Formulae: Difference between revisions

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== All Formulae ==
Note: Page under construction. Feel free to add any additional information. If you don't know how to use the math mode, just put the raw, I (#Sacrezar#9802)'ll modify it.


=== Formulae Related To Damage ===
<b>If the formula seems broken try purging the page's cache. There is a quick link for that under Assorted in the side bar.</b>


==XP required per level==


==== Formulae Related to Health ====
<math>
XP_{Class} \quad \ \ =  
\left\lfloor
\left( 15+{lvl}^{1.9}+11 \times lvl \right)
\times
\left( 1.208 - \min \left\{ 0.164,\frac{0.215\times {lvl}}{{lvl} + 100} \right\} \right)^{lvl}-15
\right\rceil
</math>
 
<math>
XP_{Other Skills} \ =  
\left\lfloor
\left( 15+{lvl}^{2}+15\times lvl \right)
\times
\left( 1.225 - \min \left\{ 0.18,\frac{0.135\times {lvl}}{{lvl} + 50} \right\} \right)^{lvl}-30
\right\rfloor
</math>
 
<math>
XP_{Smithing} \ =  
\left\lfloor
\left( 15+{lvl}^{2}+13\times lvl \right)
\times
\left( 1.225 - \min \left\{ 0.164,\frac{0.135\times {lvl}}{{lvl} + 50} \right\} \right)^{lvl}-26
\right\rfloor
</math>
 
<math>
{\rm XP}_{Construction\left(Lv<71\right)}=\left(\left(10+{\rm lvl}^{2.81}+4\ast l\ v\ l\right)\ast{\frac{1.117-\left(0.135\ast l\ v\ l\right)}{lvl\ +\ 5}}^{lvl}-6\right)\ast\frac{1\ +\ {\rm lvl}^{1.72}}{300}
</math>
 
<math>
{\rm XP}_{Construction\left(Lv>71\right)}=\left(\left(10+{\rm lvl}^{2.81}+4\ast l\ v\ l\right)\ast{\frac{1.003}{2.35}}^{lvl}-6\right)\ast\frac{1\ +\ {\rm lvl}^{1.72}}{300}
</math>
 
<math>
{\rm XP}_{Worship}=\left(15+{\rm lvl}^{1.3}+6\ast l\ v\ l\right)\ast\left(1.17-Min\left\{0.07,\ \frac{0.135\ *\ lvl}{lvl\ +\ 50}\right\}\right)^{lvl}-26
</math>
 
<math>
{\mathrm{XP}}_{Breeding}=\ \left(10\ +\ {\mathrm{lvl}}^{1.9}\ +\ 10\ \ast\ lvl\right)\ \ast\ {1.11}^{lvl}
</math>
 
<math>
{\mathrm{XP}}_{Laboratory\left(Lv<5\right)}=\ 6.4\ \ast\ lvl\ \ast\ {1.6}^{lvl}
</math>
 
<math>
{\mathrm{XP}}_{Laboratory\left(Lv>5\right)}=\left(10+{\rm lvl}^{1.3}+10\ast l\ v\ l\right)\ast{1.11}^{lvl}
</math>
 
<math>
{\mathrm{XP}}_{Sailing}=\left(10+{\rm lvl}^{1.6}+5\ast l\ v\ l\right)\ast{1.08}^{lvl}
</math>
 
<math>
{\mathrm{XP}}_{Divinity}=\left(9+{\rm lvl}^{1.4}+3\ast l\ v\ l\right)\ast\left(1.1\ -\ \frac{0.08\ *\ lvl}{lvl\ +\ 20}\right)^{lvl}
</math>
 
<math>
{\mathrm{XP}}_{Gaming}=\left(10+{\rm lvl}^{1.6}+3\ast l\ v\ l\right)\ast{1.13}^{lvl}+{1.13}^{Max\left(0,lvl-20\right)}
</math>
 
