Formulas

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Character stats

Statistic Skill use Description
Strength Manufacturing, mining,

hand attack

STR (Strength) STR points limits maximum load, also some items can not be carried until you get certain level of STR. Greater STR points enable faster attack speed, allows to deal more damage (2% per 10 in STR, STR 100 = +20% damage, calculated from basic damage of the weapon) and affects maximum hit points, affects maximum stamina points and allows faster stamina regeneration.

Maximum weight carried = STR*5 + Level*5.

Number of stamina points (SP) = STR*2 + Level*2

Number of hit points (HP) = VIT*3 + Level*2 + STR/2

Vitality Poison resistance Increases HP. Points are directly proportional to HP regeneration. Increases physical absorbtion.

Number of hit points (HP) = VIT*3 + Level*2 + STR/2

Dexterity Fishing,

fencing,

short sword,

long sword,

arrow attack,

axe,

shield

Increases defensive value and your "to hit" value.
Intelligence Alchemy, pretend corpse Required to learn magic spells (see "Magic" section). Limits magic %, Increases success ratio of spell casting, increases chance to hit.

Number of magic points (MP)=

MAG*2 + Level*2 + INT/2

Magic Magic % Affects max mana, directly propotional to mana regeneration, higher magical attack success, and increases spell damage (+3% each 10 in magic so for example: 100 MAG = +30%, 200 MAG = +60%)

Number of magic points (MP)=

MAG*2 + Level*2 + INT/2

Charisma -/- Lowers prices in shops (56 charisma gives 4% discount).

Hit ratio

Magic hit ratio

  • Magical attack hit ratio: (casters hit ratio / targets magic resistance) * 50
  • If your MAG is over 50 then you'll get MAG-50 bonus to hit
  • Targets magic resistance = Magic resistance skill + (If targets MAG is over 50 it'll get MAG-50 bonus)
  • If hit ratio is over 90% it'll be reduced to 90%
  • if hit ratio is under 10% it'll be increased to 10%
    • So, let's continue Example 2 (player casting energy strike, success rate 86))
    • MAG 128 gives you +78 to hit
    • You throw your spell at area with Ogre (magic res 70), Troll (magic res 60) and a 3 players (player a: magic res 100, mag 80, player b: magic res 100, mag 10, player c: magic res 100, mag 120)
    • Your chances to hit are:
    • Casters hit ratio: 164 (86+78)
    • Ogre: (Res 70, no mag bonus), 164/70*50 = 117% chance to hit (rounded down to 90%)
    • Troll: (Res 60, no mag bonus), 164/60*50 = 136% chance to hit (rounded down to 90%)
    • Player A: (Res 100 + MAG Bonus 30 (80-50) = 130), 164/130*50 = 63% chance to hitPlayer B: (Res 100, no mag bonus), 164/100*50 = 82% chance to hit
    • Player C: (Res 100 + MAG Bonus 70 (120-50) = 170), 164/170*50 = 48% chance to hit

Weapons hit ratio

  • To hit value is calculated from your DEX and weapon skill, if you have under 50 DEX, you don't get any bonuses to your to hit value.
    • < 50 DEX: To hit value = Weapon Skill
    • > 50 DEX: To hit value = Weapon Skill + (DEX - 50)
  • Enemy's defense value is reduced to half if you attack from the back.
  • Your defense is your DEX * 2 + any armor bonuses you get. For example Knight Plate Mail has 40 AC, and therefore adds 40 to defense value.
  • Maximum hit probability is 90%, no matter how much DEX and how high weapon skills you have.
  • Minimum hit probability is 10%. Hit probability is calculated as follows
  • Hit probability = (To hit Value / Defensive Value) * 50.
    • Exemple
      • Your dex is 200 and weapon skill is 100%, your to hit value is 100 + (200 - 50) = 250
      • If your opponent has 50 dex and a tunic (AC 3) no armor, his defense value is 50*2 + 3 = 103
      • In this case your hit probability would be:
      • (250 / 103) * 50 = 121% = 90% (90% is the maximum hit probability)