wog.toolsWar of Genesis: Idle Loot

Formulas

113 formulas, read from the client's Formula class. Green terms are the attacker's own ability totals, red ones are the target's, and gold ones are other final stats. max(a, b) and min(a, b) mean the larger and smaller of the two.

Final stats

23

Attack

Final_Attack = max(1, (BaseAttack + Attack_Plus - Attack_Minus) * max(.6, 1 + (AttackPer_Plus - AttackPer_Minus) / 100))

Defense

Final_Defense = max(1, (BaseDefense + Defense_Plus - Defense_Minus) * max(.6, 1 + (DefensePer_Plus - DefensePer_Minus) / 100))

HP

Final_HP = max(1, (BaseHP + HP_Plus - HP_Minus) * max(.6, 1 + (HPPer_Plus - HPPer_Minus) / 100))

AttackSpeed

Final_AttackSpeed = 60 + max(1, BaseAttackSpeed * (1 + (AttackSpeedPer_Plus - AttackSpeedPer_Minus) / 100))

MoveSpeed

Final_MoveSpeed = 300 + max(1, BaseMoveSpeed * (1 + (MoveSpeedPer_Plus - MoveSpeedPer_Minus) / 100))

CriticalRate

Final_CriticalRate = max(0, BaseCriticalRate + CriticalRate_Plus - CriticalRate_Minus)

CriticalDamage

Final_CriticalDamage = max(100, 150 + BaseCriticalDamage + CriticalDamage_Plus - CriticalDamage_Minus)

HitRate

Final_HitRate = max(.1, BaseHitRate + HitRate_Plus - HitRate_Minus)

Evasion

Final_Evasion = max(0, BaseEvasion + Evasion_Plus - Evasion_Minus)

AttackDistance

Final_AttackDistance = max(1, BaseAttackDistance * (1 + (AttackDistancePer_Plus - AttackDistancePer_Minus) / 100) + AttackDistance_Plus - AttackDistance_Minus)

ShockRate

Final_ShockRate = max(0, BaseShockRate + ShockRate_Plus - ShockRate_Minus)

ShockDamage

Final_ShockDamage = max(100, ShockDamage_Plus - ShockDamage_Minus)

BurnRate

Final_BurnRate = max(0, BaseBurnRate + BurnRate_Plus - BurnRate_Minus)

BurnDamage

Final_BurnDamage = max(100, BurnDamage_Plus - BurnDamage_Minus)

PoisonRate

Final_PoisonRate = max(0, BasePoisonRate + PoisonRate_Plus - PoisonRate_Minus)

PoisonDamage

Final_PoisonDamage = max(100, PoisonDamage_Plus - PoisonDamage_Minus)

StunRate

Final_StunRate = max(0, BaseStunRate + StunRate_Plus - StunRate_Minus)

StunTime

Final_StunTime = max(.1, BaseStunTime * (1 + (StunTimePer_Plus - StunTimePer_Minus) / 100))

Heal Amount

Final_Heal_Amount = max(1, Heal_Amount_Plus - Heal_Amount_Minus)

SkillCoolTime

Final_SkillCoolTime = max(.1, SkillCoolTime * (1 - min(50, SkillCoolTimePer_Minus - SkillCoolTimePer_Plus) / 100))

BlockRate

Final_BlockRate = max(0, BlockRate_Plus - BlockRate_Minus)

RecoveryTime

Final_RecoveryTime = 2 + max(0, (8 - RecoveryTime_Minus) / ((100 + RecoveryTimePer_Minus) / 100))

RecoveryAmount

Final_RecoveryAmount = max(0, (BaseRecoveryAmount + RecoveryAmount_Plus) * (1 + RecoveryAmountPer_Plus / 100))

Damage

4

PvE Damage

Final_PvE_Damage = max(1, (Final_Attack + PvE_Attack_Plus) * (1 + PvE_AttackPer_Plus / 100) / ((target.Final_Defense + target.PvE_Defense_Plus) * (1 + target.PvE_DefensePer_Plus / 100) / 2) * ((Final_Attack + PvE_Attack_Plus) * (1 + PvE_AttackPer_Plus / 100) / (45 + (Final_Attack + PvE_Attack_Plus) * (1 + PvE_AttackPer_Plus / 100) / 10000)) * (DamageRate / 100) * (1 + max(0, DamagePer_Plus + PvE_DamagePer_Plus + (isBoss ? BossDamagePer_Plus : 0) - target.DamagePer_Minus - target.PvE_DamagePer_Minus) / 100) * (1 + max(0, EndDamagePer_Plus - target.EndDamagePer_Minus) / 100))

