TibiaWiki
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<math>z</math> is the percent you have to go to the next Magic Level in decimal form (i.e. 50% is written 0.5).
 
<math>z</math> is the percent you have to go to the next Magic Level in decimal form (i.e. 50% is written 0.5).
   
* For [[sorcerer]]s, [[druid]]s and [[royal paladin]]s:
+
* For [[sorcerer]]s, [[druid]]s and [[Royal Paladin|royal paladins]]:
 
<math>y = ([(1600*1.1</math><sup>x</sup><math>)*z]/40)/60</math>
 
<math>y = ([(1600*1.1</math><sup>x</sup><math>)*z]/40)/60</math>
   

Revision as of 20:28, 15 July 2008

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

Magic Power


Usually displayed as percent.

Mana

  • With this you can calculate an amount of mana you or someone else has at a certain level.
  • Knights :
  • Paladins :
  • Sorcerers and Druids :

Where x is the level you want to check.

In case you left Rookgaard after Level 8:

Hitpoints

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

Where x is the level you want to check.

Incase you have left rookgaard after level 8:

Capacity

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.

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".

Haste

This determines the difference in your speed after casting Haste.

Strong Haste

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

Time Ring

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

Boots of Haste

This can be combined with Time Ring and one of the haste spells.

Exp from Killing other Players on PvP-Enforced World

  • a = killer's level * 0.9 <- rounded down
  • b = victim's level
  • c = victim's experience

Round the result down to the nearest whole 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. 50% is written 0.5).

x

x

x

x

Tibian Environment

Time

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

Attack Spell/Rune Damage

NOTICE: This formula is based upon observed values with c calculated to one tenth with fair certainty. NOTE: Since the 2007 summer update, this formula is inaccurate due to the reduction of magic damage by decreasing player level's meaning (except for healing spells/runes) - this section needs a revision.


min:

max:

avg:

  • a = Character's Level
  • b = Character's Magic Level
  • c = Multiplier for the desired attack spell/rune
  • d = Shift for the desired attack spell/rune
    • NOTE: Each attack spell/rune has a different multiplier to determine how much damage can be done with it. These multipliers are simply based upon observed damages. For simplicity, c values are going to be the same and d values are non-existent. Until someone takes the time to apply some statistics to estimate the unknown variables, that's the way it's going to be.

The c values are roughly:

0.9 for Light Magic Missiles (LMM)

1.5 for Light Healing [exura]

2.7 for strike spells [exori vis/flam/mort/frigo/tera]

1.8 for Heavy Magic Missiles [HMM]

3 for Explosion [adevo mas hur]

3 for Intense Healing [exura gran]

3.3 for Great Fireball [GFB]

8.7 for Sudden Death [SD]

9.9 for Berserk [exori]

12 for Energy Wave [exevo vis hur]

15 for Ultimate Healing [exura vita]

16.8 for ultimate spells [exevo gran mas vis/flam/frigo/tera]

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 (0,5*85*50 + 500 + 850 + 80)/100 * 10 = 355,5(356 rounded)
  • Damage factor
    • Full Attack: 10
    • Balanced: 7
    • Full Defence: 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

Armor

  • Damage reduction

Min:
Max: