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Friday March 20th Changes

886 Posts
Link to post - Posted March 20th 2015 at 3:04 PM
Last Edited March 24th 2015 at 4:56 PM
David Whittaker (CNE Dev)
Hi Everyone,

We have rolled out all of the major changes described in the Upcoming changes post today.

Level Effectiveness - Players, Companions, and Enemies now have an effectiveness level. The delta between combatants effectiveness levels is used to increase damage done by higher level combatants facing lower level combatants and to increase the chance to critical hit.

Improved Battle Rating - The battle rating is now heavily weighted to how much damage you can do. This should make it a much more accurate measure of combat potential. To account for this change, the Battle Rating rankings have been cleared.

Companion Gear - Companions can now equip any gear that they meet the class requirements for. This includes found gear, gear from the Hall of Trials, Paragon Brotherhood, and the new Crafting System.

Improved Item Comparisons - The change to your battle rating is now calculated for each item comparison. This should make it significantly easier to see which items are better for you to equip. They are also indicated with a green up arrow on the inventory screen itself so you don't have to mouseover to see if it will be better or not.

Improved Item Drop Rates - We have increased the drop rate of uncommon and rare equipment to provide more items to salvage at the blacksmith to provide for crafting and levelling up the blacksmith.



Also, you can now turn off friend invites and guild invites in the Settings tab.

As well, the Skill book now shows the costs for the skills.

40 Posts
Link to post - Posted March 20th 2015 at 4:02 PM
So for the damage rating a ranger really gets screwed. by dividing the AD and AP by two in the attack damage score it becomes impossible for us to compete in the BR rankings. Typically a rangers AD and AP will be slightly over half what a wizard or warrior have in AD or AP. this is because we get some benefit for both AD and AP. but our primary stat already has the divide by two built into it (1 dex = 1.5AP and 1.5AD). by applying the divide by 2 again our rating is far lower than it should be.
to crunch some numbers. two identically powered characters in every respect one is a wizard one is a ranger. wizard has 10000AP, the ranger has 5000AD and 5000AP:
wizard attack damage rating = 10000
ranger attack damage rating = (5000/2) + (5000/2) = 5000

hence, from the way the damage rating is calculated, the overall damage rating for rangers is half of the other classes.

as rangers do get some advantage from all of AP and AD giving stats don't negate the multiplyer completely, but set it at 0.9-0.95 so we can at least still compete in the scoreboards.

886 Posts
Link to post - Posted March 20th 2015 at 5:46 PM
David Whittaker (CNE Dev)
Hi Dasonage,

You may be correct, I will take a closer look at the numbers and if they are off in that way I will adjust the battle rating score.


40 Posts
Link to post - Posted March 20th 2015 at 5:50 PM
Thats good to hear. Thanks!

5 Posts
Link to post - Posted March 20th 2015 at 6:16 PM
I am stuck right now in the bounty. Refreshing has no effect, clearing my cache has no effect. What do I do? I can't create a ticket because I can't access the page.

5 Posts
Link to post - Posted March 20th 2015 at 6:23 PM
OK - we're out. But we had to clear cache, reset memory and wipe history 3X to do it.

39 Posts
Link to post - Posted March 20th 2015 at 6:50 PM
I'm irritated by the new calcs...
The pic at
illustrates my prob I think-

Chest plate 1 has L30 and thus enchanted:
507 Armor
507 Magic Resistance
28 Ability Power
6 Strength
9 Dexterity + a 12 dex gem

Chest plate 2 has L0 and thus
142 Armor
142 MR
27 AP + no gem

and still the calc says that 2nd adds 295 BR to Lilinth.
How can this be?

886 Posts
Link to post - Posted March 20th 2015 at 7:47 PM
David Whittaker (CNE Dev)
Hi Maria,

The second item is 5 levels higher than the first item. The new level effectiveness stat makes a big difference in battle and that is why the second item still results in a higher battle rating despite the other stats being lower.

39 Posts
Link to post - Posted March 21st 2015 at 12:08 AM
thanks for the answer.

273 Posts
Link to post - Posted March 21st 2015 at 5:59 AM
I feel like I'm missing something obvious here. I don't get why a piece of equipment for a companion only loses stats but has a positive effectiveness rating and increases their battle rating.

232 Posts
Link to post - Posted March 21st 2015 at 7:44 AM
Last Edited March 21st 2015 at 7:48 AM
So... I was following the calculation:

"10% Health + 10% (ArmourReductionPercent + MagicReductionPercent) / 2 * Health +DamageRating + Effectiveness Level * 1000"

Calculating it by the mathematical order of operations, my battle rating should be 3,016,675? - but instead, it's 88,009 :/

How should this formula actually be written? - I'm quite slow at math, and I can't get my head around it because it's written wrong :S

886 Posts
Link to post - Posted March 21st 2015 at 8:18 AM
David Whittaker (CNE Dev)
Hi Andaho,

I don't see an issue with that formula, the only confusing bit might be how I wrote the 10% as percent instead of 0.1 to make it clear its taking a percent and not just multiplying by 0.1 for no apparent reason...

