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=== Capacity ===
 
=== Capacity ===
*With this you can calculate an amount of [[Capacity]] you or someone else has at a certain [[level]].
+
With this you can calculate an amount of [[capacity]] you or someone else has at a certain [[level]].
   
  +
<table class="wikitable sortable">
*[[Knight]]s : <math>x*25 + 270 - 15 * (y - 8)</math>
 
  +
<tr>
*[[Paladin]]s : <math>x*20 + 310 - 10 * (y - 8)</math>
 
  +
<th>Vocation</th>
*[[Sorcerer]]s and [[Druid]]s : <math>x*10 + 390</math>
 
  +
<th>Mana per Level</th>
Where ''x'' is thy level and ''y'' is the level thou'st left Rookgaard.
 
  +
<th>Formula</th>
 
  +
</tr>
In case you have left Rookgaard after level 8:
 
  +
<tr>
*[[Knight]]s will have less 15 capacity each level they stayed on [[Rookgaard]] after [[Level]] 8
 
  +
<th>[[Knight]]s</th>
*[[Paladin]]s will have less 10 capacity each level they stayed on [[Rookgaard]] after [[Level]] 8
 
  +
<td>25</td>
  +
<td><math>5(5x - 5y + 94)\,</math></td>
  +
</tr>
  +
<tr>
  +
<th>[[Paladin]]s</th>
  +
<td>20</td>
  +
<td><math>10(2x - y + 39)\,</math></td>
  +
</tr>
  +
<tr>
 
<th>[[Sorcerer]]s, [[Druid]]s and [[Rookie]]s</th>
  +
<td>10</td>
  +
<td><math>10(x + 39)\,</math></td>
  +
</tr>
  +
</table>
 
Where ''x'' is the player's level and ''y'' is the level he/she had left [[Rookgaard]].
   
 
=== Hitpoints, Mana and Capacity ===
 
=== Hitpoints, Mana and Capacity ===

Revision as of 09:49, 23 October 2011

There are many different formulas and calculations and interesting data in Tibia. For example how much experience you need for a level, how much mana you need for a magic level, how long time it takes to advance in different skills, how long time a day in Tibia is counted in real life time, etc etc.

Player Statistics

Level

or alternatively (use whichever you prefer):

Where x = level

For details about the Level Formula, visit this page.

Experience

For the amount of experience needed to reach the next level:

Where x = current level

Magic Level

  • Mana required to advance to next magic level:

  • a = Current Magic Level
  • b = Vocation Multiplier
    • Mages: 1.1
    • Paladins: 1.4
    • Knights: 3


  • Total amount of mana spent at a certain magic level

  • c = Magic Level
  • b = Vocation Multiplier

(See multipliers above)

Melee Skill Levels

  • Number of blood hits required to advance to the next skill level:

  • x = Current Skill Level
  • y = Vocation Constant
    • Knights: 1.1
    • Paladins: 1.2
    • Druids: 1.8
    • Sorcerers and Rookgaardians: 2

Magic Power


Usually displayed as percent. Yes you can hash

Fishing

Number of tries required to advance to next fishing level, where x is current fishing level:

Number of tries from fishing level 10 to x:

Mana

With this you can calculate an amount of mana you or someone else has at a certain level.

Vocation Mana per Level Formula
Knights and Rookies 5
Paladins 15
Sorcerers and Druids 30

Where x is the player's level and y is the level he/she had left Rookgaard.

Hitpoints

With this you can calculate an amount of hitpoints you or someone else has at a certain level.

Vocation Hitpoints per Level Formula
Knights 15
Paladins 10
Sorcerers, Druids and Rookies 5

Where x is the player's level and y is the level he/she had left Rookgaard.

Capacity

With this you can calculate an amount of capacity you or someone else has at a certain level.

Vocation Mana per Level Formula
Knights 25
Paladins 20
Sorcerers, Druids and Rookies 10

Where x is the player's level and y is the level he/she had left Rookgaard.

Hitpoints, Mana and Capacity

Where x is thy level and y is the level thou'st left Rookgaard.

  • This value does not depend on vocation, providing balance between them.


Speed

NOTICE: These formulas are based upon observed values. The input factors are also assumed based upon these same observations. These formulas may not be 100% accurate.

Note that spells like Haste and Strong Haste increase your base speed without items and mount, you have to add the speed of the extra items and mount only after calculate your base speed with the spells.

Your speed helps determine how fast you walk in-game. The base speed for a level 1 player is 220.

The type of surface you walk on reduces your speed (i.e.: you walk faster on pavement than you do on grass or mud). Below are the formulas for determining your speed in different states.

Unmodified

This determines your Unmodified Speed, or "BaseSpeed".

Walking Time

The number of seconds it takes for a player to walk 1 square

Walking Time is entirely dependent on the type of Tiles you are walking on. Moving on a diagonal takes 3 times as long.

This can be combined with Boots of Haste and one of the haste spells.

Haste

This determines the difference in your speed after casting Haste.

