Formulas & tables
Formulas
About this page
The formulas were reverse engineered from the Public Release client by the players credited on each section, and published on the OSMS data explorer. The numbers they run on here (skill levels, monster stats, map footholds) come out of the client’s own data files, read by this site’s extractor.
Where the release changed something Closed Online Test 2 did, both are shown. Older versions of the game worked differently again, so a number remembered from somewhere else may not apply.
In a fight
What the Public Release changed
Against Closed Online Test 2
If you played the test, these are the numbers that moved. Everything not listed works the same as it did.
| Formula | CoT2 | Public Release | What it means | |
|---|---|---|---|---|
| Your accuracy | kept the fraction | rounded down | A fraction of a point, at most | Accuracy |
| Physical damage | mastery × 0.8 (0.88 at mastery 10) | mastery × 0.7 (0.77 at mastery 10) | Lower minimum hits, same maximum | Dealing damage |
| Magic damage | INT / 100, mastery × 0.8 | INT / 125, mastery × 0.7 | Every spell hits a bit softer | Dealing damage |
| Heal on undead | (INT × 0.8–1 + LUK) / 200 + 3, half per target, Bless adds | (INT × 0.1–1.2 + LUK) / 1000 + 2.5, ÷ 1.5 per target | Weaker alone, better on a crowd | Dealing damage |
| Iron Arrow | 4 monsters at ×1, 0.8, 0.6, 0.4 | 6 monsters at ×1, 0.8, 0.64, 0.512, 0.41, 0.33 | More of the line takes more | Dealing damage |
| Blunt and Crossbow Mastery | 1–20% chance to skip weapon defence | Critical Damage +1–20% instead | No more defence-ignoring procs | Dealing damage |
| A monster’s missed roll | still hits 8% of the time | a 2–3% rescue roll first, then the 8% | High avoid dodges a little less | Damage taken |
| Your defence | Incoming / (1 + Def / (5 × Level + 200 + 1.2 × Incoming)) | Incoming × (1 − Def / (Def + 2 × Incoming + 300)) − Def / 25 − Level / 10 | Small hits hurt less, big hits can hurt more | Damage taken |
| Invincible | 10–30% less physical damage | 1–20% | Clerics take more | Damage taken |
| EXP from level 90 | × 1.0548 a level, cap 120 | × 2.1 a level, cap 100 | Level 90 costs twice as much | Tables |
| Crafting | 10 levels | 8 levels, same EXP for 1 to 8 | Levels 9 and 10 are gone | Tables |
| Citizenship | 46,000 contribution for every grade | 128,000 | The top grades take far longer | Tables |
The planner, published builds and the EXP table compute with the release column. The hunt stays on CoT2’s, like everything else in it.
Still unknown
- How more players raise a map’s monster count. More players means more monsters, but the formula on the spawning page is a fit to a handful of counts.
- Which monster attacks get the extra 50% miss check. Some hits that pass the roll are checked again; nobody has found which.
- How Heal splits HP between players. The client gives the damage it does to undead. What each player gets back is decided elsewhere.
- Attack speed in milliseconds. The character’s own animation timings are in the client (see attack speed), but how a weapon’s speed stage scales them is not.
- Drop rates and shop stock. The server keeps those. The drop tables on this site are recorded, and each page that shows one says where it came from.
Formulas reverse engineered from the client by @Slash, @ohmi, @kirbypickr, @sublimerealist, @jimmybald, @cptbattler and @wolffy on the Classic World Discord, and published on the OSMS data explorer.
