Adventure Quest Game Formulae Guide



Adventure Quest Game Formulae Guide by Kaelin

Notes

1) Symbol Key:

^ means ‘to the power of’. So 10^3 = 1000.
>= means ‘greater than or equal to’.
<= means ‘less than or equal to’.

2) Order of Operations:

As in all mathematics, expressions are simplified in the order below.
[a] Parentheses: Anything inside parentheses takes priority. When there are multiple layers of parentheses, simplify the innermost layers first.
[b] Exponents: Exponents come next. Work left to right.
[c] Multiplication and Division: Both of these operations are done next. Work left to right.
[d] Addition and Subtraction: Both of these operations are last. Work left to right.

Example:
3 – 4 * (5 + 3 ^ 3) / 8
= 3 – 4 * (5 + 27) / 8 <– First we work inside the parentheses. The Exponent takes priority over the Addition.
= 3 – 4 * (32) / 8 <– We do the addition in the parentheses.
= 3 – 4 * 32 / 8
= 3 – 128 / 8 <– Multiplication and Division have priority over the Subtraction, so we work the Multiplication left to right.
= 3 – 16
= -13

3) Rounding:

No colored brackets = Rounding not required or undetermined
[ ]” = Round off the contents in the brackets to the nearest integer.
[ ]” = Round down the contents in the brackets to the nearest integer.
[ ]” = Round up the contents in the brackets to the nearest integer.

4) Base/Random:

Taking Nemesis’ Condemnation as an example.

Base Damage = 15
Max Damage = 29
Random Damage = Max Damage – Base Damage = 14

Thanks to .*. .*. .*. for the updated “Nemesis” weapon information.

Table of Contents

[1] Level Up Formulas
[2] Stat Damage Bonus
[3] Stat Bonus to Hit
[4] Blocking Ability
[5] HP, MP, & SP Formulae
[6] [empty]
[7] Who Strikes First?
[8] Special Charisma Related Info
[9] Stat Training Costs
[10] Assumed Stat Training Regimen
[11] Monster Encounter Levels
[12] Monster Scaling
[13] Standard Monster Defense
[14] Hit or Miss? (Accuracy Formulas)
[15] Calculating Average Damage Per Turn
[16] Potion Recovery
[17] Stat Rolls
[18] Monster EXP/Gold
[19] EXP/Gold Caps
[20] Equipment Prices
[21] Status Conditions
[22] [empty]
[23] Notable Post-Sweep Equipment Standards
[24] Gold from Ballyhoo per Run
[25] House Value

[1] Level Up Formulas

I = Initial level (current level), F = Final Level (the level you plan to reach) , E = Exp

Total Exp to Level Up:

Level <= 135: E = 10*[11*(1.1^I)]
Level >= 136: E = 10000*[0.011*(1.1^I)]

Cumulative Exp to Get from Level 0 to F (approximate): E = 1100*(1.1^F – 1)

Cumulative Exp to Get from Level I to F (approximate): E = 1100*(1.1^F – 1.1^I)

Here are (updated) values for level up in chart form:
http://i47.tinypic.com/e5gz8y.jpg

[2] Stat Damage Bonus (Per 100% Stat Bonus)

Stat Damage adds to the damage an attacker does against a target.

Core Stat Damage

Melee Weapon: STR/8
Ranged Weapon: STR/10 + DEX/40
Magic Weapon: INT*3/32
Melee Skill: STR/4
Ranged Skill: STR/5 + DEX/20
Magic Skill: INT*3/16
Spells: INT/4
Pets & Guests: CHA/15

Each hit of all player attacks (Weapons, Skills, and Spells) has a 10% chance of adding damage in the form of a Lucky Strike, which increases core stat damage by LUK/2 for that hit. On average, this bonus results in an increase of LUK/20. Pets and Guests do NOT receive this bonus. If LUK is 0, Lucky Strikes do not activate. If LUK is negative, then the attacker instead takes a stat damage penalty when Lucky Strikes activate.

Minimum Stat Damage = 0.25 * (Core Stat Damage) * (Attack’s Stat Multiplier)
Maximum Stat Damage = 0.75 * (Core Stat Damage) * (Attack’s Stat Multiplier)

For these formulas above, the minimum and maximum depend on whether Lucky Strikes activate. The minimum and maximum damage values for non-Lucky Strikes should exclude the +LUK/2 bonus, and the minimum and maximum values for Lucky Strikes should include the +LUK/2 bonus.

Average Core Stat Damage, with Lucky Strikes Included

Melee Weapon: STR/8 + LUK/20
Ranged Weapon: STR/10 + DEX/40 + LUK/20
Magic Weapon: INT*3/32 + LUK/20
Melee Skill: STR/4 + LUK/20
Ranged Skill: STR/5 + DEX/20 + LUK/20
Magic Skill: INT*3/16 + LUK/20
Spells: INT/4 + LUK/20
Pets & Guests: CHA/15

Average Stat Damage = 0.5 * (Core Stat Damage) * (Attack’s Stat Multiplier)

A few skills and spells use different formulas for stat damage. Most notably, the Heal Wounds spell series uses END/4 instead of INT/4. Other than weapons that use their “special” attack every turn, most weapons do NOT take stat damage on their specials. In the future, players are expected to get Lucky Strike stat damage on their special attacks. In this event, the stat multiplier will be the weapon’s built-in Special Lucky Strike value.

[3] Stat Bonuses to Hit

Stat Bonus to Hit adds to the likelihood the attacker’s hit lands against a target. The increase will not guarantee that you will land more hits, but the chance of any attack landing will improve accordingly.

