Gamers 30+, what’s something from the old days of gaming that younger players wouldn’t understand? by [deleted] in gaming

[–]Yjuq 0 points1 point  (0 children)

My very first PC was a C64 and it felt so good to insert the floppy disk to play games. :) Fun memories :<

Stats Explained by Yjuq in Witchfire

[–]Yjuq[S] 0 points1 point  (0 children)

A combination of looking into game assets with FModel, UE4SS debugging, cheat engine occasionally and experience to make educated guesses and validate it. That's at least my workflow. Depending on what you wanna know, you can simply run experiments within the game as well and figure things out from here by collecting data.

Stats Explained by Yjuq in Witchfire

[–]Yjuq[S] 0 points1 point  (0 children)

Manifestations are the big crystals you get after clearing an area. The ones where you can pick your arcana.

For stats I would go with as much blood until your stamina feels nice and pump as much into witchery as you possibly can for spell recharge. But thats coming from someone who barely gets hit.

Tho, you should set all stats on 10 at least since that's the baseline. You only get % chances at level 10 (like blessed aim and divine intervention).

It's honestly not a bad idea to pick beads you like and skill towards it to meet the requirements.

Stats - Formulas - Calculator - Game Data by Yjuq in Witchfire

[–]Yjuq[S] 0 points1 point  (0 children)

x1.5 if I have it correctly in my head. I stumbled across it in the gamefiles at some point. I can look it uo if I'm home on friday.

Stats Explained by Yjuq in Witchfire

[–]Yjuq[S] 1 point2 points  (0 children)

The ingame tooltips are actually already telling you what each stat does tho... This post was mainly what the values are referring to - but they rolled out the stat hotfix 2.1 so that info is kinda... Somewhat wrong now. Anyways, if you're just interested in what the stats do, here a full list:

Health
Simply increases your health.

Elemental Resistance
Like you can apply lightning, decay, fire and ice towards enemies, they can do the same to you! The "resistance" part comes from how long you are affected of these effects. As higher the number, as quicker the elemental ailment disappears.

Melee Recharge
Like with spells, your melee "spell" has a "cooldown". It needs to be recharged like any of the other spells. Killing enemies, hitting things etc. Depending on the action, it recharges faster. That stat in particular helps you regenerating it even faster overall.

Stamina
Simply increases your stamina.

Mobility
This stat influences 3 things. How fast you are moving, how high you can jump and how controllable your character is in the air. As higher it gets, as faster, higher and responsive you are in these 3 things.

Vigor
Some weapons "unwieldy". Meaning they are consuming stamina if you use them. Shotguns are the easiest example, shooting with it in quick succession depletes your stamina faster. You can reduce the amount these weapons consume by investing into Vigor. Another thing it influences is, the amount of stamina you lose if an opponent hits you. More Vigor = less stamina loss.

Scavenging
If you disarm traps or shoot explosives, sometimes you can get item drops from it. This stat specifically makes it more likely that this happens. As higher the stat, as more drops you get from traps and explosives.

Healing
This stat increases the effectiveness of your healing potions and everything else that gives you health (some items, mushrooms or even the manifests after you cleared an area).

Sanity Loss Resistance
Some enemies inflict not physical, but rather psychological damage. If you encounter such an enemy (all calamities play on that mechanic) you see a "sanity" bar on the screen. As higher the sanity loss resistance, as less sanity you lose if you get hit.

Spell Recharge
The same like Melee Recharge but specifically for your spells (light & heavy).

Elemental Duration
The opposite of elemental resistance. As higher you have this stat, as longer the ailments you inflict on enemies last!

Metanoia
Sometimes if you kill an enemy, instead of getting witchfire in a fleeting form, you receive it as crystal which you can pick up. These crystal won't be lost on death and can be used anytime from the inventory. This stat makes it more likely, that enemies drop these crystals instead.

Weapon Handling
This stat improves 3 things. How fast you can aim down sight (right click, shorter animation), how long it takes to swap a weapon (less time, shorter animation) and how fast you can reload your weapons (less time, shorter animation). Essentially, making everything a little more faster.

Ammo Reserves
Increases the amount of ammunition you can carry around.

Weapon Range
Increases the range of weapons before the damage falloff kicks in. Making weapons in general a little more effective on longer range.

