If level <81 l=2(level-20) else l=120+(level-80)
if magiclevel <81 m=3(magiclevel-20) else m=180+4(magiclevel-80)
power = (m+l)/100
if power<1 power =1 afaik
that formula was belived to be true since some update(weakening knights uh was caused by lowering levels power, before that update it was just 2*(level-20)+3*(magiclevel-20))
r
Aha! While it may be believed to be true, I can offer my alternative opinion. I suspect the truth is somewhere inbetween. I personally dont like listening to what is "believed" to be true, but to rather find the truth itself, whether that is simple a waste of time finding what is found or finds something nobody else has is another issue.
You have quite a complex formula, however, I know for a fact that the old UH formula was exactly level * 5 + mlvl * 7.5. Exactly this, every single time, and for every level I tested it at and on every vocation I tested it (this was at 2005). The formula worked in a way that it would have a minimum that it could heal (around 200, I never actually found this value) but once you surpassed this value you would heal exactly as the above says you would. Every time. Not even a variable range.
Now, I bring this up because why would we use the quoted formula in such a case when the results can be replicated with a much simpler formula?
spells have minimum and maximum values multiplied by power and constants. Number randomized between that two constants is added to value randomized between mina*power and maxa*power. And that sum is damage/healing output. That makes research much harder
I am willing and fully expect that the formula will have to change, but it will only change when there is a need for it. The only reason you think it looks so complicated is because you are over-thinking the problem. We have 3, possibly 4 variables at work.
Because in the end we only havea few variables which change on the player. Those are level and magic level on the player, and then absolute minimum damage and how far away the maximum damage is from it. If we can understand the effects of all 4 of these variables, we can write a simple script based on them. If you view the problem this way until there is need to change, it will help simplify the issue.
As you hopefully noticed, my spells output within 1 of the real tibia outputs, and you should know that tibia doesnt output every integer but is limited to maybe 1 in every 2 or 3. I suspect this is due to rounding, but nonetheless my point is that my formula can mimic the damage closely so far while being much more simple. There is never one way to the answer. You need to remember that when CIP made the formula for spells they were not looking to make some cryptic, unfindable values which complicate things and take hours of programming to balance. They thought of simplistic values in most cases until they needed more complex.