Melee Weapon/Skill[STR/16 + DEX/16 + LUK/20]
Ranged Weapon/Skill[DEX/8 + LUK/20]
Magic Weapon/Skill[INT/16 + DEX/16 + LUK/20]
Spells[INT/16 + DEX/16 + LUK/20]
Pets & Guests[CHA*7/60]

A few skills and spells use different formulas for stat bonus to hit. Other than weapons that use their “special” attack every turn, most weapons do not take stat bonus to hit on their specials.

[4] Blocking Ability

Blocking Bonus from Stats[DEX/10 + LUK/20]

[5] HP, MP, & SP Formulae

Player HP = [(120 + 6*Level)(1 + END/200)]
Player MP = [(100 + 5.5*Level)(1 + INT/100)]
Player SP = 100 + 5*Level
Player SP Regeneration = 10 + [Level / 5]
Player Fleeing Cost = Monster’s Current SP

The Fleeing cost is capped at 150 SP.

Thanks to Zizzy and Z for the original SP formulas.

[7] Who Strikes First?

Player Luck = P
Monster Luck = M

First Strike Roll:

Player: X = Random # Roll (1,100) + P
Monster: Z = Random # Roll (1,100) + M

If X > Z, player goes first. If X = Z then there is a 50% chance of either player or monster going first. If Z >X, monster goes first.

Chance of First Strike Formula:

C = Chance Player Goes First

If P >= M + 100,
C = 1

Else If P <= M – 100,
C = 0

Else If P <= M,
C = (100 + P – M)^2 / 20000

Else If P > M,
C = 1 – (100 – P + M)^2 / 20000

All answers of C will be in decimal form. To change to a percentage, multiply by 100.

Thanks to Kalanyr, Yagno2000, and Captain Rhubarb.

[8] Special Charisma Related Info

MAJOR NOTE: “Training Difficulty” is in the process of being phased out. Pets in the future will always get their turn (unless some unique circumstance takes it away).

Attack Rate = 67 + (CHA – Training Difficulty)/2

Formula from Chii via Sora Aeragorn.

Charisma Needed for 100% Attack Rate = 66 + Training Difficulty

Some pets have a negative Training Difficulty but will display a value of 0, so the true attack rate may be higher. “Friendly” pets will usually have a Training Difficulty of -66. Pets released 2012 or later also use a Training Difficulty of -66. Some older pets will have attack rates specific to them.

[9] Stat Training Costs

Stats are trained in increments of five.

Cost to Train Once = [10*1.25^(NewValue/5)]

Cost of Training Stats with Z-Tokens = [1.25^(NewValue/5)/2], with a minimum of 1

Approximate Cumulative Gold Cost = [(1.25^(NewValue/5) – 1.25^(OldValue/5))*50 – (NewValue – OldValue)*0.1]

Training Cost Spreadsheet: File – Image

[10] Assumed Stat Training Regimen

Available Stat Points = Level*5

Primary Stat (PStat) = MAX(10; MIN(MROUND(Level*2.1462+10.399; 5); 5*Level; 200))
Secondary Stat (SStat) = MAX(0; MIN(MROUND(Level*2.1462+8.2528; 5); 5*Level – PStat; 200))
Tertiary Stat (TStat) = MROUND(MIN(MAX(0; 0.7123*Level-19.111; 5*Level-400); 200); 5)
Quaternary Stat (QStat) = MIN(MAX(0; 5*Level-600); 200)

You can view a table of each stat value (in five-level increments) here

[11] Monster Encounter Levels

Random Encounter Monster List

Single Monsters

Min Monster Level = [0.75*CharacterLevel] – 5
Max Monster Level = [1.15*CharacterLevel] + 1

Pack Monsters

Min Monster Level = [0.75 * (CharacterLevel – 20)]
Max Monster Level = CharacterLevel – 18

Note: Yonder lowers the Min Monster Level by 5 and increases the Max Monster Level by 5.

[12] Monster Scaling

Level = Your Level + 5
NOTE: Level-scaling maxes out at the original level * 2.5 . If the monster would be scaled above that point, then it is simply set at the maximum. This can set the level at a fraction.

Strength = (Current Level/Normal Level)*Normal Strength
Dexterity = (Current Level/Normal Level)*Normal Dexterity
Intellect = (Current Level/Normal Level)*Normal Intellect
Endurance = (Current Level/Normal Level)*Normal Endurance
Charisma = (Current Level/Normal Level)*Normal Charisma
Luck = (Current Level/Normal Level)*Normal Luck

[13] Standard Monster Defense

Defense = [0.2815*Level + 13.52]

Note: This equation does not account for a monster’s DEX or LUK, so [DEX/10 + LUK/20] should be added for the stat-adjusted Defense rating. This formula is a “best guess” based off monster data collected so far. This formula may be incorrect by one point of Defense — if you find such an example, please contact me, and I will try to resolve the example. If a monster Defense deviates by more than one point, then this monster either has a “lean” (in which case the difference is usually a multiple of five), or it is a monster released on older balance standards.

For those interested in a Standard Adjusted Monster Defense, you can use this formula:

Standard AMD =ROUND((0.2815*Level + 13.52) + ROUND(MAX(0; MIN(MROUND(Level*2.1462+8.2528; 5); 5*Level – MAX(10; MIN(MROUND(Level*2.1462+10.399; 5); 5*Level; 200)); 200))/10 + MROUND(MIN(MAX(0; 0.7123*Level-19.111; 5*Level-400); 200); 5)/20))

To use this formula in Excel, you may need to use commas in place of the semicolons. Also replace “Level” with the cell you reference.

