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Re: Stat Calculations and Diminishing Returns

PostPosted: Sun Jan 17, 2016 2:47 pm
by Neofilipe
So, apparently the lvl cap update changed the stats formulas and consequently the diminishing returns of each ... are we (community) working on the calculations somewhere ? In the past worked on graphics for all of them so people can actually see the soft caps and hard caps of each one ... and worked like a charm at least with the guildies ... so can someone point me the direction or is this thread all we got ? Deserves an updated one in my opinion ...

Re: Stat Calculations and Diminishing Returns

PostPosted: Sun Jul 10, 2016 11:07 pm
by GWARslave119
Ok this is too much for me to read, I just paged down to this nifty reply window. It's a logarithmic equation right? What's the formula so I can plug in the coordinates. Googled failed me. Or my mind did

Re: Stat Calculations and Diminishing Returns

PostPosted: Mon Jul 11, 2016 4:50 am
by Kenner
GWARslave119 wrote:Ok this is too much for me to read, I just paged down to this nifty reply window. It's a logarithmic equation right? What's the formula so I can plug in the coordinates. Googled failed me. Or my mind did


I know the red gems are bilinear lines, with a soft cap at a certain rating (im not sure where it is for lvl 40 yet). The yellow and blue ones seem to approach the max values with a logarithmic equation. I believe somewhere in this thread someone made formulas for lvl 30 when that was max lvl.

Re: Stat Calculations and Diminishing Returns

PostPosted: Mon Jul 11, 2016 1:04 pm
by Bbbb
Venan has never published the formulas. Mith did a bunch of work to estimate what they were and I'm sure it is his post earlier in the thread.

Magic/Melee are definitely bilinear with the cutoff somewhere around 2000.

I don't know that anybody has looked into health, but it may be linear.

The rest are logarithmic and different for different classes (I helped Mith with his data collection). If I recall, the soft caps on haste/crit are 50% but with the way the algorithm works, it gets really expensive to push them beyond the 40-43% range.

Re: Stat Calculations and Diminishing Returns

PostPosted: Mon Jul 11, 2016 7:25 pm
by Kenner
Bbbb wrote:Venan has never published the formulas. Mith did a bunch of work to estimate what they were and I'm sure it is his post earlier in the thread.

Magic/Melee are definitely bilinear with the cutoff somewhere around 2000.

I don't know that anybody has looked into health, but it may be linear.

The rest are logarithmic and different for different classes (I helped Mith with his data collection). If I recall, the soft caps on haste/crit are 50% but with the way the algorithm works, it gets really expensive to push them beyond the 40-43% range.


Health is bilinear too. At lvl 35 the formula for gained health was like this ((rating-975):2)+975. Which practically means any rating up to 975 gave 1 hp and all above gave 0.5 hp.

As for melee/magic the cap was at 2220. I confirmed that at lvl 37 this was 2340 so im assuming every level increases softcap by 60 resulting in 2520 soft cap at lvl 40. Melee/magic below softcap is rating/2.5 and rating above the cap gives rating/12.5. For any rating above the cap at lvl 35 would result in this formula. 888+((rating-2220)/12.5)

Re: Stat Calculations and Diminishing Returns

PostPosted: Tue Jul 12, 2016 12:18 am
by GWARslave119
Ahhh, sounds quite more complicated than I envisioned. I thought you could find a few set points, X being the percentaged gained and Y being the skill rating, graph that to determine whether it was linear or logrithmic, and then use a standard formula to be able to find a set point farther up the curve so you'll know how much percentage a certain skill rating would give. I only went so far in math in high school, and i dont remember much of it ;p

Re: Stat Calculations and Diminishing Returns

PostPosted: Wed Jul 13, 2016 8:38 am
by Kenner
GWARslave119 wrote:Ahhh, sounds quite more complicated than I envisioned. I thought you could find a few set points, X being the percentaged gained and Y being the skill rating, graph that to determine whether it was linear or logrithmic, and then use a standard formula to be able to find a set point farther up the curve so you'll know how much percentage a certain skill rating would give. I only went so far in math in high school, and i dont remember much of it ;p


If it's any help I do know a bit more about haste stat here are some ratings with the corresponding haste value, more importantly haste is the only stat which curve doesnt change by leveling.
1000 = 25.00%
2000 = 33.33%
4000 = 40.00%
9000 = 45.00%
19937 = 47.61%

Re: Stat Calculations and Diminishing Returns

PostPosted: Sat Jul 16, 2016 7:01 pm
by GWARslave119
Kenner wrote:
GWARslave119 wrote:Ahhh, sounds quite more complicated than I envisioned. I thought you could find a few set points, X being the percentaged gained and Y being the skill rating, graph that to determine whether it was linear or logrithmic, and then use a standard formula to be able to find a set point farther up the curve so you'll know how much percentage a certain skill rating would give. I only went so far in math in high school, and i dont remember much of it ;p


If it's any help I do know a bit more about haste stat here are some ratings with the corresponding haste value, more importantly haste is the only stat which curve doesnt change by leveling.
1000 = 25.00%
2000 = 33.33%
4000 = 40.00%
9000 = 45.00%
19937 = 47.61%


Now I guess the question would be at what percentage would each ability's time change to

Stat Curves

PostPosted: Mon Jul 18, 2016 1:45 pm
by Bj_Knows
Subject
Stat Curves

Except for Health, the formulas are known for all stat curves. The info is spread throughout this topic, and other topics on the forum.

If someone wants to organize the info, and start a new topic about stat curves, I will sunset this sticky topic and sticky the new stat curve topic.

Re: Stat Calculations and Diminishing Returns

PostPosted: Mon Jul 18, 2016 3:44 pm
by GWARslave119
That would be a good move