PVKII Database... Sort of

eV1L JackeV1L Jack Senior
edited December 2010 in PVKII Discussion
The PVKII Number approximates
Okay so I see that a lot of people want some numbers to which they can hold onto. Thatswhy I gathered some Data. These are mostly Approximates and Incomplete. I will edit the values if you found numbers that are more precise or numbers that have simply been missing.

image

General Info:
Food heals a fixed 65 health points, armor recovers a fixed amount of 60 Armor points.

Combo System:Combos Increase your damage output by 5% per hit. Not further than the 4x Combo though.
1.00*1.05*1.05*1.05~1.158 (5% increase with each hit)

Damage dissipates to 60% Armor 40% Health if Armor is supplied, otherwhise if Armor = 0
then dmg=-HP. DMG dissipation of HP:Armor = 60:40 meaning 100 HP and 100 Armor allows for a Damage intake of 200.
Lets say (HP100 ARM100) you take 100 dmg. Your armor decreases to 40 while your HP decreases to 60 (HP60 ARM40). Another 100 damage will then deplete the armor to 0 for the damage accounting for 40 armor damage (6x/10=40 => x=~67) so of the 67 damage you still get -27 HP (HP33 ARM0), and the last 33 DMG points go entirely on your HP as you don't have any armor anymore.

Armor =/= +HP As you can still die with excess armor i.e. 0HP 50ARM=Death


Health display messages like 'about to be pushing daysies' neglects Armor.

Legend:

Melee Info: 4 Attack Directions. Damage varies
Sn=(U1*((r^n)-1))/(r-1)
Where r ist the Ratio and Set to constant ¾ in
PVKII. U1 is the Set first Interval. N is the
String(#of hits).
Forward & Side Attacks: Have a higher first
Dmg Interval
Backwards Attack: Has the highest Accuracy and
is therefore likely to get more Hits.
Momentum Dmg multiplyer mutliplies the first
value of the string according to the temporary
velocity.

Range Info: Don't have attack Directions or Damage Strings. Damage Increases as Distance Increases.

Bullet: Instant Hit

Physical Ranged Object: Objects slope
downwards at distances. Damage Increases as
Distance Increaces (Up to a max damage).
«13

Comments

  • eV1L JackeV1L Jack Senior
    edited November 2012
    Pirates

    skirmisher.jpg

    Class:Skirmisher
    HP:100
    Armor:90
    Damage Capacity:190
    Velocity:260

    Weapons:
    Primary, Cutlass1
    Type: Light, Melee.
    Dmg Charged/N:56/42
    Forward/Side Interval: 15
    String:10

    Secondary weapon: Flintlock
    Type: Range, Bullet.
    Dmg: 40 - 32 range varying
    Info: low accuracy

    Tertiary weapon: Keg
    Type: Obj. Create, Explosive
    Dmg: 165
    Info: Blast radius is approximately 600 units, Damage decreases with range (1/6 per 100 units)

    Hits/seconds (Charged):0.72 (1.38)
    dmg/second (Charged): 58.33 (40.58)
    Special:25x5
    Special DMG Requirement:165

    Just A Flesh Wound (HP<75%):<75
    Bleeding Profously(<50%):<50
    Pushing Daisies (<25%):<25
    captain.jpg

    Class:Captain
    HP:125
    Armor:150
    Damage Capacity:275
    Velocity:190

    Weapons:
    Primary, Cutlass2
    Type: Light, Melee.
    Dmg Charged/N:80/58


    Secondary weapon: Blunderbuss
    Type: Ranged?, Bullet.
    Dmg: 88
    Info: Delay after Shot. Dmg decreases at distance

    Tertiary weapon: Parrot/Hook
    Type: Obj. Create, Targeting NPC?
    Dmg: 7
    Info: Respawn time:30 seconds

    Hits/seconds (Charged):1.03 (1.8)
    dmg/second (Charged): 54.37 (41.67)
    Special:121
    Special DMG Requirement:175

    Just A Flesh Wound (HP<75%):<93.75
    Bleeding Profously(<50%):<62.5
    Pushing Daisies (<25%):31.25

    25splash.png

    Class:Sharpshooter
    HP:100
    Armor:80
    Damage Capacity:180
    Velocity:210

    Weapons:
    Primary, Fancy Dagger
    Type: Light, Melee.
    Dmg Charged/N:42/24

    Secondary weapon: Artisian Flintlock
    Type: Range, Bullet.
    Dmg: 45
    Max Ammo: 20

