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Genisaurus
Former Staff
Posts: 1054

Re: Stats

Post#71 » Thu Apr 14, 2016 1:12 am

Lileldys wrote:
Genisaurus wrote: The equation is [BlockRating/(playerlevel * 7.5 + 50) * 0.2] = Block Chance.

This is the formula the character sheet uses, and it's only accurate for PvE.

The (level*7.5+50) bit is the equation for an NPCs stats at any particular level. That is, at level 40, an NPC has 350 Strength. Against players, whom have higher stats, the real block rating will be much less. As I often say, the character sheet lies to you 100% of the time, and you should never trust it. Always assume the player attacking you has a softcapped attack stat.

(BlockRating / 925) * 0.2 = Your true Block Rating at level 35.
So, presuming an Eternal Shield with rating of 332, you'd have 7.18% block chance vs a 925mainstat player? (I'm presuming that you multiply the result by 100 to get a percentage)(Ignoring the Eternal's 2% block stat).
And guard damage is 1 strength here? Meaning you'd need a 250rating shield to mitigate 50% guard damage(50% block being the hard cap iirc)
The shield bit is correct, but guarded attacks having 1 strength, that... could be correct. I would have to check to confirm, but that doesn't seem right to me. Attacks from guard having a strength of 1 means that you only need a block rating of 2.5 to get 50% block chance. From a design perspective, that's way too low. I mean, block rate vs. guard damage could be higher, but it should at least scale with level.
Mursie wrote:This can't be right. A shield at lvl 35 is giving 4.5% block? Putting on a shield gives you basically 5% block at t4? I can't believe this is the way it should be. I would have thought a shield would give at least 25% chance to block
That's the way it worked on live, too. The highest block rating in the game is 464, and that gives 8.8% block against a DPS with a 1050 attack stat. Of course, then there's +10% from renown, +5% from a set, +2% on the shield itself, +2% from other gear, +5% from tactics, +X% from abilities...

Block is always checked in addition to Parry/Dodge/Disrupt, meaning you have two chances to evade any given attack. That alone makes it incredibly valuable to have. A base block chance of 25% would be absurdly high, when you add it to, say, a 25% parry rate.

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Annaise16
Posts: 341

Re: Stats

Post#72 » Thu Apr 14, 2016 2:06 am

Deleted. Double post.
Last edited by Annaise16 on Thu Apr 14, 2016 2:10 am, edited 1 time in total.

Annaise16
Posts: 341

Re: Stats

Post#73 » Thu Apr 14, 2016 2:09 am

Annaise16 wrote:Basic block from the formula is very low against players. Block's main benefit is against Guard damage. I tested the stats against 10K+ hits during live under controlled circumstances and the formula works as advertised.

People who keep complaining that SnB tanks have a big defensive advantage over 2H tanks have not understood how Block works.

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Jezz08
Posts: 86

Re: Stats

Post#74 » Sat Apr 16, 2016 11:48 pm

As far as i know these are the calculations used to determine the effects of each statistic on associated abilities/attributes ( on live ).
Strength:
Strength / 5 = Increases melee ability damage DPS by result.
Strength / 10 = Increases melee auto attack damage DPS by result.
Ballistic Skill:
Ballistic skill / 5 = Increases ranged ability damage DPS by result.
Ballistic skill / 10 = Increases ranged auto attack damage DPS by result.
Intelligence:
Intelligence / 5 = Increases ability damage DPS by result.
Toughness:
Toughness / 5 = Reduces damage by X DPS.
Weapon Skill:
Weapon skill / [(Level * 7.5 + 50) * 13.5] = +% to parry.
Weapon skill / [(Level * 7.5 + 50) * 4] = +% Armor penetration
Initiative:
[(Level * 7.5 + 50) / 10] / Initiative = base % to be critically hit.
Initiative / [(Level * 7.5 + 50) * 13.5] = +% to evade.
Willpower:
Willpower / 5 = Increases Healing Per Second.
Willpower / [(Level * 7.5 + 50) * 13.5] = +% Disrupt spells.
Wounds:
Wounds * 10 = Total Hit Points
Armor:
Armor / (Level * 110) = +% Damage Reduction
Resistances:
Resistance Value / (level * 42) = % Resistance
Block:
Block rating of shield / [(level * 7.5 + 50)*5] = Block %
"Look at all my RR100s!" " It's the rr100 brigade" 10/5/2015 Azarael
"Fix the game"

"Can people who are not knowledgeable about live Warhammer not make idiotic ideas " 11/7/2015 Azarael

Sharky
Posts: 1

Re: Stats

Post#75 » Sun Sep 25, 2016 4:53 pm

So how if I may ask are flat damage reduction tactics and abilities figured into this?
Shield mastery (IB tactic) lowers all damage taken by 5% while holding a shield, but is that before or after toughness/resist/armor, has been calculated.
So say one fireball hits you, does it reduce the fireballs damage hitting you, or after damage checks against resistance. Same for a weapon-swing.

But for example.
1000 damage fireball minus 5% = 950, reduced by 50% elemental resistance =425, minus 110 dps from toughness= 315.
1000 damage fireball reduced by 50% elemental resistance = 500, minus 5% = 475, minus 110 dps from toughness= 365.
1000 damage fireball reduced by 50% elemental resistance = 500, minus 110 dps from toughness= 390, minus 5% = 370,5.