Strong Haste

This determines the difference in your speed after casting Strong Haste.

Swift Foot

It can be combined with time ring and/or boots of haste. It replaces any other haste spell.

(Due to not 100% exact formula the result has to be rounded to closest even number.)

Charge

It can be combined with time ring and/or boots of haste. It replaces any other haste spell.

(Due to not 100% exact formula the result has to be rounded to closest even number.)


Mana Training Time

These formulas enable you to calculate how much time is needed to go a Magic Level up.
For all formulas:
is the time needed to go a Magic Level up, in hours;
x is the current Magic Level;
is the percent you have to go to the next Magic Level in decimal form (i.e. 47% is written 0.47).

x

x

x

x

x

Tibian Environment

Time

  • 2.5 seconds = 1 Tibian minute
  • 30 minutes = 12 Tibian hours
  • 1 hour = 24 Tibian hours

Spell/Rune Damage/Healing

NOTE: These formulas are based upon observed values after update 8.1.
All the spells have the same basic formula: (lvl*0.2)+(mlvl*x)+y
Where x is a decimal number and y is an integer.
lvl*0.2 is always rounded down so you use the closest level below yours that ends with a 0 of 5. For example if you're level 141 you use 140 and if you're level 149 you use 145.
For pvp-damage just divide the final result by 2.

Healing spells:
Light Healing
Max healing: (lvl*0.2)+(mlvl*1.795)+11
Min healing: (lvl*0.2)+(mlvl*1.4)+8
Intense Healing
Max healing: (lvl*0.2)+(mlvl*5.59)+35
Min healing: (lvl*0.2)+(mlvl*3.184)+20
Wound Cleansing
Max healing: (lvl*0.2)+(mlvl*7.95)+51
Min healing: (lvl*0.2)+(mlvl*4)+25
Mass Healing
Max healing: (lvl*0.2)+(mlvl*10.43)+62
Min healing: (lvl*0.2)+(mlvl*5.7)+26
Ultimate Healing
Max healing: (lvl*0.2)+(mlvl*12.79)+79
Min healing: (lvl*0.2)+(mlvl*7.22)+44

Instant attack spells
Strike spells
Max damage: (lvl*0.2)+(mlvl*2.203)+13
Min damage: (lvl*0.2)+(mlvl*1.403)+8
Divine Missile
Max damage: (lvl*0.2)+(mlvl*3)+18
Min damage: (lvl*0.2)+(mlvl*1.79)+11
Ice Wave
Max damage: (lvl*0.2)+(mlvl*2)+12
Min damage: (lvl*0.2)+(mlvl*0.81)+4
Fire Wave
Max damage: (lvl*0.2)+(mlvl*2)+12
Min damage: (lvl*0.2)+(mlvl*1.25)+4

Rune attack spells
Light Magic Missile
Max damage: (lvl*0.2)+(mlvl*0.81)+4
Min damage: (lvl*0.2)+(mlvl*0.4)+2
Heavy Magic Missile/Stalagmite
Max damage: (lvl*0.2)+(mlvl*1.59)+10
Min damage: (lvl*0.2)+(mlvl*0.81)+4
Icicle/Fireball
Max damage: (lvl*0.2)+(mlvl*3)+18
Min damage: (lvl*0.2)+(mlvl*1.81)+10
Holy Missile
Max damage: (lvl*0.2)+(mlvl*3.75)+24
Min damage: (lvl*0.2)+(mlvl*1.79)+11
Sudden Death
Max damage: (lvl*0.2)+(mlvl*7.395)+46
Min damage: (lvl*0.2)+(mlvl*4.605)+28
Thunderstorm/Stone Shower
Max damage: (lvl*0.2)+(mlvl*2.6)+16
Min damage: (lvl*0.2)+(mlvl*1)+6
Avalanche/Great Fireball
Max damage: (lvl*0.2)+(mlvl*2.8)+17
Min damage: (lvl*0.2)+(mlvl*1.2)+7



These spells have not been tested by me (yet) so I'll leave the old formulas here.
NOTICE: These formulas are based upon observed values with c calculated to one tenth with fair certainty
min:
max:
avg:

* a = Character's Level
* b = Character's Magic Level
* c = Multiplier for min of the desired attack spell/rune
* d = Multiplier for max of the desired attack spell/rune
The c values are roughly:

0 for Explosion [adevo mas hur] (note: the min damage of this spell is 0).