== Skilling ==
=== Mining ===
<math>
{\rm MiningSpeed}_{3>MiningSpeed}=Max\left(\frac{\left(5.7+\left(4-MiningSpeed\right)^{2.2}-\left(\frac{0.9*{\rm MiningLv}^{0.5}}{{\rm MiningLv}^{0.5}+250}+\frac{0.6*MiningLv}{MiningLv+40}\right)\right)}{1+\frac{MineSpdFood+MineSpdCards+ActionFrenzyTalent+MineSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}},0.57\right)
</math>
 
<math>
{\rm MiningSpeed}_{3<MiningSpeed}=Max\left(\frac{\left(5.7-{0.2*MiningSpeed}^{1.3}+\left(\frac{0.9*{\rm MiningLv}^{0.5}}{{\rm MiningLv}^{0.5}+250}+\frac{0.6*MiningLv}{MiningLv+40}\right)\right)}{1+\frac{MineSpdFood+MineSpdCards+ActionFrenzyTalent+MineSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}},0.57\right)
</math>
=== Choppin ===
<math>
{\rm ChoppinSpeed}_{3>ChoppinSpeed}=Max\left(\frac{\left(5.7+\left(4-ChoppinSpeed\right)^{2.2}-\left(\frac{0.9*{\rm ChoppinLv}^{0.5}}{{\rm ChoppinLv}^{0.5}+250}+\frac{0.6*ChoppinLv}{ChoppinLv+40}\right)\right)}{1+\frac{ChopSpdFood+ChopSpdFood+ActionFrenzyTalent+ChopSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}},0.57\right)
</math>
 
<math>
{\rm ChoppinSpeed}_{3<ChoppinSpeed}=Max\left(\frac{\left(5.7-0.2*{\rm ChoppinSpeed}^{1.3}+\left(\frac{0.9*{\rm ChoppinLv}^{0.5}}{{\rm ChoppinLv}^{0.5}+250}+\frac{0.6*ChoppinLv}{ChoppinLv+40}\right)\right)}{1+\frac{ChopSpdFood+ChopSpdCards+ActionFrenzyTalent+ChopSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}},0.57\right)
</math>
=== Fishing ===
<math>
{\rm FishingSPD}_{3>FishingSpeed}=5.7-\left(Min\left(\left(\frac{FishingEfficiency}{FishingEfficiency+300}\right)\ast1.7,0.8\right)+Min\left(\left(\frac{FishingEfficiency}{FishingEfficiency+1000}\right)\ast2,1.7\right)\right)
</math>
 
<math>{\rm FishingSpeed}_{3>FishingSpeed}=Max\left(FishingSPD+\left(4-FishingSpeed\right)^{2.2}-\left(\frac{0.9*{\rm FishingLv}^{0.5}}{{\rm FishingLv}^{0.5}+250}+\frac{0.6*FishingLv}{FishingLv+40}\right),0.57\right)\ast</math>
<math>\left(\frac{15}{1+\frac{FishSpdFood+ToolkitSpd+FishSpdCards+ActionFrenzyTalent+FishSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}}\right)</math>
 
<math>{\rm FishingSpeed}_{3<FishingSpeed}=Max\left(FishingSPD-0.2\ast{\rm FishingSpeed}^{1.3}+\left(\frac{0.9*{\rm FishingLv}^{0.5}}{{\rm FishingLv}^{0.5}+250}+\frac{0.6*FishingLv}{FishingLv+40}\right),0.57\right)\ast</math>
<math>\left(\frac{15}{1+\frac{FishSpdFood+ToolkitSpd+FishSpdCards+ActionFrenzyTalent+FishSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}}\right)</math>
=== Catching ===
<math>{\rm CatchingSpeed}_{3>CatchingSpeed}=Max\left(5.7+\left(4-CatchingSpeed\right)^{2.2}-\left(\frac{0.9*{\rm CatchingLv}^{0.5}}{{\rm CatchingLv}^{0.5}+250}+\frac{0.6*CatchingLv}{CatchingLv+40}\right),0.57\right)\ast</math>
<math>\left(\frac{2}{1+\frac{CatchSpdFood+CatchSpdCards+ActionFrenzyTalent+Min\left(5,FruitSaladAchieve\right)+CatchSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}}\right)</math>
 
