This is a pretty huge spoiler about how you can get a postcraft value based on a precraft value. Don't read it if you want to discover that by yourself !
You can find all values i'm speaking about for all crafted items in the source code, see this file (i'll refer to it as egs.cfg later).
Note : When i speak of PrecraftValue, it's intended as a decimal number and not the % you see in game / on Kipeecraft (for example, if you have 90.7 precraft on KC, the value used in calculations if 0.907).
For durability, it's simply BaseValue * ( 1 + ItemDurability).
BaseValue is named (for example) DaggerDurability in egs.cfg
ItemDurability is simply PrecraftValue * PlanModifier.
This is truncated to an integer.
PlanModifier depends on the item and the plan, it seems to go this way :
* 1 for every plan 1 (low quality)
* 1.5 for melee weapon / armor plan 2 (medium quality)
* 2 for melee weapon / armor plan 3 (high quality), this includes racial weapon (burning, living ...)
* 0.5 for OP weapons (melee, range, amps)
* 0.75 for generic melee weapons (not sure for range, is there even some generic weapon craft ?)
* 1 for marauder armor
* 1 for range weapon plan 2 (MQ) and plan 3 (HQ)
* 3 for jewels plan 2(MQ)
* 5 for jewels plan 3(HQ)
(don't forget the 20 bonus HP from fyros rite !)
It's BaseValue * (2 - ItemWeight).
This one is not truncated to an integer, rather a float with 2 decimal numbers.
BaseValue is named (for example) DaggerWeight in egs.cfg
ItemWeight is simply PrecraftValue.
(The formula is a little more complicated, see source code if you are interested ; however due to the values used for the calculations it can be vastly simplified).
WeaponMaxDamage = (MinDamage + (quality-1)) * dmgFactor;
MinDamage is 27 (only one value for all weapons), taken from egs.cfg
dmgFactor is (for a dagger) DaggerDmg + -DaggerDmgMax - DaggerDmg) * PrecraftValue .
This is truncated to an integer.
It's the same principle, with a little modification (cause HitRate is /10sec in code, and /60 sec in the value you see).
PostCraftValue = (HitRate + (HitRateMax - HitRate) * PrecraftValue)*6;
There are some stranges bugs (some would call it "feature" :-P) behind speed, I won't bother with the details because it's actually fixed in RyzomCore (and hopefully WinchGate will pull the fix in their code soon enough), you can read the bug report if you're interested in that !
FinalProtection = MaxProtection * quality * (1 + PrecraftValue);
MaxProtection is something like HeavyVestMaxSlashingProtection
It's always the same :
PostCraftValue = MinValue + (MaxValue - MinValue) * PrecraftValue;
for example, on a dagger :
DaggerDodge = DaggerDodgeMinModifier + (DaggerDodgeMaxModifier - DaggerDodgeMinModifier) * PrecraftValue;
Values are truncated to an integer, except for protection factor which is truncated to a float with 2 decimals, and range to an float with 1 decimal.
These acts the same as a regular q200 armor in regards to %FP and max protection versus, however the dodge / parry value are slightly different :
* MinDodge = -4, MaxDodge = 1 (instead of 0) : this means +2 on a 100% dodge rubbarn boosted (but who does that ?)
* MinParry = -1, MaxParry = 4 (instead of 3) : this means +5 on a 100% parry rubbarn boosted (but who has enough crystals and supreme for that ?)
You can find all values i'm speaking about for all crafted items in the source code, see this file (i'll refer to it as egs.cfg later).
Note : When i speak of PrecraftValue, it's intended as a decimal number and not the % you see in game / on Kipeecraft (for example, if you have 90.7 precraft on KC, the value used in calculations if 0.907).
Durability
For durability, it's simply BaseValue * ( 1 + ItemDurability).
BaseValue is named (for example) DaggerDurability in egs.cfg
ItemDurability is simply PrecraftValue * PlanModifier.
This is truncated to an integer.
PlanModifier depends on the item and the plan, it seems to go this way :
* 1 for every plan 1 (low quality)
* 1.5 for melee weapon / armor plan 2 (medium quality)
* 2 for melee weapon / armor plan 3 (high quality), this includes racial weapon (burning, living ...)
* 0.5 for OP weapons (melee, range, amps)
* 0.75 for generic melee weapons (not sure for range, is there even some generic weapon craft ?)
* 1 for marauder armor
* 1 for range weapon plan 2 (MQ) and plan 3 (HQ)
* 3 for jewels plan 2(MQ)
* 5 for jewels plan 3(HQ)
(don't forget the 20 bonus HP from fyros rite !)
Weight
It's BaseValue * (2 - ItemWeight).
This one is not truncated to an integer, rather a float with 2 decimal numbers.
BaseValue is named (for example) DaggerWeight in egs.cfg
ItemWeight is simply PrecraftValue.
Damage
(The formula is a little more complicated, see source code if you are interested ; however due to the values used for the calculations it can be vastly simplified).
WeaponMaxDamage = (MinDamage + (quality-1)) * dmgFactor;
MinDamage is 27 (only one value for all weapons), taken from egs.cfg
dmgFactor is (for a dagger) DaggerDmg + -DaggerDmgMax - DaggerDmg) * PrecraftValue .
This is truncated to an integer.
Speed
It's the same principle, with a little modification (cause HitRate is /10sec in code, and /60 sec in the value you see).
PostCraftValue = (HitRate + (HitRateMax - HitRate) * PrecraftValue)*6;
There are some stranges bugs (some would call it "feature" :-P) behind speed, I won't bother with the details because it's actually fixed in RyzomCore (and hopefully WinchGate will pull the fix in their code soon enough), you can read the bug report if you're interested in that !
Max protection versus
FinalProtection = MaxProtection * quality * (1 + PrecraftValue);
MaxProtection is something like HeavyVestMaxSlashingProtection
All other statistics
It's always the same :
PostCraftValue = MinValue + (MaxValue - MinValue) * PrecraftValue;
for example, on a dagger :
DaggerDodge = DaggerDodgeMinModifier + (DaggerDodgeMaxModifier - DaggerDodgeMinModifier) * PrecraftValue;
Values are truncated to an integer, except for protection factor which is truncated to a float with 2 decimals, and range to an float with 1 decimal.
crafted HA marauder
These acts the same as a regular q200 armor in regards to %FP and max protection versus, however the dodge / parry value are slightly different :
* MinDodge = -4, MaxDodge = 1 (instead of 0) : this means +2 on a 100% dodge rubbarn boosted (but who does that ?)
* MinParry = -1, MaxParry = 4 (instead of 3) : this means +5 on a 100% parry rubbarn boosted (but who has enough crystals and supreme for that ?)
---
Añadido por Lopyrech 8 años hace