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elionbel
01-23-2009, 05:04 PM
I saw a lot of people looking for information and calculations for class stats and saw replies directing to calculators and other websites. So I figured I'd break down the calculations per stat and list out what a single point actually calculates to once you're at Level 40.

Please feel free to help me with any errors you see.

Source is from the Hammer Wiki (http://warhammeronline.wikia.com/index.php?title=Statistics&oldid=19328) with some corrections to flip-flopped calculations on that page.

ALL STATS ARE CALCULATED AT LEVEL 40
If you're not Level 40, some of these calculations will be off.


Strength:

Strength / 5 = Increases melee ability damage DPS by result
Strength / 10 = Increases melee auto attack damage DPS by result

1 STR = +0.2 ABILITY DPS
1 STR = +0.1 AUTO DPS



Toughness:

Toughness / 5 = Reduces damage by X DPS

1 TOUGH = -0.2 DPS Taken



Wounds:

Wounds * 10 = Extra Health over default increase per level

1 WNDS = +10 Health (durr)



Initiative:

((Level * 7.5 + 50) / Initiative) * 10 = base % to be critically hit.
(Initiative / (Level * 7.5 + 50)) * .075 * 100 = +% to evade

Initiative is unique in that the more you have, the less of a return you get per point to affect the related stat (your base chance to be critically hit).

So adding 50 intiative to a base initiative = 50 points/35% reduction = 0.7% reduction *average* per point.
Going from 100 to 200 though gives you an efficiency of 100 points/17.5% reduction = 0.175% *average* per point.

1 INIT = +0.021% Evade



Weapon Skill:

(Weapon skill / (Level * 7.5 + 50)) * .075 * 100 = +% to Parry
(Weapon skill / (Level * 5 + 50)) * .25 *100 = +% Armor Penetration

1 WS = ~0.021% Parry
1 WS = ~0.100% Penetration



Ballistic Skill:

Ballistic skill / 5 = Increases ranged ability damage DPS by result
Ballistic skill / 10 = Increases ranged auto attack damage DPS by result

1 BALL = +0.2 ABILITY DPS (Ranged)
1 BALL = +0.1 AUTO DPS (Ranged)



Intelligence:

Intelligence / 5 = Increases ability damage DPS by result

1 INT = +0.2 ABILITY DPS (Casted)



Willpower:

Willpower / 5 = Increases Healing Per Second
(Willpower / (Level * 7.5 + 50)) * .075 * 100 = +% Disrupt spells

1 WILL = +0.2 HPS
1 WILL = +0.021% Disruption



Armor:

(Armor / (Level * 44)) * .4 * 100 = +% Damage Reduction

1 ARMOR = -0.023% Damage Reduction



Resistances:

(Resistance Value / (level * 16.8)) * .4 * 100 = % Resistance

1 RESIST = +0.059% Resist



Block:

(Block Rating / (level * 7.5 + 50)) * .2 * 100 = Block %

1 BLOCK RATING = +0.057% Block

Poplik
01-26-2009, 08:08 AM
resistance doesn't seem to be right to me, with this formula you would achieve 75% resistance with 300 resists

elionbel
01-26-2009, 02:11 PM
resistance doesn't seem to be right to me, with this formula you would achieve 75% resistance with 300 resists
Fixed. The calculation was off. Thanks for noticing that!

Gaarawarr
02-04-2009, 06:17 PM
One thing to keep in mind with the stats that work in regards to something you are attacking/being attacked by is that this is based on a basic mob of your level. So just level 40 regular NPCs or players. Champions, Heros, Lords and anything of a higher level than you negates these calculations since they are all higher than what is being compared. This is an important difference for PvE and the NPCs in RvR.

Yuriel
02-12-2009, 03:07 PM
The initiative calculation is off by a substantial margin.

The formula is not linear. As your initiative goes higher, you need more initiative to get the same critical % chance lowering. So basically this is how it works.

