Stat Calculations and Diminishing Returns

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Re: Stat Calculations and Diminishing Returns

Postby Click » Thu May 23, 2013 12:47 am

Alright I got an approximate Resistance formula up :)

If anyone can provide me some data on Dodge that would be very helpful as well! I know a lot of Shadow Walkers invest in Dodge to proc Riposte.
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Re: Stat Calculations and Diminishing Returns

Postby EricM » Thu May 23, 2013 11:25 am

AoW_McLovin wrote:Alright I got an approximate Resistance formula up :)

If anyone can provide me some data on Dodge that would be very helpful as well! I know a lot of Shadow Walkers invest in Dodge to proc Riposte.


I could be wrong... but I thought dodge/crit were the same. It's been a long time since i actively used dodge, but up through 32/33% they always seemed similar (but then again, this was months ago)
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Re: Stat Calculations and Diminishing Returns

Postby Click » Fri May 24, 2013 11:30 am

It looks like they are the same actually. That makes this much easier lol. Thanks again Fizz_Eric :)
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Re: Stat Calculations and Diminishing Returns

Postby EricM » Fri May 24, 2013 2:25 pm

AoW_McLovin wrote:It looks like they are the same actually. That makes this much easier lol. Thanks again Fizz_Eric :)


Anytime McLovin ;) Happy to help! Keep up the good work with these calcs... I use them every other day it seems like :) And say hi to evve when you get a chance ;)
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Re: Stat Calculations and Diminishing Returns

Postby Win_or_Lose » Sun Aug 04, 2013 10:41 am

Hi All

Thanks for all the work on this - great job! I have a small correction to the melee damage formula. Above 1920 melee score the formula is (score/12.5)+614.4 rounded down to the nearest whole number. That fits for me exactly whereas your formula was very slightly out at higher melee scores. Effectively above 1920 melee, melee gems are 20% as effective (but no diminishing returns beyond that). I assume its the same for magic but haven't tested that.

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Re: Stat Calculations and Diminishing Returns

Postby Bajala » Thu Aug 08, 2013 2:59 am

What is the end result for a war mage... soft and hard caps on haste??? :)
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Re: Stat Calculations and Diminishing Returns

Postby Possessed_Mithrid » Thu Aug 08, 2013 11:23 am

Bajala wrote:What is the end result for a war mage... soft and hard caps on haste??? :)


Max Haste from Gems and Gear: 45.02 Base Haste at Max Investment of 9040 points (18 T5 Gems...or 20 if you're using 1H+Shield)

EDIT: This answer didn't account for Karnak's Ring which gives you a few more pts and negligible increase in base haste %
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Re: Stat Calculations and Diminishing Returns

Postby Bajala » Sat Aug 10, 2013 9:46 pm

45.02% Haste does NOT include the guild favors and it is the HARD cap?
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Re: Stat Calculations and Diminishing Returns

Postby Possessed_Mithrid » Sun Aug 11, 2013 2:13 pm

Bajala wrote:45.02% Haste does NOT include the guild favors and it is the HARD cap?


No, to be clear:

Maxium Haste from Gear/Gem investment (Soft cap in that you can not push your toon further, there is no more room to grow in terms of gear or Gem points):

2H: 18 T5 Haste Gems, all T14 Gear: 9040 pts invested Base Haste 45.022%
(With Karnak Ring is 9200 pts for Base haste of 45.100%

1H is the same except you need 20 T5 Haste Gems. (2 more for the shield or Off-hand weapon)

This is a theoretical softcap.

The Game wide Hardcap: at least as prior to 1.6 and I do not believe it has changed, is 75% Haste (It was 90% once upon a time which made a few SW miracle creatures in onslaught).

Now an elixir of 15% bonus, Guild of 10% (CORRECTED) and a Haste pot of 10% is a max boost of 35%...the theoretical limit for most toons is 45.1% + 35% bonus does hit that 75% wall/hard cap barrier. I do not believe Urgency will surpass the 75% Hard cap for SW either.
Last edited by Possessed_Mithrid on Sun Aug 11, 2013 3:49 pm, edited 1 time in total.
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Haste Rating Cap & Hard Cap

Postby Bj_Knows » Sun Aug 11, 2013 3:01 pm

Mithrid wrote: Now an elixir of 15% bonus, Guild of 5% and a Haste pot of 10% is a max boost of 30%...the theoretical limit for most toons is 45.1% + 30% bonus does hit that 75% wall/hard cap barrier. I do not believe Urgency will surpass the 75% Hard cap for SW either.


Guild Favor of Speed is 10% Rating, so you get Haste +0.01% to +10% depending on your current rating, and this bonus runs into the Haste Rating Cap of 50%. Ex: BarbSpice is Haste 35.75% but with Guild Favor she is Haste 36.71% (+0.96%).

Elixir of Speed is Haste +15%, the strongest potion is Potion Haste +10%, and Urgency is Haste +15% for a max from Buffs of +40%. If you have Haste 36%, you will hit the Haste 75% Hard Cap.
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