    Tertiary weapon: Long range rifle
    Type: Range, Bullet
    Dmg: 100
    Info: Headshots do 150 dmg (+50%)
    Max Ammo: 10


    Special DMG:115 (at perfect hit)
    Info: Blinds targets
    Special DMG Requirement:165

    Just A Flesh Wound (HP<75%):<75
    Bleeding Profously(<50%):<50
    Pushing Daisies (<25%):<25
  • eV1L JackeV1L Jack Senior
    edited November 2012
    heavyknight.jpg
    Class: Heavy Knight
    HP:125
    Armor:210
    Damage Capacity:320
    Velocity:190

    twohandersm.jpg
    Weapons:
    Primary, Two Handed Sword
    Type: Heavy, Melee.
    Dmg Charged/N:107/79

    knight_sword_shieldsm.jpg
    Secondary weapon: Shield N Sword
    Type: Protective, Melee.

    Hits/seconds (Charged):2.09 (2.8)
    dmg/second (Charged): 37.8 (38.21)
    Special DMG:25x5 +23=148
    Special DMG Requirement:260

    Just A Flesh Wound (HP<75%):<93.75
    Bleeding Profously(<50%):<62.5
    Pushing Daisies (<25%):31.25


    archer.jpg
    Class:Archer
    HP:100
    Armor:80
    Damage Capacity:180
    Velocity:210

    Weapons:
    butterknifesm.jpg
    Primary, Cutlass1
    Type: Light, Melee.
    Dmg Charged/N:56/42

    xbowsm.jpg
    Secondary weapon: Crossbow
    Type: Ranged, Physical Body.
    Dmg: 110
    Info: Has to be reloaded.
    Ammo (Active/Storage): 1/10

    longbowsm.jpg
    Tertiary weapon: Bow
    Type: Ranged, Physical Body.
    Dmg: 80-47
    Info: Cannot Charge in Mid Air. Dmg increases with Distance.

    Hits/seconds (Charged):1.55 (2.32)
    dmg/second (Charged): (34.48)
    Special DMG:120
    Special DMG Requirement:165

    Just A Flesh Wound (HP<75%):<75
    Bleeding Profously(<50%):<50
    Pushing Daisies (<25%):<25
  • eV1L JackeV1L Jack Senior
    edited November 2012
    VIKINGS

    berserker.jpg
    Class:Berserker
    HP:175
    Armor:100
    Damage Capacity:275
    Velocity:230

    zerker_axesm.jpg
    Weapons:
    Primary, Great Axe
    Type: Heavy, Melee.
    Dmg Charged/N:77/58

    sword_axesm.jpg
    Secondary weapon: Sword &amp; Shield
    Type: Melee*.
    Dmg: 30
    Info: Forward and Side attacks cannot be

    charged

    Hits/seconds (Charged):1.67 (2.34)
    dmg/second (Charged): 40.12 (38.46)
    Special: +50 HP, +60 Velocity, Increase DMG & Attack Speed
    Special DMG Requirement:190

    Just A Flesh Wound (HP<75%):<131.75
    Bleeding Profously(<50%):<87.5
    Pushing Daisies (<25%):43.75

    gestir.jpg
    Class:Gestir
    HP:115
    Armor:120
    Damage Capacity:235
    Velocity:210

    spearsm.jpg
    Weapons:
    Primary, Spear
    Type: Light, Melee.
    Dmg Charged/N:61/47
    Info: Side Attacks are faster, but have a lower Damage Output. Attacks while moving forward or backwards have a pushback.

    gestir_sword_shieldsm.jpg
    Secondary weapon: Longseax &amp; Shield
    Type: Protective, Melee.
    Charged Bash Dmg: 10
    Dmg after Bash: 63

    javelinsm.jpg
    Tertiary weapon: Javelins
    Type: Ranged, Physical Object.
    Info: Charges while walking forward. Damage increases with Distance.
    Ammo (Active/Storage): 2/3
    Damage at max dist. (Charged/N): 105/47

    Hits/seconds (Charged):1.33 (2.0)
    Hits/seconds Side (Charged):0.97 (1.75)
    dmg/second (Charged): 35.3 (32)
    Special:25x5
    Special DMG Requirement:175

    Just A Flesh Wound (HP<75%):<86.25
    Bleeding Profously(<50%):<57.5
    Pushing Daisies (<25%):28.75

    huscarl.jpg
    Class:Huscarl
    HP:135
    Armor:165
    Damage Capacity:300
    Velocity:200

    huscarl_axesm.jpg
    Weapons:
    Primary, Two-Handed-Axe
    Type: Heavy, Melee.
    Dmg Charged/N:91/67