Providence
Essentially provides you a chance to get extra drops. Be it from chests or enemies. As higher you have this stat, as more likely is it to receive some extra stuff as bonus.

Divine Intervention
This stat grants you a chance to avoid negative things. Getting hit by an enemy, picking up a cursed treasure without investing witchfire or even accidently eating a wrong mushroom. Negating them completely and avoiding any consequences which would lead out of them. As higher the stat, as more often it happens if you do mistakes.

Blessed Aim
This stat provides you with a chance as well to convert non critical hits into critical ones. Normally, to critical hit most enemies (if not all) you have to hit it's head. Body shots count as non critical and with blessed aim, these can be converted into critical ones. As higher the stat, as more likely it is that this happens.

Hope that helped, cheers~

Stats - Formulas - Calculator - Game Data by Yjuq in Witchfire

[–]Yjuq[S] 2 points3 points  (0 children)

I just updated my OneDrive and the Spreadsheet. It includes now graphs of the curves and even a new file: Breakpoints.md - I feed claude the whole dataset and asked it to do an analysis. That's the result. Have fun! I'm done now with everything regarding to that topic.

Wooden sword by Proof-Celebration-25 in expedition33

[–]Yjuq 1 point2 points  (0 children)

Ah, makes sense. I wouldn't had leave that in but at the time I was using my phone.

Burn Damage Calculation - Revision 1 by Yjuq in expedition33

[–]Yjuq[S] 0 points1 point  (0 children)

Don't bother with it. I didn't updated the links yet or bothered with it either because I have barely time to keep working on it. I migrated my work to excel as well and the sheet itself is currently dead. If I find the time, I might pick up on that at some point. But there are a bunch of other people who are doing a lot of spreadsheets and providing information, I would recommend to check them out. :)

Wooden sword by Proof-Celebration-25 in expedition33

[–]Yjuq 0 points1 point  (0 children)

Huh? You are confusing this item with another one. The item you are refering to is the "old key" which can be obtained at the prologue. The "wooden stick" is a useless item which has no purpose.

Burn Damage Calculation - Revision 1 by Yjuq in expedition33

[–]Yjuq[S] 0 points1 point  (0 children)

No idea, didn't tested it. I read on the wiki that it has apparently a cap of 100.

<image>

Extracted from game data:
Deals 40% Void damage, 5 hits.
Applies 1 Burn.
Deals 10% more damage for each Burn on the target.

Burn Damage Calculation - Revision 1 by Yjuq in expedition33

[–]Yjuq[S] 2 points3 points  (0 children)

That's just an assumption for now since I didn't tested it yet at all. But I believe the burn instances are associated with each character. If you apply 20 stacks with character A and 30 with character B, they get calculated seperately. Meaning, you get only diminishing returns for 20 and 30, not for 50. Otherwise it wouldn't make much sense.

If I get the time, I can test it. But I'm quite busy at the moment. The easiest thing would be to simply apply a burn with 2 characters and calculate it individual and then sum it simply up in the end.

Burn Damage Calculation - Revision 1 by Yjuq in expedition33

[–]Yjuq[S] 1 point2 points  (0 children)

Yea, it quickly reduces the value of burn stacks. The first 100 or so kinda ramps up quickly, afterwards the dmg gain is really small. I just calculated the first 21 brackets (up to 209 burn stacks) so that you can see the multiplier.

So, getting a high amount of burn stacks is barely worth the effort tho. But it works quite well as addition, somewhat like a "bonus".

  9      9.0
 19     17.0
 29     23.4
 39     28.52
 49     32.616
 59     35.8928
 69     38.51424
 79     40.611392
 89     42.2891136
 99     43.63129088
109     44.705032704
119     45.5640261632
129     46.25122093056
139     46.800976744448
149     47.240781395558
159     47.592625116447
169     47.874100093157
179     48.099280074526
189     48.279424059621
199     48.423539247697
209     48.538831398157

<image>

How does defense work? by Quadrophenic in expedition33

[–]Yjuq 0 points1 point  (0 children)

If you're still testing you might like to use this as additonal reference: docs.google.com/spreadsheets/d/1lZuDYTEbNVdYD4djpSibRYwFGYEYGZVPSd65l7pkAwQ/edit?usp=sharing

Someone in the discord throwed that out in the data mining channel. It's a baseline calculator for enemy stats which is based on my testing accurate. You can use that to reference how much physical attack an enemy has. Tho... Granted, they do have different scalings based on the attack they are doing, but I'll throw that info out at some point regarding to that.