[14] Hit or Miss? (Accuracy Formulas)

Attacker Value (weapon) = [Weapon BTH + Armor BTH + Stat BTH]
Attacker Value (weapon special) = [Weapon BTH + Weapon Special BtH]
Attacker Value (spells) = [Spell BTH + Stat BTH]
Attacker Value (pet/guest) = [Pet/Guest BtH + Stat BtH]
Roll = Rolls a Random # (1-100)
Defender Value = [Blocking Defense + Dex/10 + Luk/20]

If Attacker Value + Roll > Defender Value, then it hits. Otherwise it misses. Certain special actions, like healing spells, will always hit.

Chance to Hit

Chance to Hit = (100 + Attacker Value – Defender Value) / 100

Chance to Hit is in decimal form. It will always lie between 0 and 1 (inclusive).

Big thanks to Aelthai for rounding mechanics.

[15] Calculating Average Damage Per Turn

For the calculations below, convert all Resistance, Special Rate, hit rates, base%, random%, and stat% (include Special Lucky Strike%) into decimals.

Average Lucky Strike Stat = LUK/20

Normal Weapon Power = (Weapon Base) * (Armor Base) + (Weapon Random) * (Armor Random) / 2 + (Stat Damage) * (Armor Stat) / 2
Weapon Special Power = (Weapon Base) * (Special Base) + (Weapon Random) * (Special Random) / 2 + (Average Lucky Strike Stat) * (Special Lucky Strike) / 2

Average Weapon Damage = Resistance * [Weapon Hit Rate * (1 – Special Rate) * (Normal Weapon Power) + (Weapon Special Hit Rate) * (Special Rate) * (Weapon Special Power)]

Average Spell Damage = Resistance * (Hit Rate) * [Base + Random / 2 + (Stat Damage) * (Spell Stat) / 2]

Average Pet/Guest Damage = Resistance * (Hit Rate) * [Base + Random / 2 + (Stat Damage) * (Companion Stat) / 2]

 Special Lucky Strikes are currently not enabled.

When calculating average damage for weapons with a 100% special rate, disregard Weapon Special Power. Just calculate Normal Weapon Power using the built-in Base/Random/Stat multipliers as the Armor Base/Random/Stat multipliers, and then calculate Average Weapon Damage using Special Rate = 0.

Besides weapons with a 100% special rate, a handful of older weapons deal stat damage on their special. For these weapons, add (Stat Damage) * (Weapon Stat) to the Weapon Special Power.

For player weapon and armor comparisons, Dev’s Weapons Spreadsheet is available.

For player spell comparisons, JMill’s Spell Comparison Spreadsheet is available.

For player pet comparisons, JMill’s Pets and Guests Spreadsheet is available.

Thanks to Everest for the updated damage comparison links.

[16] Potion Recovery

Health Potion Healing

HP recovered drinking one Health Potion = (50 + Level/3) to (100 + Level/3 + LUK/2 + END/2)
HP recovered drinking two Health Potions = (100 + Level/3) to (200 + Level/3 + LUK/2 + END/2)

Mana Potion Healing

MP recovered drinking one Mana Potion = (50 + Level/3) to (100 + Level/3 + LUK/2 + INT/2)
MP recovered drinking two Mana Potions = (100 + Level/3) to (200 + Level/3 + LUK/2 + INT/2)

[17] Stat Rolls

Roll: Rolls a Random # (1-100)
Bonus: A bonus added to the roll. Usually Bonus = Stat/5, where Stat is the value of the stat used for the roll.
Difficulty: The value the player must reach to win a roll

If Roll = 100, the roll instantly succeeds. If Roll = 1, the roll instantly fails.
Otherwise, if Roll + Bonus >= Difficulty, then the roll succeeds.
If the roll still has not succeeded, the roll will fail unless the player can defy the roll (see Roll Defiance below).

Probability of Success = 1.01 + Bonus – Difficulty.

Probability is in decimal form. 0.01 <= Probability <= 0.99 due to Instant Failures and Instant Successes when rolling 1 and 100.

Roll Defiance: If a stat roll neither succeeds nor instantly fails, a player may be allowed to pay SP to “defy” a stat roll. When available, the player must pay [0.3*Point] for each point the player fell short of the roll Difficulty. For example, a player that gets a Roll + Bonus of 84 against a Difficulty of 88 must pay a cost of [0.3*85] + [0.3*86] + [0.3*87] +[0.3*88] = 26 + 26 + 27 + 27 = 106 SP.

Fast Defiance Cost Formula = [0.15 * ((Difficulty + 2)^2 – (Roll + Bonus + 2)^2)]

If a player lacks the SP to defy the roll or declines to pay the cost, the roll will fail. If the player defies the roll, the player will win the stat roll and lose the required SP.

Note: The Fast Defiance Cost Formula will produce an error of 1 SP in 10% of possible outcomes.

[18] Monster EXP/Gold

EL: The enemy’s Level

GoldLean: Value between 0 and 2 describe the distribution of reward between Gold and XP. 0 means XP only, 2 means Gold only, and 1 means a “normal” split, with roughly three times as much XP as gold.

Gold = ROUND(GoldLean*(1.055^EL + 8 + 1.055^(EL^1.085)))
XP = ROUND(2*3*(1.055^EL + 8 + 1.055^(EL^1.085)) – 3*Gold)

These rewards take an additional multiplier: ((T^2 + 15*T – 1)/15)*(P^1.75)*G*X

G is 1 for AQ and 2 for WF
X is 1.1 for an X-Guardian and 1 otherwise. For X-Guardians, the extra 0.1 is rolled in automatically for Gold, but it is applied after battle for XP.
P is the number of monsters in the enemy “pack.” This value is 1 unless an enemy title uses (2), (3), (4), in which case those numbers are used instead.
T is the monster’s “power.” A normal monster is 1, a boss is 2, an elite boss is 3, etc.