PvP Damage

Final_PvP_Damage = max(1, ((Final_Attack + PvP_Attack_Plus) * (1 + PvP_AttackPer_Plus / 100) + 3000) / ((target.Final_Defense + target.PvP_Defense_Plus) * (1 + target.PvP_DefensePer_Plus / 100) / 2) * (((Final_Attack + PvP_Attack_Plus) * (1 + PvP_AttackPer_Plus / 100) + 3000) / (45 + (Final_Attack + PvP_Attack_Plus) * (1 + PvP_AttackPer_Plus / 100) / 10000)) * (DamageRate / 100) * (1 + max(0, DamagePer_Plus + PvP_DamagePer_Plus - target.DamagePer_Minus - target.PvP_DamagePer_Minus) / 100) * (1 + max(0, EndDamagePer_Plus - target.EndDamagePer_Minus) / 100))

PvE CriticalDamage

Final_PvE_CriticalDamage = max(1, (Final_Attack + PvE_Attack_Plus) * (1 + PvE_AttackPer_Plus / 100) / ((target.Final_Defense + target.PvE_Defense_Plus) * (1 + target.PvE_DefensePer_Plus / 100) / 2) * ((Final_Attack + PvE_Attack_Plus) * (1 + PvE_AttackPer_Plus / 100) / (45 + (Final_Attack + PvE_Attack_Plus) * (1 + PvE_AttackPer_Plus / 100) / 10000)) * (DamageRate / 100) * (1 + max(0, DamagePer_Plus + PvE_DamagePer_Plus + (isBoss ? BossDamagePer_Plus : 0) - target.DamagePer_Minus - target.PvE_DamagePer_Minus) / 100) * max(1, (1 + (Final_CriticalDamage - target.CriticalDamage_Resist) / 100) * (1 + max(0, EndDamagePer_Plus - target.EndDamagePer_Minus) / 100)))

PvP CriticalDamage

Final_PvP_CriticalDamage = max(1, ((Final_Attack + PvP_Attack_Plus) * (1 + PvP_AttackPer_Plus / 100) + 3000) / ((target.Final_Defense + target.PvP_Defense_Plus) * (1 + target.PvP_DefensePer_Plus / 100) / 2) * (((Final_Attack + PvP_Attack_Plus) * (1 + PvP_AttackPer_Plus / 100) + 3000) / (45 + (Final_Attack + PvP_Attack_Plus) * (1 + PvP_AttackPer_Plus / 100) / 10000)) * (DamageRate / 100) * (1 + max(0, DamagePer_Plus + PvP_DamagePer_Plus - target.DamagePer_Minus - target.PvP_DamagePer_Minus) / 100) * max(1, (1 + (Final_CriticalDamage - target.CriticalDamage_Resist) / 100) * (1 + max(0, EndDamagePer_Plus - target.EndDamagePer_Minus) / 100)))

Applied effects and debuffs

33

DebuffShock

Final_DebuffShock = max(0, DebuffShock_Plus - DebuffShock_Minus)

DebuffPoison

Final_DebuffPoison = max(0, DebuffPoison_Plus - DebuffPoison_Minus)

DebuffBurn

Final_DebuffBurn = max(0, DebuffBurn_Plus - DebuffBurn_Minus)

Apply PvE ShockDamage

Final_Apply_PvE_ShockDamage = max(1, Final_PvE_Damage * (1 + max(0, Final_ShockDamage - target.ShockDamage_Resist - target.AttributeDamage_Resist) / 100))

Apply PvP ShockDamage

Final_Apply_PvP_ShockDamage = max(1, Final_PvP_Damage * (1 + max(0, Final_ShockDamage - target.ShockDamage_Resist - target.AttributeDamage_Resist) / 100))

Apply PvE BurnDamage

Final_Apply_PvE_BurnDamage = max(1, Final_PvE_Damage * (1 + max(0, Final_BurnDamage - target.BurnDamage_Resist - target.AttributeDamage_Resist) / 100))

Apply PvP BurnDamage

Final_Apply_PvP_BurnDamage = max(1, Final_PvP_Damage * (1 + max(0, Final_BurnDamage - target.BurnDamage_Resist - target.AttributeDamage_Resist) / 100))

Apply PvE PoisonDamage

Final_Apply_PvE_PoisonDamage = max(1, Final_PvE_Damage * (1 + max(0, Final_PoisonDamage - target.PoisonDamage_Resist - target.AttributeDamage_Resist) / 100))

