lekaw, segundo essa teoria entao eu posso blokar 1 demon cm 1 mms ou 1 wooden shield q vai da na msm coisa, lekaw!
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lekaw, segundo essa teoria entao eu posso blokar 1 demon cm 1 mms ou 1 wooden shield q vai da na msm coisa, lekaw!
Você não entendeu.Citação:
Postado originalmente por _palma
Irá tomar dano com muito mais frequencia daí.
nao sei se ja te corrijiram, mas ta errado isso ae...Citação:
Postado originalmente por Ennyn
ANTIGAMENTE, era assim, vc caçava cyc com kina lvl 18 sem gasta uh, vc atacava full atk, dai tirava do atk, o cyc te atkava, como vc nao estava atkando vc tava full def, logo dificilemnte o cyc te tirava hit......
mas tiraram esse "bug"...
pra q fica perdendo tempo com esse topico? o eskema eh vc ter full set e sov/sca.... dai vc caça oq vc kiser com full atk....
Meu tópico não é sobre o melhor jeito de caçar ;SCitação:
Postado originalmente por Tonkpils
É mais mesmo pra quebrar alguns mitos e esclarecer algumas coisas... :P
dahora kra
vc realmente tem muita experiencia em tibia :D
bom, li o tópico - meio atrasado plzzz
sobre full atack, balanced e full deff
eu enxergo da seguinte maneira, imagine vc em uma batalha real, full atack, vc abaixa o shield e vai pra cima, abre sua guarda, unica defesa é a armadura
balance, vc tá atacando, mas esta com o shield posto, ataca e defende, entã vc não atacara taum forte, e nem defendera taum bem, mas o suficiente pra naum levar hits altos, mas demora pra mata
full def eh como se vc tivesse todo coitadinho, escondigo atras do shield, sem ataca, se tiver eh atak as cegas, escondido no shield dando espetadas pra fora com a sword, ehiaeh
vejo dessa maneira
Ótimo tópico! Vejo que você estudou bastante sobre o assunto.
Quero fazer a minha colaboração, mas já está tarde, estou morrendo de sono, tenho que trabalhar amanhã, etc :S
Então eu vou largar aqui um estudo feito por Dagor Dragontooth and Halfhigh (2 players de Antica), acredito que foi em 2003, sobre esse e vários outros assuntos.
Alguém com bastante paciência poderia descolar uma boa tradução, por que é grande pra caramba, eu já li tudo e poderia traduzir, mas vocês devem imaginar a preguiça que está me dando :yelrotflm
Inclusive, possuo uma calculadora de skill que foi desenvolvida por Ricochet, baseando-se nesses estudos. Ela é bastante precisa em relação ao cálculo de Skill (desde que você esteja treinando da maneira correta). A única parte que pode estar desatualizada é a do cálculo de magic level, que depois deste update mudou bastante.Citação:
Skillcalculation, by Dagor Dragontooth and Halfhigh
Dedicated to the Red Rose and Followers of the White Dragon.
1. Foundation
In the year 2003 not much was known yet how advancement in magic level and how exactly skill advancement was working. The existing calculators were pointing to the right direction but in the end were wrong (especially for high values). Being thirsty for knowledge we decided that it was time to change that once and forever. Unluckily the game doesn't make it easy to make correct predictions and CIP has a very restricted information−policy. There are several little flaws that make the calculation of the correct amount of mana for a needed magic level (our first goal) very difficult. For example there is no visible counter for the used mana nor is it clear which mana is counted towards an advance. So there was a lot to do and we had to prove or sometimes to disprove, a lot of things.
2. Correct mana−calculation
Some basic questions we asked ourselves at the begin:
Is the amount of mana for magic level 1 the same for every vocation?
Does every mana which is spent using a spell count?
Is there a formula inherent?
The first questions were easy to answer − it just took some time. We played up several testcharacters and bought them the light spell "utevo lux". Then we used the spell until we advanced to magic level 1. We found out that the first magic level needs 400 mana for every vocation using "utevo lux" (thus 20 times casting light). Then we tested to advance to the first magic−level with another spell, create food "exevo pan". This spell needs 30 mana. We found out that you need 600 mana to advance to magiclevel 1 with this spell (thus casting 20 times create food). We saw this as a prove for the theory that mana is only counted in 20−packets.
For the data out of which we created our basic formula we used only light "utevo lux". A druid was filled with mana fluids until he reached magic−level 20. Later with a better formula we could use up the first thousand mana points making ultimate healing runes "adura vita" and spending the last 100 mana with casting light "utevo lux" to archive highest possible accuracy.
