Formulae
From Helbreath Portal
This section is devoted to all the math formulas in Helbreath. It's used to find out the number of certain things in Helbreath. You can also use our calculator to do some of this.
Contents |
Statistic Formulas
Health Points(HP) = VIT*3 + Level*2 + STR/2
Mana Points(MP) = MAG*2 + Level*2 + INT/2
Stamina Points(SP)= STR*2 + Level*2
Maximum Load = STR*5 + Level*5
Skill Raising
This is the reason why your skills seem to be so much harder to go up after 50%.
- To raise a skill between 20% - 50%: Current Skill% + 2
- To raise a skill between 51% - 100%: (Current Skill% + 1)*(Current Skill% + 1) / 10 .
Examples:
To raise axe skill from 25 to 26 you need to hit monster successfully 25+2 = 27 times. To raise an alchemy skill from 90 to 91 you need to make 810 potions successfully (90*90)/10 = 810 times.
Bonus Damage
Here's how to calculate bonus damage according to your stat.
- MAG: Every 10 MAG stat will make your magic attack damage go up by 3%.
- STR: Every 10 STR stat will make your physical attack damage go up by 2%.
- Criticals: Criticals are physical-only attacks, and their damage will go up by 1% for every 10 levels.
Examples:
- If your Energy Strike does 50 damage, and you have 200 MAG, 200/10x3%=60% Extra damage. So 50+50x60%=80 damage.
- If your battle axe does -50 from a critical swing, and you have 150 STR and is level 100, then it should do: 150/10x2%=30% Extra damage + 100/10=10% Extra damage, so 40% Extra damage in total. 50+50x40%=70 damage.
Skills
Every 1 stat point can get you 2% skills. Remeber to buy the manual first from shop or blacksmith to increase your skill to 20%. To increase skills, you need to sucessfully use them. For weapons you need to swing and hit the monster, if you miss it doesn't count. For skills like alchemy, fishing, manufacturing and mining, you must sucessfully create an item, fish out a fish, or mine a mineral.
- Magic - MAGx2
- Magic Resistance - Levelx2
- Poison Resistance - VITx2
- Pretend Corpse - INTx2
- Alchemy - INTx2
- Manufacturing - STRx2
- Mining - STRx2
- Fishing - DEX*2
- Hammer Mastery - DEX*2
- Axe Mastery - DEX*2
- Long Sword Mastery - DEX*2
- Archery - DEX*2
- Fencing - DEX*2
- Short Sword Mastery - DEX*2
- Shield Mastery - DEX*2
- Staff Mastery - MAG*2
- Hand Attack - STR*2
Magic
Casting Probability:
If you don't have 100% skill success ratio will be calculated like this:
(Circle success ratio * Magic skill) / 100
If you have 100% skill the casting success ratios are:
- Circle 1- 300
- Circle 2- 250
- Circle 3- 200
- Circle 4- 150
- Circle 5- 100
- Circle 6- 80
- Circle 7- 70
- Circle 8- 60
- Circle 9- 50
- Circle 10- 40
If your INT is more than 52, you'll recive INT-50/2 bonus to success ratio. (INT 60: (60-50)/2 = 5, so +5 to success ratio)
If your level divided by 10 (rounded down, ex: 73/10=7) is under the circle you are casting, you will receive a -casting probability penalty.
If your level divided by 10 (rounded down) is over the circle you are casting:
Success bonus = (Circle - (Your level (rounded down) / 10)) * 5
If your level divided by 10 (rounded down) is the same as your circle number, no penalties or bonuses will be administered.
Here's a chart of circle penalties:
- Circle 1: -5% Casting Probability
- Circle 2: -5% Casting Probability
- Circle 3: -8% Casting Probability
- Circle 4: -8% Casting Probability
- Circle 5: -10% Casting Probability
- Circle 6: -14% Casting Probability
- Circle 7: -28% Casting Probability
- Circle 8: -32% Casting Probability
- Circle 9: -36% Casting Probability
- Circle 10: -40% Casting Probability
Examples:
Level 51 mage casting Lightning Strike (circle 8):
- (8-(51/10))*32= 93% Penalty
Level 125 player casting Energy Strike (circle 7):
- (7-(125/10))*5 = -28 (+29 CP bonus)
Rain affects casting probability, there are 3 types of rain, light, medium, and heavy.
