Mathematical Approach to Maximizing DPS or Heals

Played RO 3 months on the China server (Equinox guild), and will be playing on NA (Eterna guild) coming OBT. I do engineering irl, so calculations is what I do (among other things :P).

I’ll get straight to the point. There are two parts to this post. The first is a guide giving insight, using mathematical approaches, on how the different stats in RO really work. The second talks about the calculator I am developing in order to calculate how exactly you are supposed to maximize your damage or heals. I chose to make a calculator because the game is so complex that it cannot be simplified into just a few guidelines. So without further ado…

THE STAT GUIDE

The Attributes Involved in Damage
Out of the 5 attributes, only 2 of them are involved in damage:
Strength [or Intelligence]. Each point gives 1 physical damage and every 10 points gives 4 Force.
Agility. Each point gives 2 crit.
Calculating Final Damage Done
Final Damage is my own term, not found in the game. With it I mean the damage you output at the last stage, before it gets reduced by the enemy’s defense stats. It takes crit into account.
Final Damage. = Physical Damage*(1+Crit Chance*Crit Damage)
Physical Damage [or Magic Damage]. = Physical Attack*(1+Force/100)+Additional Damage
Physical Attack [or Magic Attack]. The total sum of damage generated by your gear, and only your gear.
Additional Damage. The total sum of damage generated by sources other than your gear, including attributes
Additional Damage = 1*Strength + (gear bonuses) + (soul grid bonuses) + (guild bonuses) + (amulet rune effects)
Force [or Zeal]. As seen in the formula, 1 force will increase the damage your physical attack does by 1% . It is NOT multiplied with physical damage. There is a big difference there.
The Attributes Involved in Heals
Out of the 5 attributes, 3 of them are involved in healing:
Intelligence. Each point gives 0.6 points of Additional Healing.
Spirit. Each point gives 1.6 points of Additional Healing.
Agility. Each point gives 2 crit.
Note that the Zeal stat that every 10 Intelligence is supposed to give does not add to healing.

Calculating Final Heals Done

Again, Final Healing is my own term, not found in the game. With it I mean the heals you output at the last stage. It takes crit into account.
Final Healing. = Healing*(1+Crit Chance*Crit Damage)
Healing. = 0.4*Magic Attack + Additional Healing
Magic Attack. The total sum of damage generated by your gear, and only your gear.
Additional Healing. The total sum of heals generated by sources other than your gear, including attributes.
Additional Healing = 0.6*Intelligence + 1.6*Spirit + (gear bonuses) + (soul grid bonuses) + (guild bonuses) + (amulet rune effects)
Do note that there seems to currently be a bug with the “additional healing” stat not showing the correct number in game. A few people, including me, are still investigating this strange phenomena (Bug? Less healing power than i should have.). This happens even on China servers.

Crit Chance and Crit Damage
This part is probably obvious, but I’m writing it nonetheless.
Crit Chance. Each crit gives a certain amount of crit chance %. Higher values increases your crit rate.
Crit Damage. Each crit increment gives a certain amount of crit damage %. Higher values increases the additional damage (or heals) your crits do. Note that the minimum is 50% (at 0 crit increment) and the maximum is capped at 200%.
Note that the ratios of crit chance per crit and crit damage per crit incement depends on level. Read the next section for details on that.

Diminishing Return on Stats
Now here comes the section of my findings that is a little harder to come by. Basically, there is a diminishing returns on nearly all stats that give a % of anything. But some stats have a compounded diminishing returns going for them. Let me explain…

Character Level Diminishing Returns.
There are ton of what I like to call “level % stats”. Stats that have as their output a % value, and state in their tooltip that this % only counts for targets of the same level. Examples of these “level % stats” is Crit, Crit Increment, physical defense stats, magic defense stats, hit rate, dodge rate, ect. The ratio between the stat value and the % worsens the higher the level of your character is. For example, at level 59, 100 crit gives a crit chance of 4.168%, while at level 79, 100 crit gives a crit chance of 3.175%. Force, Zeal, Persistence, and Tolerance do NOT display this kind of behavior.

Stat Amount Diminishing Returns.
This is the traditional one. The more you have of the stat, the less valuable an additional point it will be. For example, 1550 points of defense gives 31.5% damage reduction, but 5250 points in defense is needed for a 61% damage reduction. So you need more than triple the defense to get double the damage reduction. The stats that display this kind of diminishing

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