A table showing the rewards of a standard monster with a GoldLean of 1 can be seen here: refer to this table (which also contains standard equipment prices).

Thanks to Aelthai/Kalanyr for these formulas and explanations, which have been copied almost word for word. Thanks to whackybeanz and IMR for reward multiplier correction.

[19] EXP/Gold Caps

PL: Player Level

AQ Daily Exp Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 900
AQ Daily Gold Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 300

AQ X-Guardian Daily Exp Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 990
AQ X-Guardian Daily Gold Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 330

WF Daily Exp Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 1200
WF Daily Gold Cap = (1.055^PL + 8 + 1.055^(PL^1.085)) * 400

I herd u liek mudkipz tables, so here you go.

Regardless of your circumstance, these daily caps translate to winning 300 battles against standard monsters of your level.

NOTE: This formula does not seem to be behaving properly at the moment. Your results may vary by a few percent.

Thanks to BlackAces/Dev/TCO/Aelthai/Kalanyr for the updated caps.

[20] Equipment Prices

Equipment Costs

Standard item cost = (3.5 * 1.11^L + 26.5) * S * M

Equipment Scalars (S)
Weapon, shield, spell, skill: 1
Armor: 2
Pet: 0.5
Misc item: 0.25

Mastercraft Multiplier (M)
Standard: 1
Mastercraft: 1.1

If an item is “compressed” to include two features (like an armor that allows a player to use a skill), the cost scalars are added together. The item also takes on a 1.1 Mastercraft cost multiplier. For example, an armor with a skill built-in takes a combined (S * M) cost multiplier of (2 + 1)*1.1 = 3.3, and a Misc item that can cast a spell takes a combined (S * M) cost multiplier of (0.25 + 1)*1.1 = 1.375.

For a table of equipment costs and the number of wins needed to obtain them, refer to this table (which also contains full monster rewards). The sheet assumes the player is fighting standards monsters with the same level as the equipment.

[21] Status Conditions

Status System Save Roll Formula

Major: (MajorInflictStatistic – MajorResistStatistic)/5, minimum -20, maximum +20
Level: (InflictLevelStatistic – ResistLevelStatistic)/5, minimum -20, maximum +20
Minor: (MinorInflictStatistic – MinorResistStatistic)/10, minimum -10, maximum +10
Additional Modifiers: (NetInflictModifiers – NetResistModifiers), minimum -20, maximum +20

Save Roll Difficulty = 51 + (Major + Level + Minor + Additional Modifiers)

Resist Status Roll = Random # Roll (1,100)

If Resist Status Roll < Save Roll Difficulty, the status condition is applied. Otherwise the status condition is not applied.

Poison Damage

Base Damage[[4 + 0.5*PoisonLevel + 0.005*(PoisonLevel^2)]/2] * 0.1

Random Damage{[[13 + 1.25*PoisonLevel + 0.005*(PoisonLevel^2)]/2] + [(200 + 8.8*PoisonLevel)/200] * [[[(2.1462*PoisonLevel + 10.399)/5]*5] / 8]} * 0.1

 = Min 10, Max 200

Poison damage is applied for ten turns.

Burn Damage

Base Damage[[4 + 0.5*BurnLevel + 0.005*(BurnLevel^2)]/2] * 0.2

Random Damage{[[13 + 1.25*BurnLevel + 0.005*(BurnLevel^2)]/2] + [(200 + 8.8*BurnLevel)/200] * [[[(2.1462*BurnLevel + 10.399)/5]*5] / 8]} * 0.2

 = Min 10, Max 200

Burn damage is applied for five turns.

New status condition info thanks to In Media Res.

[23] Notable Post-Sweep Equipment Standards

Note: Sweep standards are always in flux. Some “swept” equipment may now be on outdated standards.
Note: This section is a work in progress.

Balance Spreadsheets
Weapons/Pets/Spells
Armors
Shields
Misc Items

Regarding these sheets, be advised that many balance rules are not stated or have since changed. These include but are not limited to the following:

* AQ items now use “WF” (swept) prices.
* The “Random” value for weapons/spells/pets may be rounded differently to account for a favorable/unfavorable rounding of an item’s “Base” value.
* Armors that optimize two Resistances will take a penalty to those Resistances equal to (Good – Defensive). Armors with high Offense do the same. Armors with high Defense or low Defense may also take a penalty or discount equal to this amount.
* Misc items with element-ignoring effects will not take a full *8 upkeep cost.
* Damage/BtH modifiers generally presume the effect is for a Melee weapon. Spells may only receive half the effect for the same cost.

Definitions

Level: Equipment Level

Equipment level is the level a piece of equipment is intended for purchase.

PLvl: Power Level

The Power Level for an item is the equipment’s intended purchase level plus any bonuses. Guardian-only and Ballyhoo equipment will get a bonus of at least 3 levels. Equipment bought with Tokens gets a bonus of at least 10 levels.

MPLvl: MP Level = [PLvl*3/4 + Level/4]

Wild: Wild Factor

OffLean: Offensive Lean on an armor. It can range from “Defensive” (0.8, in other words “80%”) up to “Offensive” (1.25, in other words “125%”). The most common lean on swept armors is “Average” (1, in other words “100%”). The Offensive Lean of an armor indirectly affects how good an armor can be in terms of Defense and Resistance.

