runes, all enchanted = 1 + 3*0.15 = 1.45
Set of 4 runes, 3 enchanted = 1.25 + 3*0.15 = 1.7
For dual Norse, you get a bonus 0.1 for each enchanted rune, i.e. 0.25 for each enchanted rune
Set of 3 runes, all enchanted = 1 + 3*0.25 = 1.75
Set of 4 runes, 3 enchanted = 1.25 + 3*0.25 = 2
just change 0.1 to 0.15, thanks for pointing it out. I know for dual norse enchanted rune = 2 nonenchanted, but seems like i remember the default one wrongly.
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03112015, 12:24 PM
(03102015, 08:48 AM)agatio Wrote: is this the TOS bible?
Just saw this thread today. Was exactly going to post the same thing.
This is TOS BIBLE. It should be ingame guide \o/
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This thread inspired me to continue working on a damage calculator. Based on the information in this thread, I went ahead and updated this spreadsheet model  it's clunky but at least it seems to work on a basic level.
Unfortunately, it's not very automated yet...all the yellow highlighted cells require some input.
I hope to continue to learn more useful (and updated) information from this thread. Thanks again for the inspiration.