    Secondary weapon: Sword &amp; Shield
    Type: Protective, Melee.

    throwing_axesm.jpg
    Tertiary weapon: Throwing Axes
    Type: Ranged, Physical Object.
    Dmg:60

    Hits/seconds (Charged):1.43 (2.1)
    dmg/second (Charged): <b>44.75</b> (38.57)
    Special:30xHits
    Special DMG Requirement:200

    Just A Flesh Wound (HP<75%):<97.5
    Bleeding Profously(<50%):<65
    Pushing Daisies (<25%):32.5
  • eV1L JackeV1L Jack Senior
    edited 2:11PM
    Placeholder
  • TallyTally Senior
    edited 2:11PM
    That's pretty nice. Now, uh... it would be nice if it were readable, though. Some of it anyway.

    Though from what I'm seeing... a full health but no armor skirmisher will be one-shotted from a crossbow bolt.

    A gestir would be one-shotted, providing no armor, from a bow special.

    Now, there are two other questions I need answered.

    First off, does damage carry over when armor is depleted with a surplus of damage to it? As an example, if you're hit by a skirmisher's pistol but have 1 armor, does some of that damage to your armor carry over to your health?

    Second, do you accumulate special charge by health damage only, or a collective of health and armor damage?
  • eV1L JackeV1L Jack Senior
    edited March 2010
    QUOTE (Tally @ Mar 7 2010, 11:48 PM) »
    First off, does damage carry over when armor is depleted with a surplus of damage to it? As an example, if you're hit by a skirmisher's pistol but have 1 armor, does some of that damage to your armor carry over to your health?

    Second, do you accumulate special charge by health damage only, or a collective of health and armor damage?


    1. Skirmishers pistol does 40 dmg. Your armor being 1 and HP being 100. the damage would then be 39 (Because PVKII like to round stuff up and armor takes 60% dmg)

    2. Special Charge is accumulated by DMG only (irrespective of HP/Armor).


    Oh and the Numbers are so unreadable because there is no option that would allow me to create a table. Sorry for that =(
  • TallyTally Senior
    edited 2:11PM
    Thanks. So then, I take it that on an archer a crossbow bolt followed by a half-charged longbow show is a guaranteed special, no matter who you hit at what health/armor as long as the whole damage goes through, am I right?

    So what happens if an enemy doesn't have enough health for the entire damage to be dealt? Does it still count entirely towards special, or does only some of it count towards special?
  • eV1L JackeV1L Jack Senior
    edited 2:11PM
    QUOTE (Tally @ Mar 8 2010, 12:11 AM) »
    Thanks. So then, I take it that on an archer a crossbow bolt followed by a half-charged longbow show is a guaranteed special, no matter who you hit at what health/armor as long as the whole damage goes through, am I right?

    So what happens if an enemy doesn't have enough health for the entire damage to be dealt? Does it still count entirely towards special, or does only some of it count towards special?


    Nope what counts is the damage that he receives. e.g. if you deal 80 damage to someone with 10 HP 0 Armor, you'll only get the 10DMG to your special Bar.
    Note that the Special Bar is therefore also a good indicator for how much damage you deal.
  • HeiHei and truly did she know the name of the Kong Senior
    edited 2:11PM
    BULLSHIT that captain and gestir are same speed. Where did you gather these numbers?
  • Brother PedroBrother Pedro Senior
    edited 2:11PM
    Captain is 10 units faster than Huscral, according to what I am reading.
  • eV1L JackeV1L Jack Senior
    edited 2:11PM
    <!--quoteo(post=184015:date=Mar 8 2010, 03:50 AM:name=Hei
  • faktorfaktor Senior
    edited 2:11PM
    QUOTE (eV1L Jack @ Mar 8 2010, 04:14 AM) »
    Of the few values Im absolutely sure off, are the velocities the ones which are without doubt correct.

    Where did you get all this info? Not from .ctx I guess, since theyre encrypted.
  • eV1L JackeV1L Jack Senior
    edited March 2010
    QUOTE (faktor @ Mar 8 2010, 11:19 AM) »
    Where did you get all this info? Not from .ctx I guess, since theyre encrypted.


    time, effort and a few console commands^^
    Other than that... Deduction & Induction I guess
  • Medic GuyMedic Guy Senior
    edited 2:11PM
    this is great so far, now we just need to find the more accurate values.
    I Huscarl to Burzum.