At level 40:

An initiative of 50 gives you a base chance to be critically hit of 70%
An initiative of 100 gives you a base chance to be critically hit of 35%
An initiative of 200 gives you a base chance to be critically hit of 17.5%
An initiative of 400 gives you a base chance to be critically hit of 8.75%.

Initiative is unique in that the more you have, the less of a return you get per point to affect the related stat (your base chance to be critically hit). So adding 50 intiative to a base initiative = 50 points/35% reduction = 0.7% reduction *average* per point.

Going from 100 to 200 though gives you an efficiency of 100 points/17.5% reduction = 0.175% *average* per point.

The correct formula should be:

((Level * 7.5 + 50) / Initiative) * 10 = base % to be critically hit.

Generaltzo
02-14-2009, 01:12 PM
One thing to keep in mind with the stats that work in regards to something you are attacking/being attacked by is that this is based on a basic mob of your level.
I noticed this as well. Do you know if it's really just your exact rank? While I was testing formulas, they seemed to work fine for mobs beneath my rank, and only became incorrect when I attacked mobs higher than me.

Stormblazer
02-14-2009, 11:32 PM
Also, ability DPS/HPS is very misleading given that each spell/ability has it's own coefficient - and the silly cast time modifier has too many exceptions to it to be used realistically.

Gaarawarr
02-20-2009, 09:07 PM
I noticed this as well. Do you know if it's really just your exact rank? While I was testing formulas, they seemed to work fine for mobs beneath my rank, and only became incorrect when I attacked mobs higher than me.

When I get a chance, I'll test again. However, it should only match up to your exact rank. If you fight something lower, your stats should actually be considered higher for certain things.

Example: The armor cap is a lower number for a lvl 30 mob than it is a lvl 40 mob, whereas toughness still can make a difference but at diminishing returns.

It's easy to test if there's caps for defensive stats against lower-level mobs as you can just let them beat on you endlessly without killing them while applying different buffs to yourself.

Gaarawarr
02-20-2009, 09:09 PM
Also, ability DPS/HPS is very misleading given that each spell/ability has it's own coefficient - and the silly cast time modifier has too many exceptions to it to be used realistically.

Technically, that may be correct. But it's still important to know the values and any caps whether soft or hard, so you can figure out the best balance of stats overall to achieve what you want for your character.

For instance, stacking strength is nice, but after a point it may make more sense to stack weapon skill instead to help bypass armor. Overall, this may achieve more DPS in the long run than just stacking strength alone.

elionbel
02-26-2009, 11:59 AM
The initiative calculation is off by a substantial margin.

The formula is not linear. As your initiative goes higher, you need more initiative to get the same critical % chance lowering. So basically this is how it works.

At level 40:

An initiative of 50 gives you a base chance to be critically hit of 70%
An initiative of 100 gives you a base chance to be critically hit of 35%
An initiative of 200 gives you a base chance to be critically hit of 17.5%
An initiative of 400 gives you a base chance to be critically hit of 8.75%.

Initiative is unique in that the more you have, the less of a return you get per point to affect the related stat (your base chance to be critically hit). So adding 50 intiative to a base initiative = 50 points/35% reduction = 0.7% reduction *average* per point.

Going from 100 to 200 though gives you an efficiency of 100 points/17.5% reduction = 0.175% *average* per point.

The correct formula should be:

((Level * 7.5 + 50) / Initiative) * 10 = base % to be critically hit.

Thanks for noticing this!

Coramac
02-26-2009, 03:02 PM
Toughness is only .1 against auto attacks... or at least was a long time ago. Testing showed it to function as the exact opposite of Strength.

Echovirus
03-28-2009, 10:28 PM
my WL has 281 Weapon Skill and 20.1% Armor penetration. The formula given would be 40 * 5 + 50 = 250 x 25 = 6250. 281/6250 = 0.04496. 4.4% doesnt seem right. You also show that 1 WS = ~0.100% Penetration. 281 x .1 = 28.1% which is still wrong...