Dragon's Dogma 2
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xyzkljl1

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17 comments

  1. Seacowpower
    Seacowpower
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    Hi, all the numbers seem correct through my testing for Archer at least, which is great! Do you happen to know what the exact damage formula this game uses when hitting monsters? AttackPowerMag = ((MagSpell + (MagChar * SpChar * A) + ((MagWeapon + MagEnchant) * SpWeap * A) * I * EW * G is obviously outdated since Augments are applying their damage after -MagDefense and they seem to be additive with other multipliers now. Any ideas?

    Edit: Just to clarify, I'm mostly trying to figure out where your multipliers take place in the current formula DD2 is using. The are clearly true as is proven through comparison but I'm not sure where to plug them in to create a working formula to predict performance of skills/builds
    1. xyzkljl1
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      I happen to do a small test earlier.
      For physical attack except arrows, base damage = (atk- def +x)*actionRate*(1+Sum(DamageRate))*Resist/Weakpoint

       (for enemy to player,it's atk/(def+x),where x is about 20~60)
      Where resist/weakpoint is 1.3/1.0/0.7 decide by monster type.And x is a constant about 10~20. DamageRate aka multiplier.ActionRate aka MotionValue
      ATK is sum of weapon(left/right is seperate), char, ring's atk.But certain skill(like R1 of warrior) will ignore weapon's attack.
      Hitted region(body part) also affect the damage,haven't look at it.
    2. Seacowpower
      Seacowpower
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      Thank you so much for getting back. This is a great help and has saved me a great deal of work lmao. Thank you again for the mod 
    3. xyzkljl1
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      I figured all this out.
      There is not a constant x,but the final atk=(character atk* physique rate + weapon atk).
      There is not resist/weakpoint rate,but a damage absorption rate for each body part.
      Enchant damage is enchant rate*base damage,where enchant rate is usually 0.17.
      Updated DamageNumber to make it clear.
  2. Tallinn13
    Tallinn13
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    hello is this implemented into your better better mod
  3. godman59
    godman59
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    Seems like many skills are missing the description entirely with only damage values showing up. Whats up with that? 
    1. xyzkljl1
      xyzkljl1
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      turn off remove original text
  4. creepanda
    creepanda
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    Thanks for the mod. May I ask how do I config `Force using language` in config exactly?
    1. creepanda
      creepanda
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      never mind. I have figured it out.
  5. Pyr0blad3
    Pyr0blad3
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    German translation in the making, dont know when its done exactly, but i would guess it will release in arround 12h or so from now if xyzkljl1 gives me permission to do so and i finish my translation till than. cheers everybody <3

    Die Deutsche Übersetzung wird gerade gemacht. Weiß leider noch nicht genau wann die fertig wird, aber ich denke mal in etwa 12h oder so wird der Übersetzungs Mod veröffentlicht, wenn ich das okay von xyzkljl1 bekommt und bis dahin alles Übersetzt bekommen habt. Liebe Grüße an alle <3
    1. Pyr0blad3
      Pyr0blad3
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      German Translation v1.0 is done!
      Deutsch Übersetzung v1.0 ist raus!

      Skill Description (Deutsch I German)
  6. FinoBemVerdinho
    FinoBemVerdinho
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    Thanks for the mod. Do you plan on adding the knockdown power of the skills onto the descriptions?
  7. NISSAMARKOV
    NISSAMARKOV
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    大佬请问有可能显示动作值是物理攻击力还是魔法攻击力么
  8. zacke1
    zacke1
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    Can I adjust Action Rate or skill damage? What files can I fix?
  9. bobthesnail23
    bobthesnail23
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    For clarity, "action rate to hit" is in essence the damage calculation for that action/skill?
    1. xyzkljl1
      xyzkljl1
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      Sure.
  10. Daikin1110
    Daikin1110
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    "All text are maually translated."
    Respect!