Wild Factor is a value between 0 and 1 describing the distribution of power between “base” damage (guaranteed damage, if the attack hits) and “random” damage (extra damage potentially awarded if the attack hits). An “average” attack will use a value of 0.5 .

Melee Power: Melee Power designates the amount of damage done by a Melee weapon supported by stats but disregarding the weapon’s special, excluding the effect of Lucky Strikes. This amount of damage is similar to what a Melee weapon does in an armor with an Offensive Lean of 0.9 (often called “mid-defensive”) when including the weapon’s special. A mid-defensive armor is commonly assumed when considering sources of damage not coming from a player’s weapon, so this unit “Melee Power” plays an important role in balance.

Spells

Spell Base Damage = [2*(1 – Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]
Spell Random Damage = [4*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] – 2*(Spell Base Damage)
Spell Stat Multiplier = 1 + 0.066*PLvl
BTH per Hit = [PLvl/4]
MP Cost = [38.1 + 2.3375*MPLvl + 0.01125*(MPLvl^2)]

Spells fully supported by stats will do roughly 2 * (Melee Power).

Weapons

Weapon Base Damage = [(1 – Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)/(1 + 0.03*PLvl)]
Weapon Random Damage = [2*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)/(1 + 0.03*PLvl)] – 2*(Weapon Base Damage)
BTH per Hit = [PLvl/8]

Armors

Base Multiplier = (1 + 0.03*PLvl) * OffLean
Random Multiplier = (1 + 0.03*PLvl) * OffLean
Stat Multiplier = (1 + 0.066*PLvl) * OffLean
BTH per Hit = [PLvl/8]

Pets

Pet Base Damage = [0.4*(1 – Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]
Pet Random Damage = [0.8*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] – 2*(Pet Base Damage)
Pet Stat Multiplier = [(100 + 6.6*PLvl) * 0.75] / 100
BTH per Hit = [PLvl/4]

Pets fully supported by stats have power roughly equal to 0.4 * (Melee Power). Pets not supported by CHA are assumed to be worth 0.2 * (Melee Power).

Guests

Guest Base Damage = [0.6*(1 – Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]
Guest Random Damage = [1.2*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] – 2*(Guest Base Damage)
Guest Stat Percentage = [(100 + 6.6*PLvl) * 1.125] / 100
BTH per Hit = [PLvl/4]
Upkeep MP Cost = [[38.1 + 2.3375*MPLvl + 0.01125*(MPLvl^2)]*0.175]

Guests fully supported by stats have power roughly equal to 0.6 * (Melee Power).

Common Damage Multipliers

SP Cost (instead of MP): *0.75 (applied before rounding)
Magic Weapon Base/Random Damage: *0.75 (applied before rounding)
Mastercraft (if bonus is applied to damage): *1.05
Two Forced Allied Elements: *1.05, or *1.1 on the less powerful elemental attack (for all attack types, applied to spells before rounding)
Two Forced Neutral Elements: *1.1, or *1.2 on the less powerful elemental attack (for all attack types, applied to spells before rounding)
Two Forced Poorly-Related Elements: *1.155, or *1.31 on the less powerful elemental attack (for all attack types, applied to spells before rounding)
Two Forced Opposite Elements: *1.2, or *1.4 on the less powerful elemental attack (for all attack types, applied to spells before rounding)
Choice of Two Elements: *0.9 (for all attack types, applied to spells before rounding)
Element-Seeking: *0.8
Harm-element: *0.9 (for all attack types, applied to spells before rounding)
Auto-Hit: *0.85
Healing: *0.9 (also receives *0.85 for Auto-Hit)
Accuracy Lean (BtH Mod = Equipment BtH – Standard BtH Per Hit): *85/(85 + BtH Mod)

Golden Rule of Multipliers: Multipliers are used so any two pieces of equipment with the same PLvl in the same equipment category have similar levels of usefulness. Items with behaviors that make them more versatile will generally be made weaker in other ways. Likewise, items that are harder to use effectively will generally be made more powerful.

Status Effect / Damage Compensation

Attacks without status effects are the “standard” actions. If a player does an action that applies or attempts to apply a negative status effect on the enemy, the particular item will directly do less damage than a standard action. The usual rule is:

Damage Reduction: (Expected Status Attempt Rate) * [50 – (Enemy’s Save Bonus)] * (Effect Value)

The Expected Status Attempt Rate is almost always affected by the attack’s hit rate. If a special with a BtH Mod of -5 requires both of its hits in a two-hit special to connect to attempt a status effect, and the status effect is only attempted 50% of the time when that condition is met, then the Expected Status Attempt Rate is 0.8 (first hit lands) * 0.8 (second hit lands) * 0.5 (50% chance to try) = 0.32.

The Effect Value is a measure of the status effect’s usefulness. Some examples are included below.

Turn Loss with no extra effect: 1.4 * (Melee Power)
Frozen/Petrification: 1.6 (Melee Power)
Poison/Burn/etc: (Turns of Poison/Burn/etc) * (Poison/Burn/etc’s Damage Per Turn)
Blind: [(BtH Reduction)/70] * (Turns of Blinding) * 1.4 * (Melee Power)

Damage reductions apply before multi-element multipliers.

Enemy Power Multipliers

Monsters may receive difficulty multipliers to place them above or below standard. Below are common multipliers:

Mook: 0.5
Champion: 1.25
Elite: 1.5
Boss: 2

However, monsters are not required to use these multipliers in particular. Monsters with power multipliers of 1.4 or 0.9 are possible in their own right.

