Welcome to the DFO World Wiki. With many major updates since the release of DFO, many items are missing. Visit Item Database Project to learn more.
Please remember to click "show preview" before saving the page.
Thanks for the updated logo snafuPop!

Different MP cost for same skill on two different characters.

Jump to: navigation, search

On my Elementalist, the MP cost for Magic Missile lvl 1 shows 8 (in white text) but on my Battle Mage it shows as 7 (in blue text). Is there a reason for this difference? When updating Skill Growth tables, which one should I use?

09:15, 9 May 2019

Sorry if I am intruding in this conversation, but I can answer this for you.

Blue text (for Cooldown or MP Consumption) means that there is a reduction attribute effect affecting that certain stat, in this case your Mana costs. White text means that it is the base value. Red text means that the value has been increased.

I'm assuming you're using a Spear. Spears have the following common attributes:

  • Physical Skill MP Cost +5%
  • Physical Skill Cooldown Time +5%
  • Magical Skill MP Cost -5%
  • Magical Skill Cooldown Time -5%
  • Physical Critical Rate +2%

So for Magic Missile in particular, because it is a magic skill, it's MP cost and cooldown are lowered by 5%. To find the base value either equip a Pole or just divide the blue number by 0.95.

Usually we'd want to use the white text for base values since weapons adjust the stats of skills, but this can be easily adjusted with a bit of mathematics.

10:55, 9 May 2019

Oh, I see now. I was going crazy last night trying to find the reason for the discrepancy and I can't believe I forgot about weapons affecting the stats.

So I need to either equip a Pole or divide the blue number by 0.95, but what about just un-equipping the Spear altogether? I get 8 MP without any weapon, but if I divide 7 MP by 0.95 I get 7.368 ...

11:19, 9 May 2019

That doesn't necessarily work for all cases. Most classes have a default base weapon. I believe Mage's default weapon is a Rod.

Here's the Rod's attributes:

  • Physical Skill MP Cost -5%
  • Physical Skill Cooldown Time -5%
  • Hit Rate -1%
  • Casting Speed +5%

If you're updating skills that deal magic damage then you should be fine. However, if you're updating physical skills you'll need to do some math.

That being said we have been trying to standardize the use of a new table format. Here's a link to it if you're interested. The new format uses a simulated loop to iterate through the table rows given mathematical equations for each skill option. To be simply put, you'll only need to enter in the values once in an equation and the table will automatically calculate the rest for you.

11:42, 9 May 2019

Oh, ok. I'll make sure to be aware of that when updating physical skills.

And OMG, that new table format's a godsend. I've been updating tables manually. Thanks to whoever came up with that.

11:46, 9 May 2019

To increase the table length (or add more rows), just add more numbers within the brackets of:

{{#arraydefine:maxrow|1,2,3,4,5,6,7,8,9,10}}

You can also use this to skip to certain rows if you deem it necessary.

Feel free to change the Table Headers as you see fit.

Most of the values just need to be plugged in. To read more about that, there should be a link under the first table or just press here.

12:10, 9 May 2019

How do you find the exact equations for column like MP and Atk? Do you need to do linear regression?

16:16, 9 May 2019

Pretty much all scenarios are covered in the example I provided.

For Mana, pure Percentage skills, and other misc. stuff use the following:

{{#expr: BASELvVALUE+((MAXLvVALUE-BASELvVALUE)/(MAXLv-BASELv))*({{#var:i}}-1) round 0}}

All you literally have to do is replace the BASELvValue, MAXLvVALUE, MAXLv, and BASELv. You don't have to do any math. The wiki does it for you.

For your Mana cost issue, you can just do the following:

{{#expr: (BaseMP+((MaxLvMP-BaseLvMP)/(MaxLv-BaseLv))*({{#var:i}}-1))/WeaponMPMultiplier round 0}}

The WeaponMPMultiplier depends on your weapon. For spears, it could either be 1.05 or 0.95 depending if the skill is physical or magic.

For Independent Atk skills use the following:

{{AbsoluteDamage|{{#expr: (BASELvVALUE/INDEPENDENTATK)+(((MAXLvVALUE-BASELvVALUE)/INDEPENDENTATK)/(MAXLv-BASELv))*({{#var:i}}-1) }}|1}}

For Hybrid skills, combine the two with a plus sign between them. Just don't mix up the fixed values with the percentage ones. BASELvVALUE for percentage parts are not the same as BASELvVALUE for fixed damage parts.

17:23, 9 May 2019

Thanks for the formula. I should have read the Great Skill Metastasis Project page more closely.

19:36, 9 May 2019