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
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.
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
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%
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