### Stat Calculations and Diminishing Returns

Posted:

**Thu Apr 18, 2013 1:17 am*******Big thanks to Fizz_Eric for providing me with Resistance and Dodge data!

*MOST OF THIS APPLIES TO LEVEL 30 ONLY. If you are below level 30 you aren't too strongly affected by diminishing returns anyway so stack your favorite stat as you please, but too much of a good thing isn't gonna get you too far either.

*In general the game likes to ROUND DOWN and TRUNCATE. So 12.6788634031243% is 12.67% in game.

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

Might = All base stats except defense without guild favors if you have no enchants. Add 0.5% Might for every level of enchant on gear.

Base Melee/Magic:

Justicar: +20 Melee and + 10 Magic per level

Shadow Walker: +15 Melee and +15 Magic per level

War Mage: +10 Melee and +20 Magic per level

The maximum amount that a stat can be trained with Hero tokens is +1200 (the cost per upgrade caps out at 500).

To calculate how much a gem will increase your stat, there is a simple multiplication formula:

Stat increase = 2 * GTier * ETier * Loc

GTier: Tier of the gem you are equipping.

ETier: Tier of the equipment to hold the gem.

Loc: Location multiplier = 4 if Chest/Amulet/Ring/2H Weapon, 3 if Head/Legs, 2 if Gauntlets/Cloak/Feet/1H/OH

-----

When Dual Wielding, 75% of Melee Damage from Stats is added to the Main Hand and 25% of Melee Damage from Stats is added to the Offhand. If your Offhand is a Shield then you do not get that 25%.

100% Weapon Damage =

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

Magic Damage works the same way.

-----

Melee/Magic soft cap = 1920?

If Above Soft Cap:

Damage = (Rating÷12.53)+614.78 **

**This is +/- 1 for me. Not totally accurate. I think there is a sin function here since the growth is pretty linear but not perfectly so. Whatever the case, I don't see myself getting any closer to the true formula with my limited data set.

If Below Soft Cap:

Damage = Rating÷2.5

----

Crit% =

[(45*Crit)÷(1395.6+Crit)]+5

Dodge is the same formula.

----

Crit Power% =

[(50*CritPow)÷(1395.43+CritPow)]+150

----

Haste% =

[50*Haste]÷[999.5+Haste]

This also means that at very high haste values, you can take off several hundred rating and still have unchanged execution times on all or most of your abilities. I believe the game rounds to the nearest hundredth when it shaves seconds off of execution time.

----

Resistance% =

[50*Resist]÷[5582+Resist]

This abruptly stops working at around 3000 rating and the returns diminish more.

**Notes:***MOST OF THIS APPLIES TO LEVEL 30 ONLY. If you are below level 30 you aren't too strongly affected by diminishing returns anyway so stack your favorite stat as you please, but too much of a good thing isn't gonna get you too far either.

*In general the game likes to ROUND DOWN and TRUNCATE. So 12.6788634031243% is 12.67% in game.

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

**Might and Stat Growth**Might = All base stats except defense without guild favors if you have no enchants. Add 0.5% Might for every level of enchant on gear.

Base Melee/Magic:

Justicar: +20 Melee and + 10 Magic per level

Shadow Walker: +15 Melee and +15 Magic per level

War Mage: +10 Melee and +20 Magic per level

The maximum amount that a stat can be trained with Hero tokens is +1200 (the cost per upgrade caps out at 500).

To calculate how much a gem will increase your stat, there is a simple multiplication formula:

Stat increase = 2 * GTier * ETier * Loc

GTier: Tier of the gem you are equipping.

ETier: Tier of the equipment to hold the gem.

Loc: Location multiplier = 4 if Chest/Amulet/Ring/2H Weapon, 3 if Head/Legs, 2 if Gauntlets/Cloak/Feet/1H/OH

-----

**Dual Wielding**When Dual Wielding, 75% of Melee Damage from Stats is added to the Main Hand and 25% of Melee Damage from Stats is added to the Offhand. If your Offhand is a Shield then you do not get that 25%.

100% Weapon Damage =

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

Magic Damage works the same way.

Bj_Knows wrote:The quoted formula is incorrect. The correct formula is:

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.

https://www.venan.com/boh_forum/viewtopic.php?p=22045#p22045

-----

**Melee Rating Conversion Formula**Melee/Magic soft cap = 1920?

If Above Soft Cap:

Damage = (Rating÷12.53)+614.78 **

**This is +/- 1 for me. Not totally accurate. I think there is a sin function here since the growth is pretty linear but not perfectly so. Whatever the case, I don't see myself getting any closer to the true formula with my limited data set.

If Below Soft Cap:

Damage = Rating÷2.5

----

**Dodge/Crit Rating Conversion Formula**Crit% =

[(45*Crit)÷(1395.6+Crit)]+5

Dodge is the same formula.

----

**Crit Power Rating Conversion Formula**Crit Power% =

[(50*CritPow)÷(1395.43+CritPow)]+150

----

**Haste Rating Conversion Formula**Haste% =

[50*Haste]÷[999.5+Haste]

This also means that at very high haste values, you can take off several hundred rating and still have unchanged execution times on all or most of your abilities. I believe the game rounds to the nearest hundredth when it shaves seconds off of execution time.

----

**Physical/Magic Resistance Conversion Formula**Resistance% =

[50*Resist]÷[5582+Resist]

This abruptly stops working at around 3000 rating and the returns diminish more.