Formulae: Difference between revisions

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<math>\left(\frac{2}{1+\frac{CatchSpdFood+CatchSpdCards+ActionFrenzyTalent+Min\left(5,FruitSaladAchieve\right)+CatchSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}}\right)</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>


<math>{\rm CatchingSpeed}_{3<CatchingSpeed}=Max\left(5.7-0.2*{\rm CatchingSpeed}^{1.3}+\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>
=== Cooking ===
<math>\left(\frac{2}{1+\frac{CatchSpdFood+CatchSpdCards+ActionFrenzyTalent+Min\left(5,FruitSaladAchieve\right)+CatchSpdEquip+Round\left(\frac{EmeraldNavetteJewel}{20}\right)}{100}}\right)</math>
<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==
== Fighting formula==
=== Damage done===
=== Damage done===

Revision as of 03:14, 8 March 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.

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

[(1/9)*(WP^2)+Flat_Dmg_bonus]*Damage_%

Crit Chance

Crit Damage

Boss Damage

Attack Speed

Food Consumption

Healing Food

Movement Speed Food

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

Misc

Drop Rate

Teleportation cap

Where 'n' is the number of time you bought Daily Teleports.

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.

Worship

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

f= Food bonus

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

Gaming

Functions