There is a simple formula inherent. Note: It isn't the complete right formula, because there is some odd rounding that needs to be included. The basic formula is A2=A1*1,1 for druids and magicians. A2 is the next maglevel, A1 the actual maglevel, A0 would be 400 mana. The percentage for druids and sorcerers for the next magic level is 110%, for paladins 140% and for knights 300%.
Based on the formula we were able to make the first predictions for further tests. For example we drank a knight to maglevel 4 to prove the formula. It was correct. We published the manalists on tibia.de more or less willing − Ricochet took the credit. Pepelu helped us too when we had a lot of data and tried to guess the basic formula behind it. Most of the "drinking up" work was done by Halfhigh.
3. Correct skill calculation
Again some basic questions at the begin:
How to test?
Time based or hit−based?
Does every vocation need the same amount of "hits" (time) to get the first skill advance from 10 to 11?
Is it possible to advance faster in shielding (meaning faster than being hit once every 2 seconds)?
Is distance fighting different?
The first question seems strange, but it includes the reason for WRONG calculators everywhere. All the formulas, except ours are timebased, which is nonsense because time is not counted in tibia. Hits are counted − and so did we.
We began very basic with playing up characters again, using no shield and a random closecombat skill. We tested a nonvocation−character too for means of skill−advancement (except magic level ;) ), he is basically a Sorcerer. This means training on Rookgaard is nonsense, because Sorcerers advance slowest of all vocations.
We found out that there is a certain amount of hits for the first advance, independent of vocation. The first advance for close combat and fistfighting is always 50 hits. Note that this is only true if atleast once every 30 hits one hit does damage at something. The percentage for the next skill is the only thing that is different. Those percentages are 110% for a knight, 120% for a paladin, 180% for a druid and 200% for a sorcerer... and yes, that means druids are advancing "faster" in closecombat. The percentages for fistfighting are 110% for knights, 120% for paladins and 150% for druids and sorcerers. You can already gain a lot of knowledge out of those small facts. For example, a sorcerer claiming to have more than 26 in closecombat − should be always treated with a magic level check. If he has not the appropriate magic level to his skill, he is exaggerating. Of course he could still lie even if he could theoretically (along his magic level) have that skill. Lets look at an exaple: a sorcerer with a sword skill of 26 has spent atleast 1820 hours of swordtraining (if he never died and lost something). This means that he spent atleast 1092000 mana points (as a normal sorcerer who regenerates 600 mana each hour and spents his mana wise), which equals magic level 58 or magic level 63 if he is a master sorcerer. Of course those calculations are based on some assumptions, like that he didnt use mana fluids and never died, nonetheless they are exact enough for busting most liars.
The next thing on our list was testing shielding. The thing we were curious about was not the basic hits for the first advance, it was quite clear after some minutes that it is the double amount of closecombat. We wanted to test, how many hits are counted on the skill when more than one opponent is hitting you. The setting of the test was quite tricky, but in the end we found a good solution. We tested two opponents and three opponents at the same time and found out that only the hits of maximum two opponents are counted − it makes no difference to have more hitting you. To have more than two opponents at once will "break" the shielding. One of the opponents will hit through your shielding then (usually the third "strongest" one).
The percentage needed for advancing to the next shielding skill is 110% for knights and paladins and 150% for druids, sorcerers and last and least − our no vocations friends. Let us return to the basics for a moment. Don't worry it is not offtopic. We have different types of hits. Poffs (clouds), Armorhits (sparks), Bloodhits and for distance we have missed shots/throws aswell. There was a lot of discussion in the past about what really counts towards an advance. We tested that. Every Poff, Bloodhit AND Armorhit is counted for shielding.
http://img97.imageshack.us/img97/1903/19hr3.jpg
4. distance calculation
To have a good overview about how many shots were needed for an advance, we used arrows which were shot with a bow on a target with no armor from a two squares distance. When starting to test distance skill advancement we got stuck because of getting many weird results. For example there seemed to be no basic−hit−value for the first advance. We had several occasions where a higher skill needed LESS arrows then a lower skill. The funniest of those results was that the druid needed the lowest amount of arrows for his first distance advance of ALL vocations. We were astonished.