2.5 for Energy Beam [exevo vis lux]

4 for Great Energy Beam [exevo gran vis lux]

4 for Divine Caldera [exevo mas san]

3.5 for Terra Wave [exevo tera hur]

4.5 for Energy Wave [exevo vis hur]

10 for Heal Friend [exura sio]

5 for Rage of the Skies [exevo gran mas vis]

7 for Hell's Core [exevo gran mas flam]

5 for Wrath of Nature [exevo gran mas tera]

6 for Eternal Winter [exevo gran mas frigo]

18.5 for Divine Healing [exura san]


The d values are roughly:

4.8 for Explosion [adevo mas hur]

4 for Energy Beam [exevo vis lux]

7 for Great Energy Beam [exevo gran vis lux]

6 for Divine Caldera [exevo mas san]

7 for Terra Wave [exevo tera hur]

9 for Energy Wave [exevo vis hur]

14 for Heal Friend [exura sio]

12 for Rage of the Skies [exevo gran mas vis]

14 for Hell's Core [exevo gran mas flam]

10 for Wrath of Nature [exevo gran mas tera]

12 for Eternal Winter [exevo gran mas frigo]

25 for Divine Healing [exura san]

Melee

NOTICE: This formula is based upon observed values.

  • Maximum Melee Damage:

Where:

  • x = Weapon's attack
  • y = Player's skill level
  • l = Player's level
  • d = Damage Factor
  • Let's take for example a player level 80, holding a weapon which has an attack value of 50, skills of 85 and he is attacking on full attack.
    • It would be like this 0.085x1x50x85+80/5 = 377.25 (377 rounded)
  • Damage factor
    • Full Attack: 1
    • Balanced: 0.75
    • Full Defence: 0.5

So the damage you will do will be between 0 and the calculated number, please note that shielding and armor from the target will reduce your damage. The average damage you will deal is approximately half your maximum damage. Also note, this doesn't take into account monsters weakness or strength to physical damage and if you use blood rage, you'll have to use the appropriate skills in place of your normal skills.

Melee based spells

NOTICE: This formula is based upon observed values.

  • Whirlwind Throw:

min:

max:

avg:

  • a = Character's skill
  • b = Character's weapon attack
  • c = Character's Level
  • Groundshaker:

min:

max:

avg:

  • a = Character's skill
  • b = Character's weapon attack
  • c = Character's Level
  • Berserk:

min:

max:

avg:

  • a = Character's skill
  • b = Character's weapon attack
  • c = Character's Level
  • Fierce Berserk:

min:

max:

avg:

  • a = Character's skill
  • b = Character's weapon attack
  • c = Character's Level

Note: As usual, damage is reduced by armor but none of these abilities can be blocked by shielding. Also note, this doesn't take into account monsters weakness or strength to physical damage and if you use blood rage, you'll have to use the appropriate skills in place of your normal skills.

Distance

NOTE: These formulae are based upon observed values.

  • Minimum Damage with Distance weapons:
    • Where x = player's current Level.

round means the value should be rounded to the nearest integer, thus 5,5 should be rounded to 6 and 5,4 should be rounded to 5.
To calculate your damage on players, divide the result by 2.

  • Maximum Damage with Distance weapons:

    • Where:
    • x = player's current Distance skill
    • y = Attack value of the distance weapon
    • d = Damage factor:
      • Full Attack: 1
      • Balanced: 0.75
      • Full Defense: 0.5

To calculate your damage on players, divide the result by 2.

Note that armor of the target will reduce your damage.

  • Chance to hit (without weapon hit chance modifier)
Distance1H weapon (throwing)2H weapon (any bow or crossbow)Any bow + Sniper Arrows
1%%%
2%%%
3%%%
4%%%
5%%%
6%%%
7%

Distance based spells

NOTICE: This formula is based upon observed values.

  • Ethereal Spear:

min:

max:

avg:

  • a = Character's skill
  • b = Character's Level

Armor

Note that:

  • Armor reduction will only apply when damage crosses the shield.
  • The damage armor needs to reduce may be lower than original damage because of the shield reduction.
  • If you get a negative number as armor reduction, it means 0.
  • Floor function is used here, basically it means that we remove decimals.
  • Ceil function is used here, basically it means that we round up numbers with decimals to next integer.

Variables:

  • r = minimum armor reduction
  • R = maximum armor reduction
  • t = total armor
  • d = damage (after the shield)
  • p = percentage reduction of item

Armor Reduction



Percentage Reduction

This formula have to be applied for every single item that has percentage reduction.

Example

You get a hit with original value of 200 wearing only Zaoan Helmet and Protection Amulet

t = total armor = 9
r = 4
R = 7

Now we calculate the % reduction that Zaoan Helmet has

p = 5
d = 190

Now we calculate the % reduction that Protection Amulet has

p = 6
d = 178

For this example, damage becomes 178, minimum armor reduction will be 4 and maximum armor reduction will be 7, so the hit will hit you from 171 to 174.

Armor and Defense

  • Damage reduction

Min:

Max:

  • Attack of Creature = a

(Let's supose that a creature has a max damage of 500. The attack of creature will be a random number from 1 to 500)

  • Defense = b (Defense value of your shield plus your weapon modifier or defense value of your two handed weapon)
  • Total Armor = c (Make a sum of all your set arm value)
  • Shielding = d
  • Defense factor = e

Full Attack: 5
Balanced: 7
Defensive: 10

Now use this formula:

NOTICE: The max damage of a creature could be higher than the max damage in creatures page.