    You may see me as [ERECT] Medic Guy.
  • eV1L JackeV1L Jack Senior
    edited 2:11PM
    QUOTE (Medic Guy @ Mar 8 2010, 05:38 PM) »
    this is great so far, now we just need to find the more accurate values.


    which values do you need the more accurate figures off?

    Dmg Output is always variable as the #hits you do is not always the maximum of #hits.
    The values here assume a perfect charged hit at 0 velocity.
  • unnamed2unnamed2 Senior
    edited 2:11PM
    Dude does every arrow deal 120dmg in the archer special or all 3 do 120dmg which means they deal 40dmg each unsure.gif ?
  • ZinuXZinuX Mutated Walrus Hamster Members, Beta Tester
    edited 2:11PM
    QUOTE (unnamed2 @ Mar 15 2010, 08:10 PM) »
    Dude does every arrow deal 120dmg in the archer special or all 3 do 120dmg which means they deal 40dmg each unsure.gif ?

    Just take a guess, does getting the special getting in your face with full health and armor kill you?

    "YEAH, U DUMBF**K. ARCHER IS OP 'n STUFF!"
    dragonattacksig04.pngrage.jpg
  • faktorfaktor Senior
    edited 2:11PM
    QUOTE (unnamed2 @ Mar 15 2010, 08:10 PM) »
    Dude does every arrow deal 120dmg in the archer special or all 3 do 120dmg which means they deal 40dmg each unsure.gif ?

    Each arrow deal 120dmg.
  • unnamed2unnamed2 Senior
    edited 2:11PM
    QUOTE (ZinuX @ Mar 16 2010, 10:34 AM) »
    Just take a guess, does getting the special getting in your face with full health and armor kill you?

    "YEAH, U DUMBF**K. ARCHER IS OP 'n STUFF!"


    I'm just asking no need to rage now unsure.gif .
  • unnamed2unnamed2 Senior
    edited 2:11PM
    QUOTE (faktor @ Mar 16 2010, 09:52 AM) »
    Each arrow deal 120dmg.


    Yeah thats what i though couse it does real big damage when they do it to me and i easily kill (or leave em to bleading prof. or pushin to daisies) em when i do it to them :angry:" border="0" alt="angry.gif" /> .
  • ZinuXZinuX Mutated Walrus Hamster Members, Beta Tester
    edited 2:11PM
    I wasn't raging, actually tongue.gif
    I was just ridiculising some whiners (not you or anything in this thread, so no worries)
    dragonattacksig04.pngrage.jpg
  • SquirrelSquirrel Senior
    edited 2:11PM
    This was the sort of thread that I planned on doing back for 2.2, but I couldn't find this kind of information. I made one though, slighty different from this, disregarding beta version. I would have been too lazy to do it now though.

    Good job on finding it, and sharing it with the forum. Although the structure could be better, just to give some kind of constructive critizism tongue.gif

  • edited 2:11PM
    Just want to say thanks for taking the time to do this.

    It's interesting to see how close the velocity values are for a lot of the classes. I always thought captains were a bit slower than that, but given that they like to fight toe to toe rather than run around in circles all day it would have been harder to tell.
  • Brother PedroBrother Pedro Senior
    edited 2:11PM
    You can only be hit by one special arrow. No matter how many actually hits you.
  • PelegoPelego Senior
    edited 2:11PM
    according to this, skirmisher's cutlass and archer's shortsword deals the same damage, is that right?
  • faktorfaktor Senior
    edited 2:11PM
    QUOTE (Pelego @ Mar 21 2010, 07:52 PM) »
    according to this, skirmisher's cutlass and archer's shortsword deals the same damage, is that right?

    Yes, you can test it in game on bots if you like.
  • GetalifebudGetalifebud Senior
    edited 2:11PM
    So all weapons get separated into 40% health and 60% armor? Because some people seemed to think that weapons like the blunderbuss penetrated less.
  • SquirrelSquirrel Senior
    edited March 2010
    QUOTE (Brother Pedro @ Mar 16 2010, 08:49 AM) »
    You can only be hit by one special arrow. No matter how many actually hits you.

    I'm not sure if that's fully correct. I did 240 damage (not according to that inaccurate server plugin btw) with the Archer special, which should mean that two arrows were hit and registered.
  • J-coJ-co Tramp Senior
    edited 2:11PM
    Maybe you hit two targets?
    guitarsmallb.jpg
    I have an aristocratic smile and like to punch people
  • SquirrelSquirrel Senior
    edited 2:11PM
    We were only two players on the server (dev version btw). I either got a buggy registered hit or I hit one of those item hitboxes at the same time.
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