"Add" == "Addition" == +

"Mul" == "Multiplication" == *

For example if we got :

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`Base stat : (10)Add (+30)Mul (* 30)`

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`10 * 30 + 30 = 330`

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`(10 + 30 ) * 30 = 1200`

For see example how orders can be used in L2J and what effect they will have lets do some calculations with characters Critical Rate (Crit. Rate).

Before we look in formulas and order need to understand what is DEX bonus and how to see proper value.

See file game\data\stats\statBonus.xml

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` <DEX> <!-- 1.009^(DEX-19.360) --> <stat value="20" bonus="1.01" /> <stat value="21" bonus="1.01" /> <stat value="22" bonus="1.02" /> <stat value="23" bonus="1.03" /> <stat value="24" bonus="1.04" /> <stat value="25" bonus="1.05" /> <stat value="26" bonus="1.06" /> <stat value="27" bonus="1.07" /> <stat value="28" bonus="1.08" /> <stat value="29" bonus="1.09" /> </DEX></list>`

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`<stat value="23" bonus="1.03" />`

Mul = 20

Add = 30

Or Mul will be calculate before Add if order is not set to different values in DP.

For see default values for all stats look java.com.l2jserver.gameserver.enums.StatFunction.java

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` ADD("Add", 30), DIV("Div", 20), ENCHANT("Enchant", 0), ENCHANTHP("EnchantHp", 40), MUL("Mul", 20), SET("Set", 0), SHARE("Share", 30), SUB("Sub", 30);`

=======================================

For that example will use:

Class : Maestro

Level : 85

Equip : None

For calculate proper critical rate we need to look inside char template.

game\data\stats\chars\baseStats\Maestro.xml

Look the line

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`<baseCritRate>4</baseCritRate>`

Then we need the formula for critical rate so we look inside

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`com.l2jserver.gameserver.model.stats.functions.formulas.FuncAtkCritical.java`

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`initVal * BaseStats.DEX.calcBonus(effector) * 10`

Is time for replace "val" and "dex" bonus.

Maestro got 29 dex what give us 1.09 bonus, and we got 4 base when replace in formula we be

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`4 * 1.09 * 10 = 43.6 = 44`

For that example will use 2 skills one give "Add 15 critical (15 static)" and second one give "Mul 1.3 critical(30%)"

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`<skill id="22160" name="Vesper Critical Power"> <for> <effect name="Buff"> <add stat="rCrit" val="15" /> </effect> </for></skill>`

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`<skill id="1077" name="Focus"> <for> <effect name="Buff"> <mul stat="rCrit" val="1.3" /> </effect> </for></skill>`

FROM

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`4 * 1.09 * 10 = 43.6 = 44 // Critical Rate`

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`(4 * 1.09 * 10) + 15= 58.6 = 59 // Critical Rate`

FROM

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`4 * 1.09 * 10 = 43.6 = 44 // Critical Rate`

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`(4 * 1.09 * 10) * 1.3 = 56.68 = 57 // Critical Rate`

FROM

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`4 * 1.09 * 10 = 43.6 = 44 // Critical Rate`

TO

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`(4 * 1.09 * 10 * 1.3) + 15 = 71.68 = 72 // Critical Rate`

Mul got order 20. So we change skill "22160"

FROM

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`<add stat="rCrit" val="15" />`

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`<add order="19" stat="rCrit" val="15" />`

FROM

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`(4 * 1.09 * 10 * 1.3) + 15 = 71.68 = 72 // Critical Rate`

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`((4 * 1.09 * 10 ) + 15) * 1.3 = 76.18 = 76 // Critical Rate`

For weapon will use "(233) Dark Screamer"

That weapon got

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`<set stat="rCrit" val="12" />`

FROM

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`4 * 1.09 * 10 = 43.6 = 44 // Critical Rate`

TO

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`12 * 1.09 * 10 = 130.8 = 131`

That weapon got "<set stat="rCrit" val="12" />"

But also give skill "3011" and that skill got

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`<add stat="rCrit" val="81.2" />`

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`(12 * 1.09 * 10) + 81.2 = 212`

|_______________________________|

Q : In com.l2jserver.gameserver.mode.stats.functions.formulas.* each formula got "Order" called in constructor super for what that is used?

A :

**SPOILER:**

For example order inside FuncAtkAccuracy effect in some way FuncAtkCritical?

A : No

Q : Why there is some items what not use default orders and they got custom one like Jewels and Armors

A :

**SPOILER:**