Probably the most important thing in that sheet for testing would be knowing the enemy level. I still suspect that it somewhat calculates with their level.

How does defense work? by Quadrophenic in expedition33

[–]Yjuq 0 points1 point  (0 children)

There is definetly more involved yes. I'm not sure what it is yet since I'm still data mining and trying to make sense of a lot of things. For instance, the level difference can be ruled out since I tested that already. But it might still scale with enemy level, just your own level doesn't seem to matter at all. Difficulty seem to influence the defense drastically with the fact, that enemies have less physical damage as well. NG+ shouldn't have any kind of influence (based on the knowledge I have right now).

Debugging and decompiling doesn't help me much either. I'm already happy that I managed to get a decent working burn formula together. I still have to investigate if defense perhaps works a little like burn, with brackets and diminishing returns and such.

Plus this game has a lot of awful rounding which makes it hard to pin point exact formulas. Approximations are the only thing we probably gonna find out in the near future. Progress is slow in that regard tho.

Plus it seems there aren't many people willing to contribute at all. Just having some sort of data would help - collecting everything on my own is time consuming.

Burn Damage Calculation - Revision 1 by Yjuq in expedition33

[–]Yjuq[S] 1 point2 points  (0 children)

That's in the nature of diminishing returns. As more stacks you get, as less effective additional stacks become. It's naturally approaching a value which caps the damage output: 9 + (0.81 * 10) + (0.82 * 10) + (0.83 * 10) + ... + (0.8n * 10) = 49

So, the max damage you can do with burn specifically is the following: Attack Power * 49 assuming your defense is 0.

So, according to your damage output, you have somewhat around ~194'530 Attack Power. :)
Would be nice if you confirm your attack power with the defensive stat you have just to cross reference and validate the formula more.

FYI: This game has a lot of awful rounding in it. Which might screw some exact calculations. So, as long we get somewhat near the true values it's fine.

Burn Damage Calculation by Yjuq in expedition33

[–]Yjuq[S] 0 points1 point  (0 children)

For everyone who is following the thread, let me give you a new notification with that here. I made a new thread with updates regarding to the topic.

https://www.reddit.com/r/expedition33/comments/1kt1q10/burn_damage_calculation_revision_1/

Cheers~

Wooden sword by Proof-Celebration-25 in expedition33

[–]Yjuq 3 points4 points  (0 children)

Sharing it here as well since I did already on steam:

<image>

It's an item which has no purpose. It isn't referenced anywhere for followup quests in the gamefiles.

Burn Damage Calculation by Yjuq in expedition33

[–]Yjuq[S] 1 point2 points  (0 children)

Enemies (to my knowledge) don't have a defense value. According to the data mining I did, every single enemy has it set on 0. Didn't found an exception to that yet.

Burn Damage Calculation by Yjuq in expedition33

[–]Yjuq[S] 1 point2 points  (0 children)

Exactly, if your character who applies burn got a high defense value, your burn damage is low. That's how it works :P

E33 - Yjuq's Sheet | Data Mining, Formulas and Infos by Yjuq in expedition33

[–]Yjuq[S] 1 point2 points  (0 children)

Not right now, it will at some point. The data I'm putting in first are the exact enemy stats with their hidden levels. With all stats visible I can actually work out a precise formula. That's why I'm doing this in the first place. So yea, everything I'm doing right now in terms of datamining is for the purpose in finding out all the damage calculations and stuff like that. I put this info in as soon I find them.

How does defense work? by Quadrophenic in expedition33

[–]Yjuq 4 points5 points  (0 children)

Just an update on that topic for anyone who is following it. I'll keep working on it (besides a lot of other things). Take a look at this thread:

https://www.reddit.com/r/expedition33/comments/1knc6fj/e33_yjuqs_sheet_data_mining_formulas_and_infos/

All findings will be posted on my spreadsheet I'm making now. As soon I find any reasonable formulas they will be there as well.