Hello there!
I'm not on Tibia or OTS stuff anymore for a long long time. However, there's still one minor thing that makes me curious.
Back in the ~7.4 days, I really wanted to make an OTS that is as much close to original Tibia as it could be. I've spend a lot of time for thinking about damage formulas, testing, doing the math and trying to figure out how certain game mechanics worked.
As now I've seen that some people have good knowledge how original stuff worked, and that some people actually decompiled binary and examined it, I'd love to ask some questions. I'm asking this from pure curiousity as I just simply want to know how much off I was with my predictions and calculations. So here are the list:
Weapon damage formula
Back in the days I was trying to figure out how weapon damage was really calculated. I've figured out this formula for weapon based attacks:
AttackModeMod = 7 for Full Attack, 5 for balanced, 3 for full defense
MaxDamage = (AttackModeMod * WeaponAttack * Skill) / 100
Damage = [0..MaxDamage]
Shielding formula
Everyone knows that shielding simply reduces damage output (there is no "chance to block all damage" stuff). My formula was:
AttackModeMod = 7 for full defense, 5 for balanced, 3 for full attack
MaxBlock = (AttackModeMod * Defense * Shielding Skill) / 100
Block = [0..MaxBlock]
(with Defense being Max(weapon defense, shield defense))
Rules of blocking
Eg. when a character or enemy can use its shield to block incoming attack. Could be bullshit, but what I've tested several stuff that nobody believed and back in the days I was pretty sure it worked this way. This one I am really curious about. So:
- all melee attacks could be blocked with shield
- no magic attacks could be blocked with shield obviously
- distance (bow, throwing) attacks made by players ignored defense
- distance attacks made by monsters did NOT ignore defense (like mino archer bolt, black knight spear, but there were also some weird ones, as far as I remember warlock also used distance attack that looked like a spell)
- distance attacks made by monsters that were summoned by players ignored defense (this one is weird I know but I never saw a "poof" on any pk movie with mino archer summons etc) ; i'm not sure if this is correct, I believed it is but this makes little sense from programming standpoint
Armor formula
OTS and various resources state that its flat damage reduction of [0.45...0.9] per armor point. I've used to believe that formula was:
DmgReduction = [Armor*0.5 ... Armor]
Spell Damage formula
I've looked through spells damage as well. There were resources about "magic power %" back in the days and I found them to be real. So I believed it was:
MagPower = (Level * 2 + MagLevel * 3)
if (MagPower < 100) then MagPower = 100
MagPower (or thats what I've though back in the days) was simply a % mod of spell damage, for example 200% magpower means spell will do twice its base damage. For spells damage, I've figured out:
LMM - MinDamage=10, MaxDamage=20
HMM - MinDamage=20, MaxDamage=40
GFB - MinDamage=30, MaxDamage=60
UH - MinDamage=250, MaxDamage=250
Exori vis (and variants) - MinDamage=30, MaxDamage=50
Exori mort same as Exori vis but reduced by armor
SD - MinDamage=120, MaxDamage=160
Also I believe that minimum MagPower of 100% was changed somewhere around 7.6 and wasn't true for damage spells anymore. But I clearly remember that even 8lvl knight could do 20-40 with HMM, though somewhere after 7.6 I remember that without lvl and mlvl you could even hit for a single digit with HMM rune.
Attack from 1.5 SQM
Or thats how it was called back in the days by people who tried to make as much real server as possible. In early OTS, attacking was quite clucky when approaching enemies marked for attack earlier. There was some sort of uncomfortable delay and some people believe that creatures attacked from 1.5 SQM range and some really wanted this feature on their OTS.
I believed from the beginning though that there was nothing like 1.5 SQM stuff and its just simple additional attack check every move.
Monsters - moving obstacles around
People believed that ability for stronger monsters to move around obstacles (like parcels, boxes, etc) and to destroy them was different stuff. I've believed from the beginning that its the same mechanics but item is destroyed if new "rolled" place for them was claimed with something else (like a wall, creature, etc.).
Monsters - skills
Also I believed that monsters in original Tibia did not work like in OTS. In OTS they are entirely different constructs with some similarities to players, but I always felt like original Tibia monsters were much closer to an AI controlled players. I've believed that they had their own equipment and skills and their damage (at least melee) was dependent on their "skills" not hardcoded values like OTS use.
Monsters - equipment
Also I believed that, unlike in OT, on original Tibia monsters have their loot decided upon spawning, not dying. Also I always thought their equipment augmented some of their stats. For example, minotaur on rookgard was always decent challenge but once every a while there was super hard to kill minotaur that required a lot of bashing from noobs to kill, and it always dropped chain armor then; like he was indeed wearing it during combat. Not sure if it was the same for weapons and I'm pretty sure monster distance attacks used totally different approach and were more closer to spells than attacks paladins were making.
Monsters - casting spells
Everyone back then known that monsters can "combo" spells, i.e. cast multiple spells at once. Today its probably common knowledge that monsters that walk around or are fleeing are more likely to cast spells. People back in the days knew it too and weaker vocations were always more focused when dragons started to flee away.
I always though there was something off with this theory however, first because it didnt really made much sense for CIP to make something like "if monster is fleeing, let their chances to be twice as high". Second, on my many playthrough and watching tibicam movies, I know monsters often fired their spells more rapidly, more often than every 2 seconds. Fleeing dragon lords could either happily walk away slightly and then die, or they could turn into wreaking havoc killing machines. And of course hunters that when engaged in melee were calm and nice, but from distance they sometimes used their bow like a minigun.
Back in the days I believed it was strictly related to movement and monster simply get their spellcheck for every step it made, but I'm almost sure I was wrong then. I sometimes watch some old tibicams on youtube and today I'd rather bet that its more related to monsters acquiring targets or something like that. Few days ago I watched some old Tibia video where 7 knights were hunting demons with only melee and I was that demon was totally crazy with its attack when surrounded with 7 knights. It was clearly much much more aggressive with its spells than on standard hunt with 1 EK + 1-2 ranged shooters. I think that monster gets its spellcheck when it acquires a new target (which probably could be exactly the same target it already has?), not sure about that but I could relate it to some sort of anti-stairhopping measures? This makes sense in my head, as in Tibia whenever you stairhop monster, it always tried to cast spell as soon as you arrived on its floor, so perhaps this is somewhat related. Not sure, hard topic.
Final words
Im not into Tibia nor community anymore. Its just my curiosity from times where I was a kid researching stuff with my own testing, watching tibicams and trying to figure out ingame math and mechanics. I'm just really really curious how close I was then
If anybody have knowledge about things above, or have possiblity to check it in the original binary, I'd be thankful