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Different MP cost for same skill on two different characters.

Fragment of a discussion from User talk:Arrol
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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.

12:42, 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.

12:46, 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.

13:10, 9 May 2019

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

17:16, 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.

18:23, 9 May 2019

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

20:36, 9 May 2019