=== Cooking ===
<math>\begin{matrix}
\text{luckVAL = [1, 0.2, 0.1, 0.05, 0.02, 0.01, 0.004, 0.001, 0.0005, 0.0003]}\\
\textbf{New Meal Chance}=\\
\textbf{Each From the Right}\begin{pmatrix}
\text{Owned} & = & \text{luckVAL} \\
\text{New} & = & \text{luckVAL} * \left ( 1 + \frac{5 * \mathit{Station Luck Val}^{0.85}}{100} \right ) * 1.5^{Fire Level}
\end{pmatrix}
\end{matrix}</math><br/>
luckVAL is accessed by the index of the meal in the list. Example: The 5th meal has a base luckVAL of 0.02.<br/>
Actual luck depends on the previous (to the right) meal's failure. So the second in a list of 5 would need meals 3, 4, and 5 to all fail and then it's own to succeed. Without fire level or luck factoring in that would be: <pre>(1-0.02) * (1-0.05) * (1-0.1) * 0.2 = 16.758%</pre>
 
== Fighting formula==
=== Damage done===
<math>
{Damage}_{max} =
'''<big>[(1/9)*(WP^2)+Flat_Dmg_bonus]*Damage_%</big>'''
</math>
 
<math>
{Damage}_{min} = {Damage}_{max} \times Mastery
</math>
 
<math>
Mastery\ =\ Min\left\{0.8,0.35-\frac{MasteryUpTalent}{100}+LilBigDamageBubble+SandGiantCard+MasteryUpTalent+EfauntRibcageShirt+ChizoarBodyplateShirt+ChizoarScaledLeggingsPants+ChizoarWalkersShoes\right\}
</math>
=== Crit Chance ===
<math>
{\rm AgilityCritChance}_{1000\ >\ AGI}\ =\ \frac{\left(AGI\ +\ 1\right)^{0.37}\ -\ 1}{40}
</math>
 
<math>
{\rm AgilityCritChance}_{1000\ <\ AGI}\ =\ \left(\frac{AGI\ -\ 1000}{AGI\ +\ 2500}\right)\ \ast\ 0.5\ +\ 0.255
</math>
 
<math>{Crit\ Chance}</math>
<math>=5+HyperionNebulaCardset+RatCard+XyloboneCard+</math>
<math>FlombeigeCard+MegaCritTalent+EfauntTrunculusRing+</math>
<math>FrozenTartChainKeychain+MegalodonTrophy+EclecticOrdealFisticuffs+</math>
<math>CircularCriticalsPrayer+MuttonMeal+BeholderStatue+</math>
<math>TheFallenTitanStarSign+ISeeYouTalent+MegaCritTalent+DungeonWallopAchievement+</math>
<math>CivilWarShipment+OveraccurateCritTalent+\left(\left(\frac{AgilityCritChance}{2.3}\right)\ast100+CheapShotBubble\right)</math>
=== Crit Damage ===
<math>
{\rm StrengthCritDamage}_{1000\ >\ STR}\ =\ \frac{\left(STR\ +\ 1\right)^{0.37}-\ 1}{40}
</math>
 
<math>
{\rm StrengthCritDamage}_{1000\ <\ STR}\ =\ \left(\frac{STR\ -\ 1000}{STR\ +\ 2500}\right)\ \ast\ 0.5\ +\ 0.255
</math>
 
<math>{Crit\ Damage}</math>
<math>=\ 1.2\ +\ KnucklebusterTalent\ +\ KachowStatue\ +\ FarsightTalent\ +\ KapowStamp\ +</math>
<math>\ \frac{100\ *\ StrengthCritDamage}{1.8}\ +\ BappityBoopityBubble\ +\ MashedPotatoCard\ +</math>
<math>\ ThermisterCard\ +\ EggCapsuleCard\ -\ CircularCriticalsPrayer\ +\ CritikillTalent\ +</math>
<math>\ AdornmentoftheHighPriestHelmet\ +\ TheIceBreakerSpear\ +\ DeuscytheSpear\ +\ BlizzardBow\ +</math>
<math>\ BlackholeBow\ +\ SprigglyStormWand\ +\ GreyGatsbyWand\ +\ DivineInterventionTalent</math>
=== Boss Damage ===
<math>
{\rm WisdomBossDamageMulti}_{1000\ >\ WIS}\ =\ \frac{\left(WIS\ +\ 1\right)^{0.37}-\ 1}{40}
</math>
 
