### Re: Stat Calculations and Diminishing Returns

Posted:

**Sun Aug 11, 2013 3:48 pm**Thanks for the clarification on Guild favor BJ..I pulled it off the top of my head...probably should have checked.

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Posted: **Sun Aug 11, 2013 3:48 pm**

Thanks for the clarification on Guild favor BJ..I pulled it off the top of my head...probably should have checked.

Posted: **Tue Aug 13, 2013 7:42 pm**

Ok thanks so much for making it clearer!

What would be a good haste % (from gems and tomes) to be at as a mage?

What would be a good haste % (from gems and tomes) to be at as a mage?

Posted: **Fri Aug 16, 2013 9:54 pm**

Seems that crit/dodge ain't correct ... can some1 clear me out ? cause all other seem fine...

Posted: **Thu Sep 12, 2013 10:21 am**

For me seems the Melee/Magic conversion formula like so:

Soft Capacity = 120 + (60 * Character Level)

Example:

Level 10: Soft Capacity = 720

Level 20: Soft Capacity = 1320

Level 30: Soft Capacity = 1920

Damage modification is: Melee/Magic Rating / 2.5 (below Soft Capacity) + Melee/Magic Rating / 12.5 (above Soft capacity).

Example:

So for Level 12 with Melee Rating 1488 it should be:

Soft Capacity for Level 12 = 120 + (60 * 12) =**840**

Below Soft Capacity: 840 / 2.5 =**336**

Above Soft Capacity: 648 / 12.5 =**51** (after cut down) (648 was calculated 1488 - 840)

Damage Mod = 336 + 51 =**387**

This method works in most cases (sometimes is there +/-1 but not so oft)

--------------------------------------

Haste = (Haste Rating / ((Haste Rating * 2) + 2000)) * 100

Haste seems works same for all characters levels

I dont have character on Level 30 so maybe is there some differences.

Soft Capacity = 120 + (60 * Character Level)

Example:

Level 10: Soft Capacity = 720

Level 20: Soft Capacity = 1320

Level 30: Soft Capacity = 1920

Damage modification is: Melee/Magic Rating / 2.5 (below Soft Capacity) + Melee/Magic Rating / 12.5 (above Soft capacity).

Example:

So for Level 12 with Melee Rating 1488 it should be:

Soft Capacity for Level 12 = 120 + (60 * 12) =

Below Soft Capacity: 840 / 2.5 =

Above Soft Capacity: 648 / 12.5 =

Damage Mod = 336 + 51 =

This method works in most cases (sometimes is there +/-1 but not so oft)

--------------------------------------

Haste = (Haste Rating / ((Haste Rating * 2) + 2000)) * 100

Haste seems works same for all characters levels

I dont have character on Level 30 so maybe is there some differences.

Posted: **Fri Sep 13, 2013 9:41 am**

Subject

Formating Haste Formula

For my personal use, I prefer:

Haste = 100 * (Haste Rating / ( 2 * ( Haste Rating +1000 )))

As it exposes more of the formula's mechanics at a single glance (especially when written out on a piece of paper or entered into a mathematic "blackboard" software). 100 divided by 2 implies a limit of Haste 50. Haste Rating of 1000 results in 100 divided by 4 or a shallow curve before and after Haste 25, then an ever increasingly steep curve. Haste Rating divided by Haste Rating could equal 1, but the +1000 in the denominator prevents it from every happening. No matter how large the Haste Rating, 1000 will always make the denominator slightly bigger. This curve approaches, but does not equal, 50.