Apply PvP PoisonDamage

Final_Apply_PvP_PoisonDamage = max(1, Final_PvP_Damage * (1 + max(0, Final_PoisonDamage - target.PoisonDamage_Resist - target.AttributeDamage_Resist) / 100))

Apply PvE BombDamage

Final_Apply_PvE_BombDamage = max(0, Final_PvE_Damage * (BombDamage / 100))

Apply PvP BombDamage

Final_Apply_PvP_BombDamage = max(0, Final_PvP_Damage * (BombDamage / 100))

Apply DebuffShock

Final_Apply_DebuffShock = max(0, Final_DebuffShock / (Final_DebuffShock + 1.5 * target.DebuffShock_Resist) * max(50, Final_DebuffShock / 2.5))

DebuffShock AttackSpeed

Final_DebuffShock_AttackSpeed = max(1, Final_AttackSpeed * (1 - Final_Apply_DebuffShock / 100))

DebuffShock MoveSpeed

Final_DebuffShock_MoveSpeed = max(1, Final_MoveSpeed * (1 - Final_Apply_DebuffShock / 100))

DebuffShock Time

Final_DebuffShock_Time = 2

DebuffPoison PvP DotDamage

Final_DebuffPoison_PvP_DotDamage = max(1, Final_PvP_Damage * (Final_DebuffPoison / (Final_DebuffPoison + 1.5 * target.DebuffPoison_Resist) * 2))

DebuffPoison PvE DotDamage

Final_DebuffPoison_PvE_DotDamage = max(1, Final_PvE_Damage * (Final_DebuffPoison / (Final_DebuffPoison + 1.5 * target.DebuffPoison_Resist) * 2))

DebuffPoison Time

Final_DebuffPoison_Time = 4

DebuffPoison Dot Time

Final_DebuffPoison_Dot_Time = 1

Apply DebuffBurn

Final_Apply_DebuffBurn = max(0, Final_DebuffBurn / (Final_DebuffBurn + 1.5 * target.DebuffBurn_Resist) * max(50, Final_DebuffBurn / 3))

DebuffBurn Defense

Final_DebuffBurn_Defense = max(1, Final_Defense * (1 - Final_Apply_DebuffBurn / 100))

DebuffBurn Time

Final_DebuffBurn_Time = 2

Apply CriticalRate

Final_Apply_CriticalRate = max(0, Final_CriticalRate / (Final_CriticalRate + 5 * target.CriticalRate_Resist + 100) * 100)

Apply HitRate

Final_Apply_HitRate = max(0, Final_HitRate / (Final_HitRate / 5 + target.Final_Evasion) * 100)

Apply AttackSpeed

Final_Apply_AttackSpeed = 1 / (Final_AttackSpeed / 100)

Apply Heal

Final_Apply_Heal = max(0, Final_HP * ((BaseHeal + Final_Heal_Amount) / 100))

Apply Barrier HP

Final_Apply_Barrier_HP = max(1, Final_HP * (BaseBarrierHP / 100))

Apply StunRate

Final_Apply_StunRate = max(0, Final_StunRate - target.Stun_Resist)

Apply StunTime

Final_Apply_StunTime = max(0, Final_StunTime * (1 - target.StunTime_Resist / 100))

Apply ShockRate

Final_Apply_ShockRate = max(0, Final_ShockRate / (Final_ShockRate + 5 * target.ShockRate_Resist + 5 * target.AttributeRate_Resist + 100) * 100)

Apply BurnRate

Final_Apply_BurnRate = max(0, Final_BurnRate / (Final_BurnRate + 5 * target.BurnRate_Resist + 5 * target.AttributeRate_Resist + 100) * 100)

Apply PoisonRate

Final_Apply_PoisonRate = max(0, Final_PoisonRate / (Final_PoisonRate + 5 * target.PoisonRate_Resist + 5 * target.AttributeRate_Resist + 100) * 100)

Apply BlockRate

Final_Apply_BlockRate = max(0, Final_BlockRate / (Final_BlockRate + 2 * target.Block_Ignor) * 50)

Farming, selling and slots

21

Inventory Slot

Final_Inventory_Slot = 39 + Inventory_Plus

Storage Page

Final_Storage_Page = 1 + Storage_Plus

Skill Slot

Final_Skill_Slot = 3 + SkillSlot_Plus

Mob Gold Gain

Final_Mob_Gold_Gain = (ClearGoldReward + MobGoldGain_Plus * SummonBossDetail) * (1 + (MobGoldGainPer_Plus + AllGoldGainPer_Plus) / 100)

