> EHWiki Report Thread, Add missing or fix existing data - don't use this for equipment ranges please

 
post Oct 26 2011, 06:54
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Maximum_Joe



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This thread is for all the data for the EHWiki. Thanks in advance for all the help!

Things that the wiki is missing can be found here:
http://ehwiki.org/wiki/Missing_Data




This post has been edited by Noni: Apr 14 2022, 05:01


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post Oct 28 2011, 06:35
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QUOTE(derpymal @ Oct 27 2011, 13:42) *

BTW, somebody add the descriptions for the figurines.

Done, ty.


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post Oct 28 2011, 12:41
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Ballistic9



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* What is the base equipment drop chance?
5% for regular mobs last I recall.

* What is the splash damage of AoE spells (assuming the target you pick gets 100%, what do the others get?)
Primary targets for AOE spells take 100% more damage than their counterparts (deals more damage than the same tier single-target variant). Splash damage deals 66% of single-target variant's damage.

* What is the damage formula for Soul Fire's DoT?
Soul Fire's DOT damage depends on proficiency + monster's unmodified base HP (more HP = more damage). Dunno the formula though.

* Do the 3 dragons have any procs / buffs? What type of damage do their magic and spirit attacks do?

- Magic Attacks:
48 13 Flames of Darkness hits you for 1275 dark damage.
48 12 Drogon uses Flames of Darkness
48 3 Fiery Breath hits you for 836 fire damage.
48 2 Viserion uses Fiery Breath
56 3 Fiery Breath hits you for 1102 fire damage.
56 2 Rhaegal uses Fiery Breath

- Spirit Attacks:
58 3 You evade the attack from Drogon.
58 2 Drogon casts Dark Void
65 3 You evade the attack from Viserion.
65 2 Viserion casts Hellfire
110 3 The spell is absorbed. You gain 66 Magic Points.
110 2 Rhaegal casts Hellfire

Drogon:
MP attack: Flames of Darkness, Dark, ?
SP attack: Dark Void, ?, ?

Viserion & Rhaegal:
MP attack: Fiery Breath, Fire, Physical
SP attack: Hellfire, ?, Magical

Absorb used to determine mag/phys attack. Will edit this later.

This post has been edited by Ballistic9: Oct 28 2011, 12:47


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post Oct 28 2011, 13:04
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Maximum_Joe



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QUOTE(Ballistic9 @ Oct 27 2011, 20:41) *

* What is the base equipment drop chance?
5% for regular mobs last I recall.

Just to be clear, if there's a successful roll for a loot drop, the second roll has a 5% chance for it to be equipment?


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post Oct 28 2011, 13:50
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Joe, please re-arrange your post. It is difficult to follow with so many answered questions in-between.

* What is the damage formula for Soul Fire's DoT?

I'll combine this question with poison's damage formula.

Just tested it and found the formula given by Tenb isn't quite correct.

The following formula fits in better with the data observed:

poison DOT = 5 * (base_health / 100) * (1 + deprecating_proficiency / 100)
soul fir DOT = 7 * (base_health / 100) * (1 + forbidden_proficiency / 100)

where base health for normal monsters = hp at nomral difficulty
Not getting to mini-boss/boss/legend/god part yet. They probably have some hp tank multiplied into base hp.

* How much does equipment quality affect IW difficulty in quantifiable terms?

equipment quality has no effect on monster's hp for IW.

This post has been edited by varst: Oct 28 2011, 14:04


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post Oct 28 2011, 17:33
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I think this is the appropriate place to ask. I looked in the wiki for information and there isn't any.

I seem to recall that there's a limit on how often you can increase your elemental resistance. (Monster Lab)
It was 50 or so I believe. As in you can only increase a resistance by 50 points. (Which is roughly 2.8 M Crystals.)
Is this still true or am I imagining things?


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post Oct 28 2011, 17:37
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QUOTE(Death Grunty @ Oct 28 2011, 09:33) *

I think this is the appropriate place to ask. I looked in the wiki for information and there isn't any.

I seem to recall that there's a limit on how often you can increase your elemental resistance. (Monster Lab)
It was 50 or so I believe. As in you can only increase a resistance by 50 points. (Which is roughly 2.8 M Crystals.)
Is this still true or am I imagining things?

This limit was removed. You can theoretically upgrade any stat up to 75.

This post has been edited by Ichy: Oct 28 2011, 17:38


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post Oct 28 2011, 17:53
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QUOTE(Ichy @ Oct 28 2011, 03:37) *

This limit was removed. You can theoretically upgrade any stat up to 75.

I see. Well.. theoratically. laugh.gif
That is assuming you can come up with 747 M Crystals for an increase of only 75 points. So to get the -75 holy to a +75 holy will take.. 52.7 trillion crystals?
I hope there some kinda cap on increments.. otherwise it's pretty much impossible.


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post Oct 28 2011, 18:00
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QUOTE(Death Grunty @ Oct 28 2011, 17:53) *

I see. Well.. theoratically. laugh.gif
That is assuming you can come up with 747 M Crystals for an increase of only 75 points. So to get the -75 holy to a +75 holy will take.. 52.7 trillion crystals?
I hope there some kinda cap on increments.. otherwise it's pretty much impossible.


QUOTE(Tenboro @ Aug 2 2011, 17:16) *

Not really. Item counts are all stored as 32-bit integers. But I kinda doubt it will be a limiting factor.



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post Oct 28 2011, 18:17
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Well 2^32 - 1 (assuming unsigned, 2^31-1 otherwise) is a good many magnitudes less than round(10*1.25^149).

In fact upgrading past 90 over the starting point is where it gets impossible because you can't hold enough crystals to do the next upgrade. But, of course, the REAL limiting factor isn't the programming, it's the time and/or credits it'd take to get 4,294,967,296 crystals.


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post Oct 28 2011, 18:42
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varst



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If anyone can't fetch that number, assume the following case:

You're a crystal-collecting machine which can only collect crystals of flames.
The item count limit is at 2^32 -1, which is about 4.2*10^9.

Now, you can collect 10 crystals of flames per round, and each round costs a second.
You will need to collect continuously for 13.5 years in order to reach that item count limit.

That's how many crystals you need to raise elemental resistance from 89 to 90 points.


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post Oct 28 2011, 19:26
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QUOTE((Cheater) Tiap @ Oct 27 2011, 18:29) *
I still maintain that different spells have different proc chances, but someone should double check.

Got a bit more data.
Figures are still tentative.

Condemn/Purge: 60.90% chance
Smite/Banish: ~80.50% chance
Corruption/Pestilence: 80.80% chance
Disintegrate/Ragnarok: 100% chance
Lightning/Thunderstorm/Fireball/Inferno/etc: somewhere between 46% and 47% chance

Edit: updated.
This is taking way too long and is way too boring, I think I'm going to stop here.
If anyone wants to do it, send me a PM and I'll give you the script I've been using for logging.

This post has been edited by (Cheater) Tiap: Oct 28 2011, 23:59
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post Oct 28 2011, 23:08
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All updated.

QUOTE(varst @ Oct 27 2011, 21:50) *

Joe, please re-arrange your post. It is difficult to follow with so many answered questions in-between.

Done. Also spaced them out for easier reading.
QUOTE

equipment quality has no effect on monster's hp for IW.

Changed the question to attack strength. I remembered that only difficulty setting determines HP.

This post has been edited by Maximum_Joe: Oct 28 2011, 23:22


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post Oct 29 2011, 00:27
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Ballistic9



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QUOTE(Maximum_Joe @ Oct 28 2011, 13:04) *

Just to be clear, if there's a successful roll for a loot drop, the second roll has a 5% chance for it to be equipment?


Equipment drop is 2% last I recall.


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post Oct 29 2011, 02:17
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Okay, lemme see how well I've nailed down loot rolls. Italicized bits need confirmation.

Loot Rolls
First Roll - Determines if loot drops at all
Base chance of 10%.
Increased by Scavenger.

Second Roll -Determines if it is Equipment
Base chance of 2 or 5%)
Increased by Quartermaster.
3 further rolls for determining equipment slot, suffixes, and Quality (See Fifth Roll).

Third Roll - Determines if it is an Artifact
Base chance of 1%.
Increased by Archaeologist.
1 further roll for determining which artifact it is.

Fourth Roll - Determines Item Type
Base chances are 30% health, 30% mana, 20% crystal, 10% spirit, 4% scroll, 4% infusion, 1% elixir, 1% special item.
Loot Quality Bonuses increase the chances for for elixirs and special items.

Fifth Roll - Determines Quality, modified by all the Loot Quality Bonuses.
Increased by Luck of the Draw.


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post Oct 29 2011, 02:41
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Hm....for loot quality...

This one from Tenb, the assumed equation from DemonEyesBob, then the two replies from Tenboro should be fairly correct for the loot quality system.

Of course the variables in the equation may need some changes, but that should be the overall flow.

This post has been edited by varst: Oct 29 2011, 02:43


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post Oct 29 2011, 02:46
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Ballistic9



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Something like this:

1) Loot roll: 5%. With max training: 10%.
2) Item type roll. Artifact/Equipment/Consumable: 0.2%/2%/97.8%. With max training: 0.4%/4%/95.6%.
3) If consumable: HP/MP/SP: 30%/30%/10%, crystal 20%, scroll 4%, infusion 4%, elixir 1%, special 1%.
Elixir category includes Infusion of Gaia & rare scrolls (Absorb/Life/Avatar/Gods). Elixirs can also drop through high HP/MP/SP item quality rolls.
4) Item quality roll.