<math>
{\rm WisdomBossDamageMulti}_{1000\ <\ WIS}\ =\ \left(\frac{STR\ -\ 1000}{STR\ +\ 2500}\right)\ \ast\ 0.5\ +\ 0.255
</math>
 
=== Attack Speed ===
<math>
\text{WaitTimeSpeed}\begin{Bmatrix}
\text{Fired Up Buff} = & Min\left(13,2+\text{Weapon Speed}\right) \\
\text{ClassLevel} < 25 = & Min\left(13,\left ( \frac{75-Level}{25} \right )*1.8+\text{Weapon Speed}\right) \\
\text{ClassLevel} > 25 = & \text{Weapon Speed}
\end{Bmatrix}
</math>
 
<math>
\text{Fisticuffs and Spear}=\frac{\frac{\left(0.6\ +\ \left(\frac{10-WaitTimeSpeed}{5}\right)\ +\ 0.35\right)}{\left(\text{BasicATKSpeedBonuses}+CauliflowerMeal+PotatoChip+HyperSwiftBubble+DeathsStorageUnitShipment\right)}}{100}+1
</math>
 
<math>
Bow=\frac{\frac{0.7\ +\ \left(\frac{10-WaitTimeSpeed}{5}\right)+0.1}{\text{BasicATKSpeedBonuses}+CauliflowerMeal+PotatoChip+HyperSwiftBubble+DeathsStorageUnitShipment}}{100}+1
</math>
 
<math>
Wand=\frac{\frac{0.16\ +\ \left(\frac{10-WaitTimeSpeed}{5}\right)+1.2}{SpeedyBookTalentBuff+\text{BasicATKSpeedBonuses}+CauliflowerMeal+PotatoChip+HyperSwiftBubble+DeathsStorageUnitShipment}}{100}+1
</math>
 
<math>
AFKAttackSpeed=Max\left(0.1,\frac{\frac{1\ +\ \left(\frac{10-WaitTimeSpeed}{5}\right)}{SpeedyBookTalentBuff+MidnightStopwatchRing+BalloonDogChain+CauliflowerMeal+PotatoChip+HyperSwiftBubble+DeathsStorageUnitShipment}}{100}+1\right)
</math>
 
=== Food Consumption===
==== Healing Food ====
(Formula provided by Deerjump)<br>
<math>dmg_{taken}</math> refers to the damage you take when an enemy hits you. (So defenses reduce it).<br><br>
<math>
{Consumption}_{Grassland} = (dmg_{taken} * 300)/min(foodHeal, maxhp)
</math>
 
<math>
{Consumption}_{Desert} = (dmg_{taken} * 500)/min(foodHeal, maxhp)
</math>
 
<math>
{Consumption}_{Tundra} =
</math>
 
==== Movement Speed Food (doesn't work afk) ====
 
==== Skilling Food ====
 
=== Damage taken per hit===
<math>
Damage=
\left\lceil
\frac{ {attack}_{enemy} - 2.5 \times {defense}^{0.8} }
    { \max \left\{1,1+ \frac{ {defense}^{1.5}}
        {100}
    \times \frac{ {defense} }
        { {\max \left\{1,{attack}_{enemy} \right\}} }\right\}
    }
\right\rceil
</math>
 
==Alchemy==
 
===P2W Tab===
 
====Cauldrons====
<math>
    regen_\% = \frac{16 + 0.5 \times (regenLvl-1)}{15} \times regenLvl \times 3
</math>
 
<math>
    newBubble = 1 + \frac{newBubbleLvl \times 2.5}{newBubbleLvl + 100}
</math>
 
