Hello, I am that guy who introduces himself to a game forum by theorizing about game mechanics.
I've been doing tests with some of the rebel skills with unknown damage formulas and thought I would share my theories.
Round Trip-lots of testing done, quite confident in this formula
This is the one that had me scratching my head enough to start doing the tests. The weird thing you will notice about Round Trip is that if you are able to get your dex down to 0, the skill will always miss. So its formula is multiplied by 0 at some point in that situation. This is the best global formula I can fit to all the data I've gathered:
[(dex/2)*(10+(skillLevel*3)]% * base dmg
One ramification of this formula is that you get 12.5% of base damage per point of dex at skill level 5. At 100 dex the skill will do 1250% damage, which means that ranged damage +1% will also get you 12.5% of base damage. So above 100 dex, 1% ranged damage > 1 dex. But, for example, +9 dexterous shadow armor is still very good with this skill.
^^ That struck-out stuff is not quite true because 1 dex actually gives you a little bit more than a 12.5% increase since it also increases the original base damage by a small amount. 1% ranged will still eventually be > 1 dex, but the turning point will be somewhere above 100 dex. The math should be doable since there are only 2 high level gatling guns to run the numbers on, but I'm still too lazy to do it atm...
Binding Trap-have not tested to see if it's affected by def or for how it's affected by cards/elements (if at all)
[TargetCurrentHP*(skillLvl*3)%] + dex*10
People have been saying 1/7 of max hp or current hp. Tests definitely indicate current hp, and formula suggests 15% of current hp at level 5, which is very close to 1/7.
Anti-Material Blast-testing was less extensive because formula seemed simpler.
[2000 + (skillLvl*200)]% * base dmg
Seems like a pretty normal RO-style skill formula. I tested it because I saw a post on another forum saying someone was doing 60k at level 1 and 90k at level 5 with low dex. Those numbers seem off to me, I would suspect 6k to 9k for low dex with a Death Fire equipped. I would certainly love to be wrong about the damage on this skill though.
Fire Rain-still in testing, formula very tentative
[2000 + (skillLvl + 2)*((dex/10)^2)]% * base dmg
I was hoping this skill would basically be Round Trip + 2000% damage, but that doesn't seem to be the case. High dex seems to be even more of a factor here than it does for Round Trip. At 100 dex, the formula predicts 2700% total damage, while at 200 dex it predicts 4800% (I can only reach 160 dex with my current tests).
I finished Fire Rain testing, scroll down to 1/1 update for new info.
*12/22 NEW*
Shattering Storm dmg = [(1000 + 100*skillLvl)*(baseLevel/100)]% * base dmg
Vanishing Buster dmg = [(1000 + 200*skillLvl)*(baseLevel/100)]% * base dmg
Yeah, those first two shotgun skills are just typical RO dmg formulas. But Slug Shot is interesting. Despite what it says in the description, you don't need special slug ammo to cast Slug Shot--but the skill is worthless without them. The weight 75 slugs do 375 times more damage than a normal 0.2 weight bullet. At level 5 with 75 weight slugs the skill does an amazing 12000% dmg!
Slug Shot dmg = [skillLvl*bulletWeight*32]% * base dmg
The question for God's Hammer was "How much damage do the coins add?". The formula is a little weird, but this is how it works out:
1 coin: 200% dmg
2-3 coins: 400% dmg
4-5 coins: 600% dmg
6-7 coins: 800% dmg
8-9 coins: 1000% dmg
10 coins: 1200% dmg
God's Hammer dmg = [1600 + (800*skillLvl) + (ceiling((coins+1)/2))*200]% * base dmg
*1/1 NEW*
Verified Slug Shot formula for SH and XH shells.
Fire Rain has a much simpler formula than I'd imagined. I had been getting confused because I'd seem to have the formula nailed down with my tester Rebel, then when I played on another Rebel the numbers wouldn't match up. Finally I figured out that the factor was the difference in the two characters' base levels. Fire Rain damage formula:
[(2000 + (dex * skillLevel)) * (baseLevel/100)]% * base damage
Hit Barrel testing was fairly straight forward. Though the in-game skill description says level 4 lasts 55 secs and level 5 lasts 50 secs, all levels actually last 60 secs. Skill re-use delay goes down at each skill level; minimum seems to be 80 seconds at level 5, which fits with what others have said. ASPD bonus is a flat +[skill level] ASPD. Each coin consumed adds [6+(2 * skillLevel)]% * base attack damage onto normal attacks performed during the skill's duration. This damage is tacked onto the end of damaging skills as well. There's really no reason for this skill to be level-selectable. Each level offers a strict improvement over the previous one for the same SP cost.
*1/2 NEW*
Edited Vanishing Buster and Shattering Storm formulas after realizing they are both affected by character's base level.
Edited by Orthogon, 02 January 2016 - 02:02 PM.