Poise Formulas

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Poise Formulas

Postby Jabbo » Sun Jun 26, 2005 9:13 am

Ok, so I found a damage formula for normal rm2k attack damage online, and I worked out a damage formula for skills myself, and I've added them to my FAQ, but I can't seem to figure out how Poise (Agility) works. I'm almost positive that it's based on a ratio between your Poise and the monster's Poise, but I can't make heads or tails out of the data I got. If anyone has any ideas, they'd be appreciated.

Your Poise: 1
Foe's Poise: 999
Weapon Hit Rate: 100%
Experimental Hit Rate: 100%

Your Poise: 1
Foe's Poise: 999
Weapon Hit Rate: 99%
Experimental Hit Rate: 80%

**Conclusion: Poise has an effect on Hit Rate, and it somehow modifies the existing weapon hit rate by a multiplier.

Your Poise: 1
Foe's Poise: 2
Weapon Hit Rate: 50%
Experimental Hit Rate: 25%

Your Poise: 1
Foe's Poise: 3 (I tried 4 first)
Weapon Hit Rate: 50%
Experimental Hit Rate: 0% (Not one hit out of 50 for 4, not one out of 25 for 3)

Your Poise: 10
Foe's Poise: 5
Weapon Hit Rate: 50%
Experimental Hit Rate: 50% (37 out of 75 hits)

Your Poise: 1000
Foe's Poise: 10
Weapon Hit Rate: 50%
Experimental Hit Rate: 55%

Also, if anyone has a plan of attack for experimentation that would help me determine the hit rate formula (and a good number of trials that will give me accurate data without destroying my sanity; is 50 enough?), it'd help a lot.
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Postby Jabbo » Sun Jun 26, 2005 10:40 am

I think I may have figured it out now.

With every 0.5 increase in the ratio of monster evasion to char evasion, a 50% raw hit rate is decreased by 12%, a 75% raw hit rate is decreased by 9%, and an 88% raw hit rate is decreased by 6%.

So the formula appears to be, HR = raw weapon hit rate, and R = ratio of monster evasion to char evasion:

HR - (R - 1) x (1 - HR) x HR

Basically, the Hit Rate percentage is reduced by a percentage equal to the Miss Rate times the Hit Rate for every 1 point of ratio increase. Then why does the 99% hit rate for monsters that have 1000 times the agility hit at about 80% when by that formula it should always miss? It's because the monster evasion to char evasion ratio is capped at 25.

This apparently also works if the ratio less than 1. There may or may not be a minimum ratio of 1/25 but it doesn't really have much effect.

Monsters' base hit rates appeared to be 1 - .05 x log(char evasion), but now I think that they're at least somewhat random. And if they are, there's no way I'm going to figure them out. I had a monster with 1 agility hit an 8 agility hero 42% of the time and I had a monster with 1 agility hit a 9 agility hero 56% of the time. The second percentage should have been lower than the first.

As a side note, Pandamaare is pretty useless at higher levels, because Hatassasar and Aionsluh both have 100% hit rates, which always hit, regardless of monster evasion. Pandamaare's "ignore monster evasion" attribute is completely irrelevant because it has a 100% hit rate anyway.

Well, now that I've more or less figured it out, this topic is officially useless.
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Postby voodooKobra » Sun Jun 26, 2005 3:49 pm

Why don't you just open up RM2K and look through the files?
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Postby Jabbo » Sun Jun 26, 2005 5:08 pm

If you're talking about the formulas page of the help file, then I didn't notice it had hit rate formulas on it until after I'd already figured it out. Even so, the translation on that page is so bad that I couldn't figure out what it was saying AFTER I already knew the formula.
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Postby voodooKobra » Sun Jun 26, 2005 5:12 pm

I mean look through Lun's code, but if you mean the DBS, then you may have actually made a somewhat-important discovery.
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Postby Jabbo » Sun Jun 26, 2005 5:20 pm

Yes, I meant the DBS. Focus, Will, Poise, Defense, and XL ONLY affect the DBS. Plunge, DT, etc only affect the plunge. Since they're Poise formulas, they're about the DBS.

I'm good enough with rm2k to look through Lun's code if I want plunge formulas. Give me some credit here.
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Postby voodooKobra » Sun Jun 26, 2005 6:56 pm

Right... I wasn't really thinking at the time :lol:
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Postby Impossible » Sun Jun 26, 2005 10:00 pm

Jabbo, you look WAY too far into this shit.
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Postby Jabbo » Mon Jun 27, 2005 12:37 pm

Well I have to make a perfect FAQ (Yeah, I know I don't HAVE to, but still). I'm pretty much done now though, except for enemy and skill listings, which I'm too lazy to put in. I at least find monotonous stuff related to math interesting. But looking through each character for skills and copying down stats and stuff is not my idea of a good time.
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Postby Telephalsion » Mon Jun 27, 2005 2:21 pm

It's good that someone does this, we can use it later should we need to (teh mmorpg)
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Postby Dr. Casey » Mon Jun 27, 2005 8:07 pm

You know, all this IS pretty interesting, considering that I don't understand most of it in the slightest. =p

Good job, Einstein the 2nd.
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Postby Aegis » Mon Jun 27, 2005 10:21 pm

Remember though, RPG Maker 2000 was programmed by humans too, so it can't be too complex and unexpected. However, your probably right.
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Postby Telephalsion » Tue Jun 28, 2005 2:38 am

I understand it, but it seems fucked up still :D
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Postby Jabbo » Tue Jun 28, 2005 6:38 am

Ok, it's not THAT complicated. There's a Poise ratio of enemy Poise divided by character Poise. If the enemy has twice as much Poise as you, it will be 2. If it's 3 times as much, it will be 3. If it's 25 times as much or more, it will be 25.

If the Poise ratio is 1, then a weapon's listed Hit Rate will be the actual probability that your weapon hits. In Rhue's case, a weapon is a sword aura. A weapon's Hit Rate will be equal to 100% - Hit Rate, because if it has a 1% chance of hitting, it has a 99% chance of missing.

If the Poise ratio is 2, then a Hit Rate will be reduced by Miss Rate times Hit Rate. Since we're dealing in percentages here, that means it's reduced by a Miss Rate percentage of your Hit Rate. So if your weapon has a 75% Hit Rate and a 25% Miss Rate, and the Poise ratio is 2, then your Hit Rate will no longer be 75%, it will be 75% - 75%x25%, or 75% minus 25% of 75%, or 56%.

For every additional point of Poise ratio, that subtraction occurs again, using the original Hit and Miss rates (basically the same number is subtracted). If Poise ratio of 2 decreased the Hit Rate by 10%, a Poise ratio of 3 would decrease it by an addition 10%, or a total of 20%.

So, I made a formula out of that. Hit Rate - Poise Ratio x Hit Rate x Miss Rate. Or... Original Hit Rate - Number of Subtractions x Miss Rate% of Hit Rate.

And even the above seems more complex than it actually is. It's really a simple pattern once you understand it. As far as me being "Einstein the 2nd," uh, no. There are people on these forums much better than math than I am who probably could have figured it out a lot quicker.

I swear, 9 times out of 10, when I type "ratio," it comes out as "ration" and I have to go back and correct it. And even when I concentrate on getting it right my finger moves over the n when I'm done. Bah.
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Postby Impossible » Fri Jul 01, 2005 8:33 am

OH MY GOD, WHO CARES?
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