<math>
    boostReqLow_\% = 70 \times \frac{boostLvl}{100+boostLvl}
</math>
 
 
<math>
ChargeReq = 3+\left(3*UnlockedBubbleCount\right)^{2.2} * \left(1.3\right)^{UnlockedBubbleCount}
</math>
 
====Liquid====
<math>
    regen_\% = 400 \times \frac{regenLvl}{100+regenLvl}
</math><br>
<math>
    cap = capLvl
</math>
 
====Vials====
<math>
    cap =  capLvl
</math>
 
<math>
    rng =250 \times \frac{rngLvl}{100+rngLvl}
</math>
 
====Player====
<math>
    AlchSpeed_\% = 35 \times \frac{AlchSpeedLvl}{100+AlchSpeedLvl}
</math>
 
<math>
    ExtraXP_\% = \frac{11 + 0.5 \times (ExtraXPLvl-1)}{10} \times ExtraXPLvl
</math>
 
===Liquid ===
<math>
liquid_{/hour} =
    \left( 1 + \frac{ decant_\% + RLP2W_\% + vial_\% }{100} \right)
    \times
    \left( 1+ \frac{ stamp_\% + \sum \left( (alchLvl * 2 + 4 )^{0.65} \right) }{100} \right)
 
 
</math>
* <math>RLP2W_\%</math> is P2W Liquid Regen
 
Multiply this by 1.5 if you have the corresponding gem upgrade.<br>
 
<math>
Liquid Required =
Floor\left(1.6+\left(1.25*lvl\right)^{1.8}\right)
</math>
 
 
===Active Alchemy XP/Hr===
brewSpeed and alchExpMultiplier are the values from the skill tab in the inventory. <br>
<math>
Brewing: 15 * brewSpeed * alchExpMultiplier
</math><br>
<math>
Liquid: 30 * brewSpeed * alchExpMultiplier
</math>
 
==Misc==
=== Drop Rate ===
<math>
{\rm DropRateLuck}_{1000>LUK}=\frac{\left(LUK+1\right)^{0.37}-1}{40}
</math>
 
<math>
{\rm DropRateLuck}_{1000<LUK}=\left(\frac{LUK-1000}{LUK+2500}\right)\ast0.5+0.297
</math>
 
<math>DropRate={\mathrm{IslandExplorerPack}}_{1.2}\ast{\mathrm{CottonCandyCharm}}_{1.15}\ast\left(1.4*DropRateLuck+\frac{FlatDropRateSources+BossBattleSpilloverTalent*WeeklyBossesDefeated+5*FauxJewelsDreamLevels}{100}+1\right)</math>
<math>\ast\left(1+\left(\frac{ArchlordOfThePiratesTalentLevel*6}{ArchlordOfThePiratesTalentLevel+150}\right)*LOG10\left(\frac{PlunderousMobKills}{100}\right)\right)</math>
 
<math>
{\rm DropRate}_{Grounded\ Processor\ Nanochip}=Min\left(5,DropRate+\frac{60}{100}\right)
</math>
===Teleportation cap===
<math>
{TP}_{cap} = 21(1+n)
</math>
 
Where 'n' is the number of teleports you get daily.
===Statues===
<math>
Cost =
\left\lfloor
lvl^{1.17} \times 1.35^{\frac{lvl}{10}}+1
\right\rceil
</math>
 
<math>
Bonus =
\left\lfloor
Base \times lvl
\right\rceil
</math>
 
===Stamps===
<math>
baseCost_{Coin} = Price_{base} \times (1-\frac{bribe}{100})
</math>
 
As of v1.14, the bribe effect is 8%, not 5%.
 
