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The formulas

maegglin wrote:
Note: I wrote this guide initially for my guildmates and posted it on our forums here- however I was suggested to post it here too so that more people have access to it.

The purpose of this tutorial is to explain the logic of gear choosing when planning to hunt monsters in this simple yet addictive game that is FallenSword. I will provide an example and I will also do similar analyses (for teaching purposes) on demand.

Part one (that means this one ) will explain the logic behind setting specific attribute objectives for your setup, according to your level and your target monster.

Basic principles.

1. Fallen guide ( is your friend. Use it often. It will provide you all the info you need on items, locations, maps and creatures. When you dont have the stamina to play - spend the time on planning. Also use the official forum for supplementary info.

2. The logic in hunting for leveling is to maximise the ratio Experience/stamina point. While some other stuff can be done to improve it (use Adept learner, Elite hunter, Librarian, hunt in places crowded with monsters to avoid stamina wasting on movement) the main thing to do is to use gear that allows the famous one hit kills. Going from one hit kills to two hit kills will halve the exp/stam ratio. 50% loss. That's huge.

3.Know your enemy and adapt your gear to it. Different monsters require different setups.

4. 95% of the gear you need is cheap. Avoid expensive items and legendary sets if you do not plan to PvP on a regular basis. Good planning will lower your equipment costs. As sets go I went Infernus -> Giggles -> Flamed -> Khale till 72 (only for the Elite hunter bonus) and I dont plan on buying Deep or Mancrusha either.

Now let's see how you set up your gear. First thing, you check your level and your desired hunting ground (watch out for area level limitations). You then go on Fallen Guide and check your potential target monsters (usually 1-4 levels above you). Monsters, just like you, have 5 different statistics.

Attack - determines (in relation with the enemy's defence) if the attack is going to land or miss. Important: a minimal 2% odd of hitting or missing is guaranteed, regardless of the attack/defence numbers.

Damage - after being reduced by the armor it will determine the number of HP points lost.

Defence - helps you not getting hit

Armor - reduces the damage taken if you are hit

HP - health points - your lifebar, if it gets to 0 you're dead.

Simply said, when designing your setup, you need to do one hit kills while at the same time surviving an enemy attack. There are two ways to design your surviving setup, focused on either armor or defence (there is a third that focuses on none but it's rare). Usually people like focusing on armor and neglecting defence, because of the 2% odd of hitting/missing in the attack/defence dynamics.

So - after choosing your target, your objectives are:

1. Your armor should beat his damage
2. Your attack should beat his defence (otherwise you'll miss a lot)
3. Your damage should beat the sum of his armor and HP.

From here you should understand the importance of putting all your stat points in Damage and, partially, in Attack. The Damage stat has to beat a sum of two statistics instead of a single one. So -

ALWAYS PUT STAT POINTS IN DAMAGE AND ATTACK (a 2 to 1 or 3 to 1 ratio is suggested)

When I say "should beat" it means it should reliably be higher. If your attack is just 1 point higher than his defence you will still miss a alot. The exact formula for this is not really known but in my opinion it's probably something like:

Note: following studies have shown a better version for these formulas, much more likely to be real:

studies have shown much better (and lower:) ) requirments:

Attack has to be 10.53% higher then his defence
Armor has to be 10.53% higher then his damage.

for damage: the damage needed for 1 or 2 hit kill is:
One hit Damage = (21 * armor + 20 * HP)/19
Two hit Damage = (21 * armor + 10 * HP)/19

I sliced and diced it but this is pretty much the gist of it.
I will try to get some type of online calculator going sooner or later, definately a excel spreadsheet should be in order.

Aight So heres an example my all time favorite whacking partner the burrow grub:

Attack: 189
Defense: 190
Armor: 167
Damage: 169
HP: 218

So assuming you are wearing an "armor" setup this is the protection formula:

damage * 1.1053 : 169*1.1053 = 187 (rounded up)
you need 187 armor to survive.

Now the formula to make sure you will even hit the guy:

defense * 1.1053 : 190*1.1053 = 211 (rounded up)
you need 211 attack to hit him consistently*

Now the formula to calculate enough damage to smite them in one shot:

(21 * armor + 20 * HP)/19 : (21*167+20*218)/19 : (3507+4360)/19 = 415 (rounded up)
you need 415 damage to consistently one-hit them

*There is always a 2% chance of missing the first attack no matter what the defense and attack rating look like.

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