Formulas
From DRSecrets
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Formulas This page will have any formula that I know of in Dragonrealms. In a game like this, almost everything is based on a formula, from how well you hit with your weapons, to how much weight you can carry on your back. Here are the formula's that have been figured out, and I know of. If you know of more...send us an email and we'll get it posted. Many of the formulas are very old, so if you see one is not accurate or know of an updated one let us know so we can get it fixed.
WEIGHT
100 coins = 20 stones = 1 pound, ? 5 coins = 1 stone = .10 pounds ?
WEAPON ROUNDTIMES
Strength Formula for weapons
| Value | Weapon Suitability/Balance |
|---|---|
| 1 | None |
| 2 | dismal mid |
| 3 | dismal high |
| 4 | poor low |
| 5 | poor mid |
| 6 | poor high |
| 7 | fair low |
| 8 | fair mid |
| 9 | fair high |
| 10 | reasonable low |
| 11 | reasonable mid |
| 12 | reasonable high |
| 13 | well low |
| 14 | well mid |
| 15 | well high |
| 16 | excellent low |
| 17 | excellent mid |
| 18 | excellent high |
| 19 | superb |
| 20 | incredibly |
((strength * weapon suitability) + (agility * weapon balance)) / (suitability + balance)
Effective strengths needed to obtain RTs for various weapon weights
| Weight | 1/3 RT | 3/4 RT | 4/6 RT | 6/7 RT | 7/9 RT |
|---|---|---|---|---|---|
| 59-60 | 45 | 40 | 35 | 30 | 25 |
| 61-62 | 46 | 41 | 36 | 31 | 26 |
| 63-64 | 47 | 42 | 37 | 32 | 27 |
| 65-66 | 48 | 43 | 38 | 33 | 28 |
| 67-68 | 49 | 44 | 39 | 34 | 29 |
| 69-70 | 50 | 45 | 40 | 35 | 30 |
| 71-72 | 51 | 46 | 41 | 36 | 31 |
| 73-74 | 52 | 47 | 42 | 37 | 32 |
| 75-76 | 53 | 48 | 43 | 38 | 33 |
| 77-78 | 54 | 49 | 44 | 39 | 34 |
| 79-80 | 55 | 50 | 45 | 40 | 35 |
| 81-82 | 56 | 51 | 46 | 41 | 36 |
| 83-84 | 57 | 52 | 47 | 42 | 37 |
| 85-86 | 58 | 53 | 48 | 43 | 38 |
| 87-88 | 59 | 54 | 49 | 44 | 39 |
| 89-90 | 60 | 55 | 50 | 45 | 40 |
| 91-92 | 61 | 56 | 51 | 46 | 41 |
| 93-94 | 62 | 57 | 52 | 47 | 42 |
| 95-96 | 63 | 58 | 53 | 48 | 43 |
| 97-98 | 64 | 59 | 54 | 49 | 44 |
| 99-100 | 65 | 60 | 55 | 50 | 45 |
| 101-102 | 66 | 61 | 56 | 51 | 46 |
| 103-104 | 67 | 62 | 57 | 52 | 47 |
| 105-106 | 68 | 63 | 58 | 53 | 48 |
| 107-108 | 69 | 64 | 59 | 54 | 49 |
| 109-110 | 70 | 65 | 60 | 55 | 50 |
| 111-112 | 71 | 66 | 61 | 56 | 51 |
| 113-114 | 72 | 67 | 62 | 57 | 52 |
| 115-116 | 73 | 68 | 63 | 58 | 53 |
| 117-118 | 74 | 69 | 64 | 59 | 54 |
| 119-120 | 75 | 70 | 65 | 60 | 55 |
| 121-122 | 76 | 71 | 66 | 61 | 56 |
| 123-124 | 77 | 72 | 67 | 62 | 57 |
| 125-126 | 78 | 73 | 68 | 63 | 58 |
| 127-128 | 79 | 74 | 69 | 64 | 59 |
| 129-130 | 80 | 75 | 70 | 65 | 60 |
| 131-132 | 81 | 76 | 71 | 66 | 61 |
| 133-134 | 82 | 77 | 72 | 67 | 62 |
| 135-136 | 83 | 78 | 73 | 68 | 63 |
| 137-138 | 84 | 79 | 74 | 69 | 64 |
| 139-140 | 85 | 80 | 75 | 70 | 65 |
| 141-142 | 86 | 81 | 76 | 71 | 66 |
| 143-144 | 87 | 82 | 77 | 72 | 67 |
| 145-146 | 88 | 83 | 78 | 73 | 68 |
| 147-148 | 89 | 84 | 79 | 74 | 69 |
| 149-150 | 90 | 85 | 80 | 75 | 70 |
FORGING FACTOR
FF (2 Handed Edged) = 0.6*(2HE) + 0.3*( (LE + ME + HE )/3 ) + 0.1*(MechLore)
For a better explanation, check out the Weapon/Armor Forging page
CONCENTRATION
(3 * Discipline) + (1.5 * Intelligence) + Stamina = Concentration
FATIGUE AND FATIGUE RECOVERY
(2 * Stamina) + Discipline = Fatigue points
Stamina/5 (round down) = Fatigue points recovered per pulse
- fatigue is now displayed in words, rather then numbers, but they just represent a percentage of your actual fatigue points
TDP FORMULA
The TDP cost for training an attribute up by one is: (taken from official DR Website)
(current attribute x 3) + (racial TDP cost x current attribute / 2)
For example, a Gor'Tog with 10 Intelligence (a +2 TDP cost) would need (10x3)+(2x10/2) or 40 TDPs to increase it to 11.