Special thanks to Aelthai, Kalanyr, and Lord Barrius for these formulas and parameters. Correction thanks to ArchMagus Orodalf.

Elemental Wheel

The Elemental Wheel is used to describe the relationship of elements. Pairs of elements that are close on the wheel are said to be more related than those farther away.

 

Earth and Light are considered to be three positions apart since they are connected through Light <–> Energy <–> Fire <–> Earth.

For equipment that is forced to attack with two elements, the distance of those two elements determines how much (more) damage the attack can do.

Allied Elements: 1 position apart
Neutral Elements: 2 positions apart
Poorly-Related Elements: 3 positions apart
Opposite Elements: 4 positions apart

Attacks that force more than two elements will receive multipliers according to the difficulty of using such attacks effectively. The more elements used and the farther apart the elements are on the wheel, the greater the damage multiplier.

Other bits

“Heal Wounds” spells have +20 added to their PLvl and MPLvl and receive a *1.3 multiplier instead of the *0.9 *0.85 that the sweep standards call for. These spells were given stats based off an old standard, but their influence on the game makes them worth mentioning.

Thanks to the Knights of Order for the publishing these standards. Thanks to BexnDan for finding an omission and Roblos for fixing BtH on weapon/armor. Thanks to zekefreed777 for identifying confusion between “Multiplier” and “Percent.” Thanks to Watashig for pointing out obsolete rounding behavior in armor standards. Thanks to KlawdStrife for BtH typos.

[24] Ballyhoo

L: Player Level
Gold: Gold per Run
XP: Experience per Run

Gold = [6.5*L + 10]
XP = 10*L + 50

Note: Unlike gold, the character’s chance to get experience is not 100%. Experience is only awarded to players under level 100.

Thanks to Captain Rhubarb via etching for the updated formula.

[25] House Value

Value = [Price * (0.9 + [Days Owned]/700)]

“Price” is the original purchase Z-Token price, “Value” is the current Z-Token sellback, “Days Owned” is the number of days the player has owned the house.

Put more plainly, a house’s value is about (90 + Weeks Owned)% of the purchase price, updated daily based off the time of day you purchased the house.

