Formulas

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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)

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