The same character with 15 Stamina (a -1 TDP cost) would need (15x3)+(-1x15/2) or 38 TDPs to increase it to 16
Alternate TDP Formula
The above TDP formula can be simplified to:
ceiling( n * (3 + r / 2) )
where n is the current attribute value, and r is the racial TDP bonus/penalty. The ceiling function rounds the cost up to the next highest whole number.
Since this formula is now in coefficient form, we can even simplify the formula even more, moving from a "Racial TDP penalty" to a TDP coefficient. In the below table, TDP Coefficient is based on f(r) = 3 + r / 2
| Penalty | Coeff. |
|---|---|
| -3 | 1.5 |
| -2 | 2 |
| -1 | 2.5 |
| 0 | 3 |
| 1 | 3.5 |
| 2 | 4 |
| 3 | 4.5 |
To now repeat the above examples, a Gor'Tog with 10 Intelligence (a 4 TDP coeff) would need ceil(10*4) or 40 TDPs to increase it to 11.
The same character with 15 Stamina (a 2 TDP coeff, as Togs have a -2 to Stamina, not -1) would need ceil(15*2) or 30 TDPs to increase it to 16.
Technically, the Ceiling function would be required on the original formula as well.
EXPERIENCE
All info From Data Realms II go there if you want lots of details.
Terms
MPR = Maximum Pulse Rate
APR = Actual Pulse Rate
WRP = Wall Rank Penalty
WF = Wall Factor
PS = Pool Size in Bits
P = Pulse
I = Intelligence
D = Discipline
W = Wisdom
R = Current Rank
C = 1000, 400, or 100 bits for Primary, Secondary, or Tertiary skill
A = ???
Pool Size
- C + ( 8 * R ) + I [A ((I * I) + (I * D)) / 30] = PS
Intelligence is the most important controllable factor for Pool Size, as you can see it gets used 3 times in the equation... I have no idea what the A is but it's some sort of fraction.
Example: Moonie, 200 Ranks in PM... 10 intel, 10 disc (it'll never happen I know, but humor me, I'm going by a graph someone else made) In this example A = 3/5 I don't know why, I just simplified the equation with the numbers from the chart.
- 1000 + (8 * 200) + 10 [3/5 ((10 * 10) + (10 * 10)) / 30] = PS
- 1000 + 1600 + 10 [3/5 (200) / 30] = PS
- 2600 + 10[4] = PS
- 2640 = PS
Maximum Pulse Rate
- MPR = 0.2748 * LOG[W]
LOG is the Base-10 Mathematical Function. (The LOG button on a Scientific Calculator)
Wisdom is the Single defining user controlled stat for Pulse Rate. It's the most important stat that decides how fast you gain ranks. HOWEVER each point put into wisdom gives you less bonus than the point before.
1 point in wisdom gives you 0% 2=8.27% 10=27.48% 20=35.75% 30=40.59% 60=48.86%
Wall Rank Penalty
- WF / 9 = WRP
EVERY Rank has a WRP, based on that rank's WF. WF cycles from low to high, when the high is reached it goes back the lowest. Primary skills have a WF that cycles 2-9, Secondary 2-5, Tertiary 2-3. This means Primary Skills have a WRPs 2/9(22.22%) to 9/9(100% meaning no penalty). Secondary 2/9 to 5/9, Tertiary 2/9 to 3/9. So secondary and tertiary skills pulse AT BEST 55.55% or 33.33% of your Maximum Pulse Rate.
I haven't figured out yet where the WF count begins for each skill, but I'm guessing they all start at highest with 0 ranks.
Actual Pulse Rate
- MPR * WRP = APR
Your Actual Pulse Rate is the Percentage of your TOTAL Pool Size for that skill, that is absorbed as ranks. With 30 Wisdom, your MPR 40.59% and lets say your WRP is 5/9. So 55.55% of 40.59% is 22.55% of your Pool Size that is absorbed into Ranks each Pulse.
Pulse
- APR * PS = P
Lets use the Pool Size of the Moonie, and APR Above.
22.55% * 2640 = 595.32 Bits per Pulse
Bits to Ranks
Yeeeeaah... I have no idea. If you do let me know.
Logged Out EXP Drain
6.25% of you current field exp every 30 minutes, 8 hours = 100%
Additional Spell Slot
Located in the Library in Throne City (Costs to get in not sure how much
5 plat + [200 + ((pm-100)/2) tdps]
Erasing Spells
30 plat + 300 tdps (+100 tdps for every additional slot)