We had already discussed some thoughts about the distance skillcalculation, before we even started our real tests. From some earlier experiences we were nearly sure that the basic−hit−value needed to advance from distance 10 to distance 11 was 30 hits. The problem was: that less than 30 arrows were needed for all vocations.
We will reveal some revolutionary news now. There is a difference between hits/armorhits and poffs/misses in distance fighting. The hits are counted twice on your distance counter and the poffs are only counted once. Imagine what this means!
Blood− and armor hits let you advance faster (distance only)! We are quite sure that this was changed after the snowball desaster (when snowballs were avaliable they were [ab]used to train distance by many ). This includes that there is NO fixed value for a distance advance. AGAIN: All calculators which existed so far, are wrong!
We had a problem now, because we wanted a forecast of an advance. Our formula was right from the beginning, but we could not set times to it. The fomula is based on 30 shots. The percentage for paladins is 110%, for knights 140%, for druids 180% and for sorcerers 200%. Of course we solved the problem with a bit of thinking. The interesting thing for a distance advance is now a minimum and a maximum time. We have defined the minimum time as 90% bloodhits and 10% misses, reducing the time for an advance to 55% of the calculated value. The maximum time is defined for maximum number of poffs and minimum number of hits (1 hit/min). It is around 97% of the calculated value. Note that the worst case is virtually impossible to reach (assuming that spears are used to train which have a much lower to hit % than arrows/bolts) for everyone who has atleast basic knowledge in distance fighting (skill 30+). Every distance weapon has a to−hit % which is dependant on the distance skill. Basically there are two kinds: thrown weapons like spears, thwowing stars, small stones, snow balls, throwing knifes and shot projectiles like arrows, poison arrows, explosive arrows, bolts and power bolts which require two free hands and a bow/crossbow. The to−hit chance of thrown weapons is much lower than the ones of shot projectiles. Exact tests have not been done yet but it seems that thrown weapons max out at around 50% and shot projectiles have a 90% to−hit probability at best. Of course we couldnt test with a character having a distance skill of 10000 or the like, but Lord Xavy gave us a hand and he should be more than sufficient for a max−rate−test.
Paladins can use this knowledge, reducing training time to nearly 50% which should be quite handy. We wish we could do that too being knights. ;(
http://img97.imageshack.us/img97/5158/29pz.jpg
5. Publication, Outlooks
Ricochet, a great programing talent, made a skill calculation tool named "Skill Oracle" based on our formulas. Since no own homepage is planned yet, we will publish it on Ricochets homepage and WoT as fast as possible.
Things to come
· The next thing we will do is a correct damage calculation for weapons. We started doing it and we discovered some quite interesting things already, though those interesting things hinder us to do it fast.
· Completion of a list of how much armor monsters have. As a teaser: Dragons have arm: 24.
· Publishing the secrets of "How the hell does armor work?". Finishing a list of damage/healing of ALL magic runes and spells including how and which spells can be partially reduced in their damage by armor.
http://img89.imageshack.us/img89/2906/39qi.jpg
This article has been written by Halfhigh (c) 2004.
Chama-se Skill Oracle 2.0, e vocês devem encontrá-la num sub-site do World of Tibia, ou Tibia.de (Wolves On Prey - WOP): http://wop.tibianetwork.net/modules/...nload.wop?ID=5
Não se preocupem quanto a hack, etc, o arquivo é limpo (se tiverem dúvidas, façam scan usando esse site: http://virusscan.jotti.org ), mas precisa do Microsoft.NET Framework 1.1 instalado e atualizado pra rodar.
Espero ter ajudado ;)
- Blazefist.
Em me baseei aí para ver que o que vale é hit e não tempo.
Bem, são outros estudos, mas nem botei no meu apenas traduzido se não seria plágio.
Aí diz coisas tipo o que vale mais, usar utevo lux ou exevo pan?
Vale mais utevo lux, porque a mana para Magic Level é contada de 20 em 20, dando exevo pan você tá botando 10 de mana no lixo, que não colaboram no Magic Level.
Fala também sobre treino de paladinos, mas é uma coisa que nunca me aprofundei (posso testar agora, to saindo de Mythera mesmo, vou jogar num Paladin em Grimera)
Depois do update, o método de contagem foi alterado. Agora, todo e qualquer uso de mana, independente da magia (excluindo-se é claro, o dano que você toma enquanto está usando Mana Shield) conta de maneira igual pro magic level. Por isso eu disse que a calculadora poderia estar um pouco errada nesse sentido.Citação:
Postado originalmente por Older Istari
- Blazefist.