(dmg reduction by armor) |
m (just fixed a bug in the link for royal paladins) |
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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). |
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− | * For [[sorcerer]]s, [[druid]]s and [[royal |
+ | * 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> |
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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
Where x is the level you want to check.
In case you left Rookgaard after Level 8:
- Paladins will have less 10 mana each level they stayed on Rookgaard after Level 8
- Sorcerers and Druids will have less 25 mana each level they stayed on Rookgaard after Level 8
Hitpoints
- Knights :
- Paladins :
- Rookguardians, Sorcerers and Druids :
Where x is the level you want to check.
Incase you have left rookgaard after level 8:
- Knights will have less 10 hitpoints each level they stayed on Rookgaard after Level 8
- Paladins will have less 5 hitpoints each level they stayed on Rookgaard after Level 8
Capacity
- Level = is the level you want to know the amount of Capacity it has.
- a = Capacity gained each level up.
- Knight = 25
- Paladin = 20
- Rookguardian, Sorcerer and Druid = 10
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).
- For sorcerers, druids and royal paladins:
x
- For master sorcerers and elder druids:
x
- For knights and elite knights:
x
- For paladins:
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:
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: