Formulas for Gladiatus
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~ Abilities of gladiator ~
1. Life points
Maximal_Life_points = Life_Points_by_lvl + Life_points_through_object + Life_Points_upgrade + Life_Points_through_constitution
Life points by lvl = 100 + level + (level-1) + (level -2) + ...
e.g: Life points on level 13 = 100 + 13 + 12 + 11 + 10 + .. + 1= 191
Life points through constitution = constitution * 2
2. Experience points
Experience points for next level = (10 x (level +1)) -15
e.g: Necessary points to level up from lvl 13 to lvl 14 = (10 x (13 + 1)) - 15 = 125
Total number of experience points = 10 x [(level- 1) + (level - 2) ...] - (15 x level +1) + Current number of experience points
3. Strength, Skill, Agility, constitution and Charisma
Maximum of ability(skill, charisma..) = Basic level + (basic / 2) + level of gladiator
Table of prices for every upgrade/training
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Source code
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Basic level Strength Skill and Charisma Agility and constitution
5 1 1 1
6 6 5 4
7 17 15 12
8 36 32 24
9 65 55 40
10 105 88 61
11 157 129 87
12 222 181 119
13 302 243 156
14 398 316 199
15 510 401 248
16 639 498 303
17 787 609 364
18 954 733 432
19 1142 871 507
20 1351 1024 588
21 1581 1191 676
22 1835 1374 771
23 2112 1573 873
24 2413 1788 982
25 2740 2020 1099
26 3092 2270 1223
27 3471 2536 1355
28 3877 2821 1494
29 4311 3125 1641
30 4774 3446 1796
31 5266 3787 1959
32 5789 4148 2130
33 6342 4528 2309
34 6926 4929 2496
35 7542 5350 2692
36 8192 5792 2896
37 8874 6255 3108
38 9590 6740 3329
39 10341 7247 3559
40 11127 7775 3797
41 11948 8327 4044
42 12806 8901 4300
43 13701 9498 4565
44 14633 10119 4838
45 15604 10763 5121
46 16613 11432 5413
47 17661 12124 5714
48 18748 12841 6024
49 19877 13584 6344
50 21046 14351 6673
51 22256 15144 7011
52 23508 15962 7359
53 24803 16807 7717
54 26140 17677 8084
55 27522 18574 8460
56 28947 19498 8847
57 30417 20449 9243
58 31931 21428 9649
59 33492 22434 10065
60 35098 23467 10491
61 36751 24529 10927
62 38451 25619 11373
63 40198 26738 11829
64 41994 27885 12295
65 43838 29061 12771
66 45731 30267 13258
67 47674 31502 13755
68 49667 32768 14263
69 51710 34063 14780
70 53803 35388 15309
71 55949 36744 15847
72 58146 38130 16397
73 60395 39547 16957
74 62698 40996 17527
75 65053 42476 18108
76 67462 43987 18700
77 69926 45530 19303
78 72444 47106 19917
79 75016 48713 20541
80 77645 50354 21177
81 80329 52026 21823
82 83070 53732 22481
83 85867 55471 23149
84 88722 57243 23829
85 91634 59049 24519
86 94605 60888 25221
87 97634 62761 25934
88 100722 64669 26658
89 103869 66611 27394
90 107076 68587 28141
91 110344 70598 28899
92 113672 72645 29669
93 117061 74726 30450
94 120512 76843 31243
95 124024 78995 32047
96 127599 81183 32863
97 131236 83407 33690
98 134937 85668 34529
99 138701 87964 35380
100 142529 90297 36242
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Damage by grindstone = Level of upgrade / 5 [round up]
Statistic bonus by colored powder = Level of powder / 7 [round down]
4. Damage and armour
Minimal armour absorbion = (armour/66) - (armour - 66) /660 + 1
If result is negative then it is 0
Maximal armour absorbionA (armour/66) + (armour/660)
Minimal damage = Minimal damage of weapon + damage through items + (Strength / 10) + damage through upgrade
Maximal damage = Maximal damage of weapon + damage through items + (Strength / 10) + damage through upgrade
~ ARENA ~
Chance for hit = Your Skill/ (your Skill + enemies Agility) x 100 [round down]
Chance for double hit = Your Charisma - enemies Charisma [0% if the result is negative]
Resilience = (Agility/10) [round down] + hardening value (through items)
Blocking value = (strength/10) [round down] + block value from objects
critical damage = (skill/10) [round down] + critical damage from objects
Chance to avoid critical hits = resilience * 52 / (level-8 ) / 3
Chance to block a hit = blocking value * 52 / (level-8 ) / 4
Chance for critical hit = critical damage * 52 / (level-8 ) / 5
~ Dungeons ~
critical healing = (intelligence/5) [round down] +critical healing value from objects
threat: basic threat per round for mercs in "draw attention to oneself mode"= (charisma/10) [round down] + threat from objects
Chance for improved healing = critical healing * 52 / (level-8 ) / 7
normal healing = 4/5* intelligence [round down] + healing from objects
Improved healing = 2*normal healing
~ MARKET ~
Visibility of items on market = (25 % from gladiator level) + gladiator level [Maximum difference between item and gladiator levels is 9(11 with seal of praetor)]
e.g: Gladiator level : 80 --> 25 % of 80 = 20 --> 80 + 20 = 100 --> but gladiator can see only +9 levels, so he sees up to 89 level.
Thanks to ColdFusion and ionergo for some formulas