Boss Gold Gain

Final_Boss_Gold_Gain = (BossKillGold + BossGoldGain_Plus) * (1 + (BossGoldGainPer_Plus + AllGoldGainPer_Plus) / 100)

Offline Gold Gain

Final_Offline_Gold_Gain = (ClearGoldReward + OfflineGoldGain_Plus) * (1 + OfflineGoldGainPer_Plus / 100)

Gold Storage

Final_Gold_Storage = 200000000 + GoldStorage_Plus

Boss Exp Gain

Final_Boss_Exp_Gain = (BossKillExp + BossExpGain_Plus) * (1 + (BossExpGainPer_Plus + AllExpGainPer_Plus) / 100)

Offline Exp Gain

Final_Offline_Exp_Gain = (ClearExpReward + OfflineExpGain_Plus) * (1 + OfflineExpGainPer_Plus / 100)

Mob Drop CoolTime

Final_Mob_Drop_CoolTime = max(5, (DropCoolTime - DropCoolTime_Minus) * (1 - DropCoolTimePer_Minus / 100))

Drop Rate

Final_Drop_Rate = (DropRate / 10000 + DropRate_Plus) * (1 + (DropRatePer_Plus + AllDropRatePer_Plus) / 100)

Boss Drop Rate

Final_Boss_Drop_Rate = (BossDropRate / 10000 + BossDropRate_Plus) * (1 + (BossDropRatePer_Plus + AllDropRatePer_Plus) / 100)

Mob Kill Cnt

Final_Mob_Kill_Cnt = max(50, SummonBossDetail - MobKillCnt_Minus)

Gear Sell Cnt

Final_Gear_Sell_Cnt = (Gear_SellGetItemCnt + Gear_SellCnt_Plus) * (1 + Gear_SellCntPer_Plus / 100)

Accessory Sell Cnt

Final_Accessory_Sell_Cnt = (Accessory_SellGetItemCnt + Accessory_SellCnt_Plus) * (1 + Accessory_SellCntPer_Plus / 100)

Jewel Sell Cnt

Final_Jewel_Sell_Cnt = (Jewel_SellGetItemCnt + Jewel_SellCnt_Plus) * (1 + Jewel_SellCntPer_Plus / 100)

Wing Sell Cnt

Final_Wing_Sell_Cnt = (Wing_SellGetItemCnt + Wing_SellCnt_Plus) * (1 + Wing_SellCntPer_Plus / 100)

Rune Sell Cnt

Final_Rune_Sell_Cnt = (Rune_SellGetItemCnt + Rune_SellCnt_Plus) * (1 + Rune_SellCntPer_Plus / 100)

Pet Sell Cnt

Final_Pet_Sell_Cnt = (Pet_SellGetItemCnt + Pet_SellCnt_Plus) * (1 + Pet_SellCntPer_Plus / 100)

Equip Limit Level

Final_Equip_Limit_Level = max(1, LimitLevel - LimitLevel_Minus)

Combat power

32

Attack CP

Final_Attack_CP = max(0, (BaseAttack + Attack_Plus - Attack_Minus + .8 * PvP_Attack_Plus + .8 * PvE_Attack_Plus) * (1 + (AttackPer_Plus - AttackPer_Minus + .8 * PvP_AttackPer_Plus + .8 * PvE_AttackPer_Plus) / 100) * 2)

Defense CP

Final_Defense_CP = max(0, (BaseDefense + Defense_Plus - Defense_Minus + .8 * PvE_Defense_Plus + .8 * PvP_Defense_Plus) * (1 + (DefensePer_Plus - DefensePer_Minus + .8 * PvE_DefensePer_Plus + .8 * PvP_DefensePer_Plus) / 100) * 1)

HP CP

Final_HP_CP = max(0, .2 * Final_HP)

AttackSpeed CP

Final_AttackSpeed_CP = max(0, Final_Attack_CP * ((Final_AttackSpeed - 100) / 100) * 1.5)

MoveSpeed CP

Final_MoveSpeed_CP = max(0, Final_Attack_CP * ((Final_MoveSpeed - 600) / 100) * 1.5)

Damage Plus CP

Final_Damage_Plus_CP = Final_Attack_CP * (DamagePer_Plus / 100) * 1 + Final_Attack_CP * (PvP_DamagePer_Plus / 100) * .8 + Final_Attack_CP * (PvE_DamagePer_Plus / 100) * .8

BossDamagePer Plus CP

Final_BossDamagePer_Plus_CP = max(0, Final_Attack_CP * BossDamagePer_Plus / 100 * .8)

