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  • Game Formulas & Build Update

    What is the Game Formulas?

    The game formulas are the "base" of all game balance we do here in Regnum World. They are essentials because each attribute (Strength, Spirit, Talent, Agility, Health) when increased, reflect directly on defensive and offensive attributes of your character. Each point on these attributes changes directly on the damage your character does versus monsters (or versus other players, when in PVP) and in what chance your character has to defend an attack.

    What is The Build Update?

    Unlike other servers, here at Regnum World, we have The Build Update, which is designed to give to players more freedom to make the ideal build for each possible scenario of the game, trying to escape the standard of maximizing only a specific attribute of a class (eg, invest only in Strength for Fighters and increase points on other attributes just to equip items) that exist on other servers.

    The Build Update has made a series of changes in game attributes and formulas to reshape the entire game balance, causing all stats (from Strength to Health) give a specific increase or decrease, which changes directly in the way how some attack and defense skills behave in game.

    Talent vs Critical

    A clear example of the improvement that the Build Update brought is the Talent attribute, which when maximized every X points (see table below) can increase +1% of the character's critical. Depending on the class and skills, for example a Fighter - who is supposed to have low critical rate due to the use of Axes as the main weapon, which have a low critical attribute - becomes one of the interesting attributes to be maximized, so that the player can gain an advantage in scenarios like PvP.

    How do you calculate the status of a character?

    Each status point added to the character is calculated according to a specific formula (see below in the formula table for the formulas) and the character attributes are updated instantly. Character skills, especially passive damage or defense, also directly influence the outcome of the formulas. Quest items can also influence the final result of the calculation, so when calculating one you must also count on those additional ones.

    In the example below, we have a level 106 Knight using two items, a clean 98 Sword and a clean Armor 98, with no acquired skills and no additional strengths (game crowns, etc.) with a generic build.

    Example 1

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    Let's use as an example of calculation two attributes, one offensive (ATK RTG) and one defensive (HP), but it can be done with other attributes simply by following the table of formulas of the game and being with the values of the status of the items and the character to do the calculation.

    Starting with ATK RTG, we have the following example formula:

    ATK RTG = (Agility * 3 + Level * 2 + Talent * 1.2) + ITEMS ATK. RTG.

    Our example character has 100 points invested in Agility, 100 points invested in Talent and it is level 106. The 'Items ATK RTG' is the sum of all the ATK RTG that the items the character is using on the character at the moment (this counts weapon, accessories, bracelets, powerups, etc). For this example, the only item that the character is using offensive, which is a clean sword, has ATK RTG 184 and an additional specialty (spec) that is calculated by LVL / 1 (106/1 = 106). Changing the formula to the values of our character, we have:

    ATK RTG = (100 * 3 + 106 * 2 + 100 * 1.2) + (184 + 106)

    ATK RTG = (300 + 212 + 120) + (290)

    ATK RTG = (632) + (290) = 922

    At the end of our calculations, we have the correct amount of ATK RTG that our character possesses that are 922 points. To calculate the HP we need the formula of HP, which must be the specific one for the class (in this case our character is a Knight), then follows the formula of Knight for HP used as an example:

    Knight HP = (Level * 2 + Health * 1.4 + Strength * 0.4 + Spirit * 0.2 + Talent * 0.3 + Agility * 0.1) + ITEMS HP + QUEST ITEMS HP

    Our example character has 325 Strength points, 68 Spirit points, 100 Talent points, 100 Agility points, and 100 Health points, and is level 106. "ITEMS HP" is the sum of all HP's that the items the character is currently wearing gives (this counts weapon, accessories, bracelets, powerups, etc.). For this example, our character does not have any item that gives HP, so we assume the value zero (0) for that field in the formula.

    The "QUEST ITEM HP" is the sum of all HP's additional quest items gives character has (if any). In our example, our character has two quests made: A level 40 (+15 HP) and level 90 (+40 HP). Changing the formula to the values of our character, we have:

    Knight HP = (106 * 2) + (100 * 1.4) + (325 * 0.4) + (68 * 0.2) + (100 * 0.3) + (100 * 0.1) + (0) + (15 + 40)

    Knight HP = 212 + 140 + 130 + 13.6 + 30 + 10 + 0 + 55 = 590.6 = 590

    In our formula, the total was 590.6 HP (590 HP). The attribute values are always rounded down in the game, so if in the calculation the result was 590.6, we assumed it to be 590.