- Light Rain: -8% Casting Probability
- Medium Rain: -22% Casting Probability
- Heavy Rain: -33% Casting Probability
Starving or 0 Stamina will result in a -10% Casting Probability.
Hit Ratio:
- Magical attack hit ratio: (Caster's Casting Probability / targets magic resistance)*50
- If your MAG is over 50 then you'll get MAG-50 bonus to hit
- Targets magic resistance = Magic resistance skill + (If targets MAG is over 50 it'll get MAG-50 bonus)
- If hit ratio is over 90% it'll be reduced to 90%
- If hit ratio is under 10% it'll be increased to 10%
Summoning:
- 10% Magic Skill = Slime
- 20% Magic Skill = Giant Ant
- 30% Magic Skill = Snake
- 40% Magic Skill = Orc
- 50% Magic Skill = Skeleton
- 60% Magic Skill = Clay Golem
- 70% Magic Skill = Stone Golem
- 80% Magic Skill = Orc Mage
- 90% Magic Skill = Hellhound
- 100% Magic Skill = Cyclops
Physcial Attacks
Hit Probability:
Hit Probability is calculated from your DEX, you need at least 50 DEX to gain Hit Probability bonus. Your defense is your DEX * 2 + any armor bonuses you get. Maximum hit probability is 90%, minimum is 10%. Hit probability = (To hit Value / Defensive Value) * 50
Example:
If your dex is 100 and weapon skill is 90%, your to hit value is 90 + (100 - 50) = 90 + 50 = 140 If your opponent has dex 75 and is wearing Long Boots (DEF 1), Hauberk (DEF 8), Chain Mail (DEF 30), Full Helm (DEF 10), Plate Leggings (AC 12), Iron Shield (AC 22) and a Cape (AC 1), his basic defense value is 75 * 2 = 150, and he gets 84 DEF nts from his armor (1 + 8 + 30 + 10 + 12 + 22 + 1), now his total defense value is 150 + 84 = 234
- In this case your hit probability would be: (115 / 234) * 50 = 49%
Different weapons have bonuses or penalties against monsters and players, here is a chart of weapons and their bonuses/penalties: (Human players are counted as M-type monsters)
- Short Sword/Main Gauche/Gladius: -2%HP (L)
- Savor: +3%HP (L)
- Long Sword: -3%HP (L)
- Scimitar: +3%HP (L)
- Falchion: +2%HP (L)
- Esterk: +2%HP (L)
- Broad Sword: -3%HP (S-M), +2%HP (L)
- Bastard Sword: -8%HP (S-M), +4%HP (L)
- Claymore: -5%HP (S-M), +4%HP (L)
- Greatsword: -5%HP (S-M), +4%HP (L)
- Flamberger: -15%HP (S-M), +10%HP (L)
- Short Bow: +4%HP (S-M)
- Long Bow/Composite Bow: +5%HP (L)
Please add rest of the weapons in.
Highest Damage:
Ancient gives + 2 to max dice hits (e.g. weapon's 2d8 becomes 2d10)
- Combo gives +1 to max hit for each consecutive combo hit:
- Short Sword - 1st combo hit +1, 2nd +2, 3rd +3
- Long Sword - 1st +0, 2nd +1 3rd +2
- Axe - 1st +1 2nd +2 3rd + 3
- Fencing - 1st +2 2nd +4 3rd +6
- Arrow - 1st +0 2nd +1 3rd +2
- Hand -1st +0 2nd +2 3rd +3
Criticals:
The number of critical attacks increase every 10 levels, i.e level 90 has 9 crits, level 104 has 10 crits (max crits is 18, level 180).
- Criticals recharge every 40 seconds
- Critical attack damage is: Damage + Damage*(Level / 100)
- Example: You do -30 with a flamberge normal hit and you're level 83, on a critical, you would do: 30+30x0.83=55 damage.
Thats all for now, if you know anymore or find a mistake (These formulas aren't all accurate), please report to me.
Thanks to Tricker's Helbreath Guide for reference