But just for fun lets run through a set of numbers:

Health: 36000
ArmorReductionPercent: 10%
MagicReductionPercent: 20%
DamageRating: 10000
Effectiveness Level: 28

So that is per the formula 10% of 36000 + 10% of (10% + 20%)/2 * 36000 + 10000 + 28 * 1000.

Which after the first set of ordered operations turns into 3600 + 10% of %30/2 * 36000 + 10000 + 28000
Showing each step:

=> 3600 + 10% of %15 * 36000 + 10000 + 28000
=> 3600 + %1.5 * 36000 + 10000 + 28000
=> 3600 + 540 + 10000 + 28000
= 42140

So I am not sure where you are going wrong, but to get 3,016,675 you are multiplying something out of order.

886 Posts
Link to post - Posted March 21st 2015 at 8:28 AM
David Whittaker (CNE Dev)
Hi Tsukasa,

Your Effectiveness Rating is calculated as the average of the levels of the equipment you have on and your level.

In battle difference in Effectiveness Level changes damage/taken and received.

This is calculated on a curve that maxes out at 10 levels difference.

At a delta of +10 you do 50% more damage and take 95% less damage, you also crit more often.

For example lets say you were facing a monster that was level 25 and you are level 30, and your equipment averages to say 26 so your Effectiveness level is 28.

That gives you a delta of +3. Without doing the math exactly, that works out to you doing about 18% more damage when you attack the monster and you taking about 25% less damage.

Now lets say you put on a really old piece of gear for your level, something say level 20. And it pulled your average equipment down to 23, making your effectiveness level 26.5. Now in that same battle your delta is +1.5 and you would do about 10% more damage, and take 15% less...

With that example you should be able to see why the equipment level is just as important as the stats now - in fact sometimes more so if the level difference is high enough.


232 Posts
Link to post - Posted March 21st 2015 at 8:29 AM
Last Edited March 21st 2015 at 8:41 AM
ahhh, I see...

(10% of 36000) + (((10% of (10% + 20%)) / 2) * 36000) + 10000 + (28 * 1000) = 42140

Thanks :) of course, it was correct...

And yeah, it was the % that was throwing me out when using a basic calculator :D

Google was kind enough to add all those brackets (to make it easier to follow) when I did the sum there :D

886 Posts
Link to post - Posted March 21st 2015 at 8:41 AM
David Whittaker (CNE Dev)
Yes, that is the explicit writing of the implied brackets that result from applying the correct order of operations.

232 Posts
Link to post - Posted March 21st 2015 at 9:39 AM
Last Edited March 21st 2015 at 9:51 AM
hang on...

"10% of (10% + 20%) / 2" == "5% of (10% + 20%)"

But that's the only thing I can find to simplify there.

But to remove percentages, to simplify it even further (and allow easy use of a basic calculator):

'Health' / 10 + ('Armour %' + 'Magic Resist %') / 2000 * 'Health' + 'Damage Rating' + 'Level Rating'

232 Posts
Link to post - Posted March 21st 2015 at 9:48 AM
Last Edited March 21st 2015 at 9:53 AM
Doh! I just realised, all the ratings added together (when you hover over battle rating) equal the Battle Rating!


I realise now why I was confused, and knew something was wrong with my way of looking at it...

In the battle rating formula, you calculated all the ratings, apart from the damage rating. - But you calculated that above :D

52 Posts
Link to post - Posted March 21st 2015 at 10:29 AM
Also, can my companions start using skills when attacking? Teddy has all this baggage of skills, yet he only uses auto...

886 Posts
Link to post - Posted March 21st 2015 at 10:39 AM
David Whittaker (CNE Dev)
Hi Andaho,

Yeah there are a lot of different ratings that get calculated and its not perfectly straight forward. Sometimes I am hesitant to give out the formulas because they become a rabbit hole of explaining :P

232 Posts
Link to post - Posted March 21st 2015 at 10:44 AM
So, to really simplify things:


Health Rating = Health / 10
Armour Rating = ((ArmourPercent + MagicResistPercent) / 2000) * Health
Damage Rating = Class Attack * DamageSpeedBonus? * CriticalHitPercent
Level Rating = Effectiveness Level * 1000

Battle Rating = Health Rating + Armour Rating + Damage Rating + Level Rating


So that just raises the only question - The real question I've been trying to ask the whole time - but didn't realise it until now... :D

Where/what is DamageSpeedBonus?

^^ with that answered, all will be perfectly clear :D

P.S. I wasn't actually expecting you, David, to be personally answering my babbling of trying to work this out :D Next time I will start a new thread :)