    Game Formulas

    Attack Rating Formula:

    • 1 agility = +3.0 ATK RTG
    • 1 level = +2.0 ATK RTG
    • 1 talent = +1.2 ATK RTG

    Critical Rating Formula:

    • 50 talent = +1% Critical
    • Critical Rate has a fixed capacity of 50% max

    Defense Rating Formula:

    • 1 talent = +1.7 DEF RTG
    • 1 level = +2.0 DEF RTG
    • 1 agility = +0.8 DEF RTG (0.2 DEF RTG for Atalanta)
    • 1 health = +3 DEF RTG

    Absorption Formula:

    • For each item that have Absorption Rate stats = +0.5 ABS
    • For each 100 defense = +1 ABS
    • For each 10 levels = +1 ABS
    • 40 strength = +1 ABS
    • 40 talent = +1 ABS
    • 60 spirit = +1 ABS
    • 60 agility = +1 ABS
    • 50 health = +1 ABS
    • +1 ABS if character is above or equal Level 1

    Regen Formula:

    • MP Regen: [level + ((spirit * 1.2 + health / 2) / 115)] + [item spec regen / 2 + item or skill regen add]
    • HP Regen: [level + ((strength / 2 + health) / 180)] + [item spec regen / 2 + item or skill regen add]

    Block Rating Formula:

    • 1.0 Block = +1% Chance of Block
    • 0.5 Block = +0% Chance of Block
    • Block Rate has a fixed capacity of 50% max

    Weight Formula:

    • 1 strength = +2.0 weight
    • 1 health = +1.5 weight
    • 1 level = +3.0 weight
    • +60 weight if character is above or equal Level 1

    Run Speed Formula:

    • RUN SPD = ((Agility / 100 + Strength / 240 + Level / 100) - (Character Weight)) + Item Weight

    HP Formula:

    • Fighter: (level * 2.1) + (health * 1.9) + (strength * 0.5) + (spirit * 0.1) + (talent * 0.2) + (agility * 0.1)
    • Mechanician: (level * 2.0) + (health * 1.4) + (strength * 0.5) + (spirit * 0.1) + (talent * 0.1) + (agility * 0.1)
    • Archer: (level * 1.2) + (health * 1.5) + (strength * 0.2) + (spirit * 0.1) + (talent * 0.2) + (agility * 0.1)
    • Pikeman: (level * 2.0) + (health * 1.7) + (strength * 0.4) + (spirit * 0.1) + (talent * 0.1) + (agility * 0.2)
    • Atalanta: (level * 1.2) + (health * 1.6) + (strength * 0.3) + (spirit * 0.2) + (talent * 0.1) + (agility * 0.1)
    • Knight: (level * 2.0) + (health * 1.4) + (strength * 0.4) + (spirit * 0.2) + (talent * 0.3) + (agility * 0.1)
    • Magician: (level * 1.5) + (health * 1.7) + (strength * 0.1) + (spirit * 0.2) + (talent * 0.2) + (agility * 0.1)
    • Priestess: (level * 1.5) + (health * 1.6) + (strength * 0.1) + (spirit * 0.3) + (talent * 0.2) + (agility * 0.1)
    • Assassin: (level * 2.0) + (health * 1.6) + (strength * 0.4) + (spirit * 0.1) + (talent * 0.1) + (agility * 0.2)
    • Shaman: (level * 1.5) + (health * 1.8) + (strength * 0.1) + (spirit * 0.2) + (talent * 0.2) + (agility * 0.1)

    MP Formula:

    • Magician, Priestess, Shaman: (level * 1.5) + (spirit * 3.8)
    • Knight, Atalanta: (level * 0.9) + (spirit * 2.7)
    • Fighter, Mechanician, Pikeman, Archer, Assassin: (level * 0.6) + (spirit * 2.2)

    SP Formula:

    • 1 health = +1.4 SP
    • 1 strength = +0.5 SP
    • 1 talent = +0.5 SP
    • 1 level = +2.3 SP
    • 1 spirit = +1 SP
    • +60 SP if character is above or equal Level 1

    Attack Speed Formula:

    • 1 Weapon Speed = +1 Attack Speed
    • 1 Bellatra Speed = +1 Attack Speed (except inside Bellatra)

    Damage Formula:

    • Base Damage Formula:
      • Fighter (with Melee Weapon): 
        • MIN. ATK. POW. = 1 + (Weapon MIN. ATK. POW. * {[(strength + 260) / 260] + [(spirit + 520) / 520] + [(talent + 400) / 400] + [(agility + 520) / 520] - [(health + 500) / 400]})
        • MAX. ATK POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 260) / 260] + [(spirit + 520) / 520] + [(talent + 400) / 400] + [(agility + 520) / 520] - [(health + 500) / 400]})
      • Mechanician (with Ranged Weapon):
        • MIN. ATK. POW. = 1 + (Weapon MIN. ATK. POW. * {[(strength + 560) / 560] + [(spirit + 600) / 600] + [(talent + 560) / 560] + [(agility + 320) / 320] - [(health + 500) / 400]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 560) / 560] + [(spirit + 600) / 600] + [(talent + 560) / 560] + [(agility + 320) / 320] - [(health + 500) / 400]})
      • Mechancian (with Melee Weapon):
        • MIN. ATK. POW. = 1 + (Weapon MIN. ATK. POW. * {[(strength + 320) / 320] + [(spirit + 600) / 600] + [(talent + 560) / 560] + [(agility + 560) / 560] - [(health + 500) / 400]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 320) / 320] + [(spirit + 600) / 600] + [(talent + 560) / 560] + [(agility + 560) / 560] - [(health + 500) / 400]})
      • Archer (with Ranged Weapon):
        • MIN. ATK. POW. = 2 + (Weapon MIN. ATK. POW. * {[(strength + 400) / 400] + [(spirit + 520) / 520] + [(talent + 460) / 460] + [(agility + 260) / 260] - [(health + 480) / 380]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 400) / 400] + [(spirit + 520) / 520] + [(talent + 460) / 460] + [(agility + 260) / 260] - [(health + 480) / 380]})
      • Pikeman (with Melee Weapon):
        • MIN. ATK. POW = 1 + (Weapon MIN. ATK. POW. * {[(strength + 240) / 240] + [(spirit + 480 ) / 480] + [(talent + 420) / 420] + [(agility + 400) / 400] - [(health + 500) / 400]})
        • MAX. ATK. POW = 3 + (Weapon MAX. ATK. POW. * {[(strength + 240) / 240] + [(spirit + 480 ) / 480] + [(talent + 420) / 420] + [(agility + 400) / 400] - [(health + 500) / 400]})
      • Atalanta (with Ranged Weapon):
        • MIN. ATK. POW. = 2 + (Weapon MIN. ATK. POW. * {[(strength + 400) / 400] + [(spirit + 460) / 460] + [(talent + 520) / 520] + [(agility + 260) / 260] - [(health + 480) / 380]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 400) / 400] + [(spirit + 460) / 460] + [(talent + 520) / 520] + [(agility + 260) / 260] - [(health + 480) / 380]})
      • Knight (with Melee Weapon):
        • MIN. ATK. POW. = 1 + (Weapon MIN. ATK. POW. * {[(strength + 300) / 300] + [(spirit + 520) / 520] + [(talent + 440) / 440] + [(agility + 600) / 600] - [(health + 500) / 400]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 300) / 300] + [(spirit + 520) / 520] + [(talent + 440) / 440] + [(agility + 600) / 600] - [(health + 500) / 400]})
      • Magician (with Magic Weapon):
        • MIN. ATK. POW. = 2 + (Weapon MIN. ATK. POW. * {[(strength + 520) / 520] + [(spirit + 260) / 260] + [(talent + 440) / 440] + [(agility + 480) / 480] - [(health + 300) / 300]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 520) / 520] + [(spirit + 260) / 260] + [(talent + 440) / 440] + [(agility + 480) / 480] - [(health + 300) / 300]})
      • Priestess (with Magic Weapon):
        • MIN. ATK. POW. = 2 + (Weapon MIN. ATK. POW. * {[(strength + 480) / 480] + [(spirit + 240) / 240] + [(talent + 400) / 400] + [(agility + 480) / 480] - [(health + 600) / 500]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 480) / 480] + [(spirit + 240) / 240] + [(talent + 400) / 400] + [(agility + 480) / 480] - [(health + 600) / 500]})
      • Assassin (with Melee Weapon):
        • MIN. ATK. POW. = 1 + (Weapon MIN. ATK. POW. * {[(strength + 240) / 240] + [(spirit + 480) / 480] + [(talent + 420) / 420] + [(agility + 400) / 400] - [(health + 500) / 400]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 240) / 240] + [(spirit + 480) / 480] + [(talent + 420) / 420] + [(agility + 400) / 400] - [(health + 500) / 400]})
      • Shaman (with Magic Weapon):
        • MIN. ATK. POW. = 2 + (Weapon MIN. ATK. POW. * {[(strength + 520) / 520] + [(spirit + 260) / 260] + [(talent + 440) / 440] + [(agility + 480) / 480] - [(health + 480) / 380]})
        • MAX. ATK. POW. = 3 + (Weapon MAX. ATK. POW. * {[(strength + 520) / 520] + [(spirit + 260) / 260] + [(talent + 440) / 440] + [(agility + 480) / 480] - [(health + 480) / 380]})
    • Special Damage Formula:
      • If item contains an spec:
        • MIN. ATK. POW. = (Weapon MIN. ATK. POW. + Weapon MAX. ATK. POW.) / 16
      • If item contains SPEC ATK POW LVL/X:
        • MAX. ATK. POW. = (level / X)
      • If character contains Damage Boost passive skill:
        • MIN. ATK. POW. = (Weapon MIN. ATK. POW. * Passive Skill ADD) + level / 6
        • MAX. ATK. POW. = (Weapon MAX. ATK. POW. * Passive Skill ADD) + level / 6
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