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Thursday, February 5th 2009, 9:43am

Formulas for Gladiatus

Formulas for Gladiatus



-With green color are marked titles of sections
-With blue color are shown examples(e.g) for formulas.


~ 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

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



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
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