Since increase in Damage Per Second is ( 1 / ( 1 - ( Haste / 100 ))), you can say:

Increase in Damage Per Second = ( 1 / ( 1 - ( Haste Rating / ( 2 * ( Haste Rating + 1000 )))))

For quick calculations:

Haste= 50* ( Haste Rating / ( Haste Rating + 1000 ) )

Formating Haste Formula

Kovko wrote:Haste = (Haste Rating / ((Haste Rating * 2) + 2000)) * 100

For my personal use, I prefer:

Haste = 100 * (Haste Rating / ( 2 * ( Haste Rating +1000 )))

As it exposes more of the formula's mechanics at a single glance (especially when written out on a piece of paper or entered into a mathematic "blackboard" software). 100 divided by 2 implies a limit of Haste 50. Haste Rating of 1000 results in 100 divided by 4 or a shallow curve before and after Haste 25, then an ever increasingly steep curve. Haste Rating divided by Haste Rating could equal 1, but the +1000 in the denominator prevents it from every happening. No matter how large the Haste Rating, 1000 will always make the denominator slightly bigger. This curve approaches, but does not equal, 50.

Since increase in Damage Per Second is ( 1 / ( 1 - ( Haste / 100 ))), you can say:

Increase in Damage Per Second = ( 1 / ( 1 - ( Haste Rating / ( 2 * ( Haste Rating + 1000 )))))

For quick calculations:

Haste= 50* ( Haste Rating / ( Haste Rating + 1000 ) )

Posted: **Mon Oct 14, 2013 7:44 pm**

Subject

100% Weapon Damage

The quoted formula is incorrect. The correct formula is:

100% Weapon Damage

RofflesNPwncakes wrote:100% Weapon Damage =

Weapon Damage (shown on weapon) + Melee Damage (on the stat page).

Magic Damage works the same way.

The quoted formula is incorrect. The correct formula is:

Bj_Knows wrote:The formula for 100% Weapon Damage, or Base Weapon Damage:

100% Weapon Damage =

Main Hand Weapon Damage ( shown on weapon) + Offhand Weapon Damage ( shown on offhand weapon) + [ Bonus Damage ( shown on Stat page) * Weapon Speed ( shown on weapon ) ] + Appropriate Enchants

Bonus Damage is Melee Bonus Damage for Melee Attacks. Bonus Damage is Magic Bonus Damage for Magic Attacks.

Example:

Gwynn's Devastation ( 821- 1,111) Speed 1.1

Vile Razor ( 234- 286)

Poison Cloud 3 ( 100% weapon damage) Magic Attack

Magic Bonus Damage ( 848)

+7% 1H Damage

Damage Range shown on Poison Cloud 3 Tool Tip:

( 821+ 234+ [ 848* 1.1] ) * 1.07 = 2,126 Min damage roll

( 1,111+ 286+ [ 848* 1.1] ) * 1.07 = 2,492 Max damage roll

Damage Shown after the Class Attack is Damage Rolled * Opponent's Damage Mitigation modified by all Buffs, Debuffs, and if applicable, Crit Power adjusted for opponent's Level.

https://www.venan.com/boh_forum/viewtopic.php?p=22441#p22441

Posted: **Sat Dec 21, 2013 8:55 am**

Subject

Level 31- 32 Opponent's Level Constant

Latest numbers:

Level 31- 32 Opponent's Level Constant

Latest numbers:

Bj_Knows wrote:Equations

In BoH v1.7, except for Haste, Melee, and Magic, all other Stats are Opponent based Stat Curves. The lower your Opponent's level, the higher the percentage. The higher your Opponent's Level, the lower the percentage. These Stat Curves all use the Opponent's Level Constant (OLC):

Sample OLCs

Opponent Level= Opponent's Level Constant (OLC)

18= 555

23= 815

26= 1,025

30= 1,396

31= 1,508

32= 1,629

The formula for Dodge/ Crit is:

5+ ( 45 * ( Dodge Rating / ( Dodge Rating + OLC ) ) )

Posted: **Fri Mar 21, 2014 2:23 pm**

If someone wants to take over this Topic, please post here, and then also repost the Stats Calculations. We can then sunset this thread and sticky the new one. Thanks.

Posted: **Thu Apr 10, 2014 5:50 pm**

Opponent Level= Opponent's Level Constant (OLC)

33= 1,758.5

33= 1,758.5

Posted: **Mon Dec 08, 2014 10:54 am**

Does anyone know the OLC for lvl 35? Or even better for lvl n? Thx