* Do the 3 dragons have any procs / buffs? What type of damage do their magic and spirit attacks do?
- They all have an invisible passive buff that makes them highly spell resistant (Magnet is a prerequisite).
- Magic Attacks:
Absorb used to determine mag/phys attack.

48 13 Flames of Darkness hits you for 1275 dark damage.
48 12 Drogon uses Flames of Darkness
48 3 Fiery Breath hits you for 836 fire damage.
48 2 Viserion uses Fiery Breath
56 3 Fiery Breath hits you for 1102 fire damage.
56 2 Rhaegal uses Fiery Breath

- Spirit Attacks:
58 3 You evade the attack from Drogon.
58 2 Drogon casts Dark Void
65 3 You evade the attack from Viserion.
65 2 Viserion casts Hellfire
110 3 The spell is absorbed. You gain 66 Magic Points.
110 2 Rhaegal casts Hellfire
90 7 The spell is absorbed. You gain 3 Magic Points.
90 6 Drogon casts Dark Void
367 3 Hellfire hits you for 1642 fire damage.
367 2 Rhaegal casts Hellfire
496 4 Dark Void hits you for 2447 void damage.
496 3 Your spirit shield absorbs 4851 points of damage from the attack into 50.48 points of spirit damage.
496 2 Drogon casts Dark Void

Drogon:
MP attack: Flames of Darkness, Dark, Physical
SP attack: Dark Void, Void, Magical

Viserion & Rhaegal:
MP attack: Fiery Breath, Fire, Physical
SP attack: Hellfire, Fire, Magical


* What is the base action speed for... pretty much every action?
/index.php?act=S...st&p=516579
QUOTE
- The spell Cure II is now available at level 100. Compared to Cure, Cure II restores 250% health but costs 275% mana (90% efficiency) and has a longer cast time (0.6).

- The spell Cure III is now available at level 200. Compared to Cure, Cure III restores 400% health but costs 500% mana (80% efficiency) and has a longer cast time (0.7).


/index.php?act=S...st&p=445983
QUOTE
- Rebalanced the cast time of offensive magic:
-- Reduced the cast time of Tier 1 (Fireball, etc) offensive spells by 0.4. The usage time of Tier 1 single-target spells is now equal to that of normal attacks.
-- Reduced the cast time of Tier 2 (Flare, etc) offensive spells by 0.2.
-- Reduced the cast time of Tier 3 (Nova, etc) offensive spells by 0.1
Tier 4 have the same cast time as before. This is mostly to differensiate between the different ties of spells, and make the lower tiers more useful on later levels.

- Smite and Banish are now properly categorized as Tier 2 spells, and have had their cast time reduced by 0.3 to reflect this. Damage/cost remains the same.


/index.php?act=S...hlite=cast+time
QUOTE
- Reduced the cast time by 0.2 for tier 1 single-target spells and 0.1 for higher-tier single-target spells

- Adjusted spell damage so that single-target spells all have the same MP cost/damage ratio. Higher-tier spells instead have slightly longer cast times to reflect their increased chance of proccing their negative effects.

- AoE spells now consistently have 0.4 higher cast time than single target spells (used to be 0.1-0.4)


/index.php?act=S...st&p=347799
QUOTE
Stuff I Forgot #3: The Turn Sequence Indicator at the top of the battle screen shows when you will get your next turn compared to the monsters you are facing. However, this is only accurate for normal attacks as well as the spirit attack. All magic has an inherent cast time, which isn't yet reflected in the TSI. Offensive magic typically has a longer cast time than normal attacks, while tactical magic (supportive, deprecating and curative) typically has shorter cast time. For example, Magic Missile takes 1.2x normal time to cast, while Poison takes 0.8x normal time.


This post has been edited by Ballistic9: Oct 29 2011, 02:59


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post Oct 29 2011, 03:00
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Should we add references to the other bestiary as well?
And on that note, why are we using those ugly tables? [en.wikipedia.org] Wikitables look much nicer.

This post has been edited by (Cheater) Tiap: Oct 29 2011, 03:12
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post Oct 29 2011, 03:52
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QUOTE((Cheater) Tiap @ Oct 28 2011, 11:00) *

Should we add references to the other bestiary as well?

Meh, if other people wanna do it they can but I don't care about them since they're infinite in number.
QUOTE

And on that note, why are we using those ugly tables? [en.wikipedia.org] Wikitables look much nicer.

I'll get to it as I go.


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post Oct 30 2011, 00:07
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All updated, questions too.


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post Oct 30 2011, 00:20
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* What is the chance on melee hit to get ET? (already have CM's)
It's on the staff.


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