Other Adventure Quest Articles
PlayerUnknown’s Battlegrounds Useful Tips
Stellaris Beating The Contingency Guide
Overwatch D.Va Micro Missiles Guide
Destiny Legendary Guns Comprehensive Guide
Destiny Savathun’s Song Nightfall Guide
Destiny Ghost Shell List By Type and Location
Starting To Dress Well In-Depth Guide
How To Grow Any Instagram Account Guide
Mobile Legends Split Pushing Guide
Mobile Legends Outplaying Your Opponent Guide
Mobile Legends Using Skeleton King Effectively Guide
Mobile Legends Advanced and Hidden Mechanics
Mobile Legends Items And Stats List
Mobile Legends Zhao Yun Guide
Mobile Legends Yi Sun-Shin AP/ADC Hybrid Guide
Mobile Legends Tigreal Guide
Mobile Legends Tigreal Tips and Builds
Mobile Legends Saber Tips
Mobile Legends Saber Guide
Mobile Legends Ruby Glorious Legends Guide
Mobile Legends Ruby Tank Build Guide
Mobile Legends Ruby Guide
Mobile Legends Ruby Tips
Mobile Legends Roger Guide
Mobile Legends Rafaela Basics and Fun Builds Guide
Mobile Legends Rafaela Tips
Mobile Legends Rafaela Ice Build Guide
Mobile Legends Natalia Solo Queue Guide
Mobile Legends Nana AD Carry Build
Mobile Legends Nana Support Build
Mobile Legends Moskov GL Guide
Mobile Legends Moskov Guide
Mobile Legends Miya Solo Q Carry Guide
Mobile Legends Minotaur Guide
Mobile Legends Lolita Guide
Mobile Legends Layla GL Guide
Mobile Legends Karina Guide
Mobile Legends Kagura Guide
Mobile Legends Johnson Guide
Mobile Legends Harley Quick Guide
Mobile Legends Gord Build
Mobile Legends Franco Guide
Mobile Legends Fanny Tips
Mobile Legends Fanny Hybrid Guide
Mobile Legends Eudora Epic Guide
Mobile Legends Eudora Guide
Mobile Legends Estes Guide
Mobile Legends Jungle Cyclops Fast Guide
Mobile Legends Cyclops Legend Guide
Mobile Legends Clint Guide
Mobile Legends Chou Legend In-depth Guide
Mobile Legends Chou Legend Guide
Mobile Legends Bruno Build Guide
Mobile Legends Bane Guide
Mobile Legends Alucard Rank Burst Build Guide
Mobile Legends Alucard Guide
Mobile Legends Alice Guide
Mobile Legends Alpha Guide
Mobile Legends Solo Q Guide
Mobile Legends How to Climb the Ladder Guide
Mobile Legends Solo Ranked to GL Guide
Mobile Legends Marksmen Tips
Mobile Legends Useful Tips
Mobile Legends New Player Mistakes to Avoid
Mobile Legends Tips for Ranked Games
Mobile Legends Basic Tips and Guide to Playing Better
Mobile Legends Lane Management Guide
Mobile Legends Picking Your Main Role Guide
Mobile Legends Team Composition and Set Up Guide
Clash Royale Ladder Climbing Psychology Guide
Clash Royale Sparkynado Guide
Fortnite Character Tier List
Vainglory Reaching Bronze Guide
Clash Royale Spell Bait Deck Guide
Clash Royale Princess Ultimate Guide
PlayerUnknown’s Battlegrounds Hidden Mechanics and Tips
Clash Royale Cannon Cart Guide
Overwatch Soldier 76 Training Complete Resources List
PlayerUnknown’s Battlegrounds Solo Guide from Rank 500 Player
CS:GO Max FPS Nvidia 3D Settings
Overwatch D.va Self Destruct Detailed Guide
Overwatch Finding the Correct Sensitivity Guide
Overwatch Aiming Better Complete Guide
Overwatch Choosing Crosshairs Guide
Albion Online PvP Combat and Weapons T4 Transition Guide
Albion Online Mage Weapons Guide
Albion Online Warrior Weapons Guide
Albion Online Hunter Weapons Guide
Rocket League Skills Needed To Rank Up To Gold
Albion Online Gathering Complete Guide
Albion Online Gathering Beginner to Expert Tips
PlayerUnknown’s Battlegrounds Solo Player’s In-Depth Guide
Overwatch Playing With Sombra On Your Team Guide
League of Legends Riven Kit and Combos Complete Guide
Clash Royale Terminology and Dictionary
Overwatch Grandmaster Roadhog Guide
Overwatch Sombra Tips and Guide
Vainglory Heroes and Roles Guide
Brawl Stars Bo Guide
Mobile Legends Lapu-Lapu Best Build Guide
World of Warships Yorck Guide
Brawl Stars Beginner’s Guide
Clash Royale How to Datamine Guide
Clash Royale The Log In-depth Guide
Clash Royale Trophy Pushing and Tilt Avoiding Guide
Clash Royale Snowballing Strategy Guide
Overwatch D.Va Advanced Guide
World of Warships Operations 5 Stars Guide
Overwatch Beating Legendary Uprising Full Guide
Overwatch Headshot Hitbox Guide
CS:GO Being An In Game Leader (IGL) Guide
CS:GO Improving For All Players In Depth Guide
Overwatch Pharah Rocket Aiming and Predictions Guide
Overwatch Pharah Target Priorities Guide
Clash Royale Knight In Depth Guide
How To Pay Less For Clothes Guide
Light Jackets Comprehensive Men’s Fashion Guide
World of Warships Torpedo Reaction Time List
Clash Royale Using Off Meta Decks Guide
Clash Royale Freeze Spell Ultimate Guide
Clash Royale EsoPa Miner Poison Deck Guide
Clash Royale Macro Play and Decision Making Guide
Clash Royale Why Are Low Elixir Cost Cards ‘Better’?
Clash Royale Lane Sealing Guide
Clash Royale Card Synergies Ultimate Guide
Clash Royale Building A Draft Challenge Deck for 12 Wins
Overwatch Winston Complete Guide
Steam How to Download Older Versions Of Games
Yu-Gi-Oh! Flower Cardians Guide
World of Warships New Captain Skills Guide
Overwatch Zenyatta In-Depth Guide
Heroes of the Storm Alarak Guide
Heroes of the Storm Nazeebo Guide
Heroes of the Storm Lucio Beginner’s Guide
Pokemon Go Defeating Blissey Guide
FIFA 17 Getting One Million Coins Guide
FIFA 17 Bronze Pack Method Guide
Overwatch Pharah Tips Versus Hit Scans
Clash Royale Graveyard Basic Guide
Overwatch Sombra Map Viability Guide
Overwatch Using Whole Hog Guide
Battlefield 1 Tanker Tips and Tricks
FIFA 17 Useful Tips for All Players
Pokemon Sun and Moon Breeding Shiny Pokemon Guide
Overwatch Why You Are Not Getting Healed
Clash Royale Lane Pressure Comprehensive Guide
Clash Royale Countering Graveyard Freeze Combo Guide
Clash Royale Pekka Guide
Overwatch Advanced Tips from a Master Player
Clash Royale Bomber Guide
Clash Royale Goblin Barrel Guide
Overwatch Working With Your Healers Guide
Battlefield 1 Medic Guns Guide