DamagePer Minus CP

Final_DamagePer_Minus_CP = (Final_Defense_CP + Final_HP_CP) * (DamagePer_Minus / 100) * 1 + (Final_Defense_CP + Final_HP_CP) * (PvP_DamagePer_Minus / 100) * .8 + (Final_Defense_CP + Final_HP_CP) * (PvE_DamagePer_Minus / 100) * .8

EndDamagePer Plus CP

Final_EndDamagePer_Plus_CP = Final_Attack_CP * (EndDamagePer_Plus / 100) * 2

EndDamagePer Minus CP

Final_EndDamagePer_Minus_CP = (Final_Defense_CP + Final_HP_CP) * (EndDamagePer_Minus / 100) * 2

HitRate CP

Final_HitRate_CP = max(0, Final_Attack_CP * ((Final_HitRate - 100) / 100) * .4)

Evasion CP

Final_Evasion_CP = max(0, (Final_Defense_CP + Final_HP_CP) * ((Final_Evasion - 90) / 100) * .4)

Critical CP

Final_Critical_CP = max(0, Final_Attack_CP * (Final_CriticalRate / 100) * .8 + Final_Attack_CP * (Final_CriticalDamage / 100) * .4)

Critical Resist CP

Final_Critical_Resist_CP = max(0, (Final_Defense_CP + Final_HP_CP) * (CriticalRate_Resist / 100) * .8 + (Final_Defense_CP + Final_HP_CP) * (CriticalDamage_Resist / 100) * .4)

Stun CP

Final_Stun_CP = max(0, Final_Attack_CP * (StunRate_Plus / 100) * 1)

Shock CP

Final_Shock_CP = max(0, Final_Attack_CP * (Final_ShockRate / 100) * .8 + Final_Attack_CP * (Final_ShockDamage / 100) * .4)

Burn CP

Final_Burn_CP = max(0, Final_Attack_CP * (Final_BurnRate / 100) * .8 + Final_Attack_CP * (Final_BurnDamage / 100) * .4)

Poison CP

Final_Poison_CP = max(0, Final_Attack_CP * (Final_PoisonRate / 100) * .8 + Final_Attack_CP * (Final_PoisonDamage / 100) * .4)

Shock Resist CP

Final_Shock_Resist_CP = max(0, (Final_Defense_CP + Final_HP_CP) * (ShockRate_Resist / 100) * .8 + (Final_Defense_CP + Final_HP_CP) * (ShockDamage_Resist / 100) * .4)

Burn Resist CP

Final_Burn_Resist_CP = max(0, (Final_Defense_CP + Final_HP_CP) * (BurnRate_Resist / 100) * .8 + (Final_Defense_CP + Final_HP_CP) * (BurnDamage_Resist / 100) * .4)

Poison Resist CP

Final_Poison_Resist_CP = max(0, (Final_Defense_CP + Final_HP_CP) * (PoisonRate_Resist / 100) * .8 + (Final_Defense_CP + Final_HP_CP) * (PoisonDamage_Resist / 100) * .4)

DebuffShock CP

Final_DebuffShock_CP = max(0, Final_Attack_CP * (Final_DebuffShock / 100) * .8)

DebuffBurn CP

Final_DebuffBurn_CP = max(0, Final_Attack_CP * (Final_DebuffBurn / 100) * .8)

DebuffPoison CP

Final_DebuffPoison_CP = max(0, Final_Attack_CP * (Final_DebuffPoison / 100) * .8)

DebuffShockResist CP

Final_DebuffShockResist_CP = max(0, (Final_Defense_CP + Final_HP_CP) * (DebuffShock_Resist / 100) * .8)

DebuffBurnResist CP

Final_DebuffBurnResist_CP = max(0, (Final_Defense_CP + Final_HP_CP) * (DebuffBurn_Resist / 100) * .8)

DebuffPoisonResist CP

Final_DebuffPoisonResist_CP = max(0, (Final_Defense_CP + Final_HP_CP) * (DebuffPoison_Resist / 100) * .8)

BlockRate CP

Final_BlockRate_CP = max(0, (Final_Defense_CP + Final_HP_CP) * (Final_BlockRate / 100) * .5)

BlockIgnor CP

Final_BlockIgnor_CP = max(0, Final_Attack_CP) * (Block_Ignor / 100 * .5)

Recovery CP

Final_Recovery_CP = max(0, 100 * RecoveryAmount_Plus * (1 + RecoveryAmountPer_Plus / 100) / Final_RecoveryTime)

SkillCoolTimePer CP

Final_SkillCoolTimePer_CP = Final_Attack_CP * (SkillCoolTimePer_Minus / 100) * 3