<math>
{Cost}_{Coin} =
    \left(1-\frac{vial_\%}{100}\right) \times
    \left\lfloor
        baseCost_{Coin} \times \left( i_{10} - \left( \frac{lvl}{lvl+5*lvlRange} \times 0.25 \right) \right)^{lvl \times \frac{10}{lvlRange}}
    \right\rfloor
 
</math>
 
<math>
{Cost}_{Material} =
    \left\lfloor
        baseCost_{Material} \times {i_8}^{
            \left\lfloor \frac{lvl}{lvlRange-1}^{0.8}\right\rceil 
        }
    \right\rfloor
    \times \max \left\{ 0.1, 1-\frac{vial_\%}{100} \right\}
</math>
 
* <math>vial_\%</math> is the Blue Flav vial effect.
* <math>lvlRange</math> is the number of time you can lvl up a stamp before having to pay using materials.
* <math>i_{8}</math> and <math>i_{10}</math> are value you can find in the code or in the wiki, look for data-i in the .stampdiv of the stamp you want to know about.
 
===Post Office===
<math>\text{Resource Cost} = \text{ROUNDED}\left \langle \text{BaseValue} * \left ( \text{ScaleValue} - (\text{ScaleValue} - 1) * \frac{\text{OrdersCompleted}(\min_{0}\max_{100})}{\text{OrdersCompleted}(\min_{0}\max_{100})+35} \right )*\text{Rand}(\min_{1}\max_{1.4})  \right \rangle</math>
 
=== Worship ===
w = ((5+highest wave)/10)^2.6
 
f= Food bonus
 
Souls from Totem = 5(1+Bonus souls on map)*w*f
 
=== Gaming ===
<math>
AmountOfMails=1+Floor\left(1+random\left(0,1\right)+\frac{SnailLvl}{100}\right)
</math>
 
=== Functions ===
<math>
addLower=t+i\ast\left(n+l\right)
</math>
 
<math>
decay=\frac{\left(t\ast n\right)}{\left(n+i\right)}
</math>
 
<math>
decayLower=\frac{\left(t\ast\left(n+l\right)\right)}{\left(n+l+i\right)}-\frac{\left(t\ast n\right)}{\left(n+i\right)}
</math>
 
<math>
decayMulti=l+\frac{\left(t\ast n\right)}{\left(n+i\right)}
</math>
 
<math>
addLower=t+i\ast\left(n+l\right)
</math>
 
<!--I've spent like ten hours and I hate latex-->

Latest revision as of 16:19, 19 October 2024

Note: Page under construction. Feel free to add any additional information. If you don't know how to use the math mode, just put the raw, I (#Sacrezar#9802)'ll modify it.

If the formula seems broken try purging the page's cache. There is a quick link for that under Assorted in the side bar.

XP required per level

Skilling

Mining

Choppin

Fishing

Catching

Cooking


luckVAL is accessed by the index of the meal in the list. Example: The 5th meal has a base luckVAL of 0.02.

Actual luck depends on the previous (to the right) meal's failure. So the second in a list of 5 would need meals 3, 4, and 5 to all fail and then it's own to succeed. Without fire level or luck factoring in that would be:

(1-0.02) * (1-0.05) * (1-0.1) * 0.2 = 16.758%

Fighting formula

Damage done

Crit Chance

Crit Damage

Boss Damage

Attack Speed

Food Consumption

Healing Food

(Formula provided by Deerjump)
refers to the damage you take when an enemy hits you. (So defenses reduce it).

Movement Speed Food (doesn't work afk)

Skilling Food

Damage taken per hit

Alchemy

P2W Tab

Cauldrons


Liquid


Vials

Player

Liquid

  • is P2W Liquid Regen

Multiply this by 1.5 if you have the corresponding gem upgrade.


Active Alchemy XP/Hr

brewSpeed and alchExpMultiplier are the values from the skill tab in the inventory.

Misc

Drop Rate

Teleportation cap

Where 'n' is the number of teleports you get daily.

Statues

Stamps

As of v1.14, the bribe effect is 8%, not 5%.

  • is the Blue Flav vial effect.
  • is the number of time you can lvl up a stamp before having to pay using materials.
  • and are value you can find in the code or in the wiki, look for data-i in the .stampdiv of the stamp you want to know about.

Post Office

Worship

w = ((5+highest wave)/10)^2.6

f= Food bonus

Souls from Totem = 5(1+Bonus souls on map)*w*f

Gaming

Functions