FFXIV Savage Raiding Tips
Puzzle & Dragons Radar Dragons Guide
RuneScape Merching Guide
Pokemon Sun and Moon Post Game Activities List
Pokemon Sun and Moon Competitive Breeding Guide
Overwatch 3v3 Mode Comprehensive Guide
MapleStory V Matrix Optimization Guide for All Classes
LoL AD Carry Laning Tips
Clash Royale Deck Building Tips from Pros
Heroes of the Storm Tips for Ranked Play
Pokemon Go Tips for Playing More Efficiently
Overwatch Roadhog In-Depth Guide
Heroes of the Storm Abathur Advanced Tips
Heroes of the Storm Common Hero Mistakes
Overwatch Roadhog Tips and Tricks
Paragon Jungling Tips
Paragon Countess Build and Guide
LoL Leaguecraft 101 Summaries
Pokemon Sun and Moon Poke Pelago Comprehensive Guide
LoL How To Un-tilt Yourself Guide
Clash Royale Inferno Dragon Strategy Guide
Clash Royale Counter Elite Barbarians Guide
Battlefield 1 Destroying Heavy Tanks Guide
Clash Royale Electro Wizard Challenge Tips
Paragon Carry Role Murdock Guide
Paragon Countess Ability Penetration Guide
Paragon Bronze To Top 100 Advice
Paragon Complete Cards List
Paragon Ward Placement Guide
Pokemon Sun and Moon Making Most of Festival Plaza
Heroes of the Storm Rexxar Guide
Heroes of the Storm Climbing Out of Low Ranks Guide
Heroes of the Storm Zarya Comprehensive Guide
Pokemon Sun and Moon Island Scan Guide
Pokemon Sun and Moon Festival Plaza Guide
Pokemon Sun and Moon Bottle Cap Farming Guide
Pokemon Sun and Moon Get a Salamence In The Beginning Guide
Pokemon Sun and Moon Getting Perfect Chaining Smeargle Guide
Pokemon Sun and Moon Level to 100 in 2 Hours Guide
Pokemon Sun and Moon High Levels Experience Guide
Guild Wars 2 Ascended Gearing Guide
Dota 2 Playing A Good Support Early Game Guide
Dota 2 Support’s Items Complete Guide
Clash Royale Furnace Complete Guide
Clash Royale Graveyard Comprehensive Guide
CS:GO Becoming A Smarter Player Guide
Heroes of the Storm Map Strategies
Clash Royale Miner Complete Guide
Heroes of the Storm How To Lane Guide
Heroes of the Storm Beginner’s Complete Guide
Overwatch Junkrat Team Oriented Play Guide
Clash Royale Lava Hound Basic Guide
Overwatch Carrying As Support Guide
Battlefield 1 Important Tips
Overwatch Hero Meta Tier List
Rocket League Offensive Positioning and Rotation Guide
Repairing Your Credit Score Guide
Pokemon Sun and Moon Demo All Obtainable Items Guide
Destiny Skeleton Key Chest Loot Chart
Destiny PvP Guide to Getting Good
Destiny Heroic Wrath of the Machine Easy Guide
Overwatch Mercy In-Depth Guide
Dragon Nest What To Do After Level 93
Dragon Nest Leveling 1 to 93 Guide
Dragon Nest What Class to Play Guide
Elite Dangerous Weapon Damage Stats List
Elite Dangerous Fixed Weapons Guide
Elite Dangerous Circle Strafing Guide
Heroes of the Storm Low Tier Ranked Climbing Guide
Destiny Light Level Boosting Caps List
WoW Legion Mythic Dungeons Tips and Guide
WoW Legion Classes Overview Which to Pick Guide
Path of Exile Identifying Valuable Items Guide
LoL Vi Advanced Tips and Tricks
Yu-Gi-Oh! Ojamas Guide
War Thunder Best Tier 4 Grinders Guide
Duelyst Swarm Abyssian Guide
Duelyst Solo Challenge Solutions Guide
Duelyst Budget Lilithe Decklist and Guide
Duelyst Backstabhai S-Rank Deck Guide
Clash Royale Musketeer and Ice Spirit Techniques and Combos
Clash Royale Ice Golem Advanced Techniques and Combos
Overwatch Peripherals, Settings and Posture Guide
Overwatch Streamers To Watch for Each Hero
Destiny Power Level Past 365 Light Guide
Osu! Improving Yourself Guide
Destiny 365 Light Without Fireteam Guide
Evolve Competitive Perks Setup For All Roles
Evolve Hunter Tips and Advice
Evolve Assault Competitive Perks Guide
Pokemon Go Getting Maximum Coins From Gyms Guide
Clash Royale Giant Bowler Decks and Counters Guide
Clash Royale Lava Hound Ultimate Guide
Clash Royale How to Use Every Legendary Guide
Clash Royale Mega Minion Guide
Clash Royale Inferno Dragon Guide
Rocket League Ground Dribbling and Flicks Guide
Hearthstone How to Practice Effectively Guide
Destiny Wrath of the Machine Loot and Locations Guide
Destiny Wrath of the Machine Comprehensive Guide
Overwatch Lucio Healing Guide
SWTOR Warzone Mechanics Guide
Black Desert Online Grind Spots Etiquette Guide
MH Generations Monster Drops Getting What You Want Guide
Overwatch Playing Against Mei Guide
Overwatch Zarya Energy Guide
Pokemon Go Important Tips Guide
Overwatch Ana Healing Guide
Pokemon Go Countering Less Common Gym Defenders
Pokemon Go Countering Dragonite and Snorlax
Pokemon Go Base Catch and Flee Rates
Destiny Reputation Guide for Leveling
Summoners War Trial of Ascension Full Guide
SMITE Xing Tian’s Mountain Guide
War Thunder Flight Energy Guide
Clash Royale Sparky Elixir Management Guide
Overwatch Getting Good with Reinhardt Guide
Clash Royale Ice Spirit Strategy Guide
Overwatch Achievement Guide
Overwatch Healing Guide
Pokemon Go Weave DPS Best Movesets Guide
Pokemon Go Countering Grass Type Gym Defenders
Clash Royale All Tank Units Guide
Pokemon Go Holding Gyms For 5 Days Guide
Overwatch Lucio Speed Buff Guide
Overwatch Bastion Tips
Clash Royale Log Spell Guide
Pokemon Go Countering Water Type Gym Defenders
Pokemon Go Countering Fire Type Gym Defenders
Pokemon Go Buddy System Distance Per Candy List
Clash Royale Using Each Card on Defense Guide
Overwatch Genji Dragonblade Guide
Overwatch Reinhardt Guide
Overwatch Being Nano-Boosted by Ana Guide
Overwatch Mercy Detailed Guide
Evolve Renegade Abe Guide
Monster Hunter X Switch Axe Combo DPS Guide
Monster Hunter X Switch Axe Infinite Burst Combo Guide
Evolve Assault Unlock Priorities Guide
Evolve Support Unlock Priorities Guide
Evolve Medic Unlock Priorities Guide
Evolve Jack Guide
Black Desert Online Kunoichi PvP Guide
Brave Frontier Endless FG Guide
Overwatch Competitive Play Guide
Overwatch Pharah Beginner’s Guide
Clash Royale Sparky Troop Countering Strategies Guide


Leave a Reply