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DaWolf
Posts: 121

Re: Stats

Post#76 » Fri Dec 24, 2021 10:06 am

Is it possible to have an update of the formulas or confirm that they are correct?
Between the first and the last page we have different formulas. Today what is true?
The usual: "group, put talismans, play well, read your skills"... and all those obvious things.
I am sure you have the answers... Share them, it's Christmas after all.
Thanks in advance.

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DaWolf
Posts: 121

Re: Stats

Post#77 » Thu Jan 06, 2022 12:58 pm

No one ?

areandar
Posts: 49

Re: Stats

Post#78 » Thu Jan 06, 2022 5:43 pm

DaWolf wrote: Thu Jan 06, 2022 12:58 pmNo one ?
Atm only the devs can Answer ur question on ror stats so far i know they not the same as live. Not even close . So sorry i cant help ya.

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Fenris78
Posts: 787

Re: Stats

Post#79 » Tue Jan 11, 2022 4:18 pm

Stats from last post are mostly accurate ; I simplified a bit for myself and guildies :

Stat gain
+1 Healing/Melee/Ranged/Magic power = +0.2 DPS/HPS
14 weapon skill = 1% armor penetration
17 Magic resistance = 1% mitigation (cap 665 = 40%, then divided by 3 - Hardcap 1050 = 47.5%)
44 armor = 1% mitigation (cap 6600 = 150% mitigation)


Initiative
100 initiative = 35% base chance to be crit
200 init = 17.5%
300 init = 11.6%
400 init = 8.7%
500 init = 7%
600 init = 5.8%


Morale
The morale bar is 3600 points.
M1 = 360 points, M2 = 720 points, M3 = 1800, M4 = 3600
Set Base morale gain is 20/sec
M1 = 18 sec.
M2 = 36 sec.
M3 = 1 min 30 sec (90 sec.)
M4 = 3 min (180 sec.)


Autoattack (main hand)
Dmg = ((Strength+MeleePower)/10 + WeaponDPS)*(WeaponSpeed)


Base avoidances (ie. Parry, work with every other avoidances)
Your WS / Enemy STR * 7,5 + (parry-strikethrough)
Examples :
(700 WS / 300 STR = 17.5% parry)
(800 WS / 300 STR = 20% parry)
(900 WS / 300 STR = 22.5% parry)

(700 WS / 900 STR = 5.8% parry)
(800 WS / 900 STR = 6.66% parry)
(900 WS / 900 STR = 7.5% parry)

(300 WS / 900 STR = 2.5% parry)


Damage calculation sequence :

(Damage + Weapon DPS + Stat Contribution) -> Toughness mitigation -> Damage multipliers -> Absorb -> Crit -> Armor/Resist -> Guard


Stealth
There is a max of 40 ft on initiative stealth detection. The distance in which you can see stealthed players does not decrease or increase based on initiative. The only thing higher initiative does is increases the chance that you will *permanently* see a WH/WE once they move within your spot range, at least until they uncloak and cloak again.
Spot range is additionally decreased from 40ft by 60% if the stealthed player is to the side of you, and 80% if stealther is directly behind you. If you are standing still (stealthed), visibility range is reduced by an additional 80% which isn't additive with the other percentages. If you are directly behind and standing still, the other player would have to be within 1.6 units to spot you.
Spotting a player is temporary if the roll fails. Once the stealther moves out of the range (which can be variable length on feet), the stealther is hidden again, provided the roll didn't succeed. The 2 second stealth (vanish) will actually reset who has spotted you in addition to that.

areandar
Posts: 49

Re: Stats

Post#80 » Tue Jan 11, 2022 6:31 pm

Fenris78 wrote: Tue Jan 11, 2022 4:18 pm Stats from last post are mostly accurate ; I simplified a bit for myself and guildies :

Stat gain
+1 Healing/Melee/Ranged/Magic power = +0.2 DPS/HPS
14 weapon skill = 1% armor penetration
17 Magic resistance = 1% mitigation (cap 665 = 40%, then divided by 3 - Hardcap 1050 = 47.5%)
44 armor = 1% mitigation (cap 6600 = 150% mitigation)


Initiative
100 initiative = 35% base chance to be crit
200 init = 17.5%
300 init = 11.6%
400 init = 8.7%
500 init = 7%
600 init = 5.8%


Morale
The morale bar is 3600 points.
M1 = 360 points, M2 = 720 points, M3 = 1800, M4 = 3600
Set Base morale gain is 20/sec
M1 = 18 sec.
M2 = 36 sec.
M3 = 1 min 30 sec (90 sec.)
M4 = 3 min (180 sec.)


Autoattack (main hand)
Dmg = ((Strength+MeleePower)/10 + WeaponDPS)*(WeaponSpeed)


Base avoidances (ie. Parry, work with every other avoidances)
Your WS / Enemy STR * 7,5 + (parry-strikethrough)
Examples :
(700 WS / 300 STR = 17.5% parry)
(800 WS / 300 STR = 20% parry)
(900 WS / 300 STR = 22.5% parry)

(700 WS / 900 STR = 5.8% parry)
(800 WS / 900 STR = 6.66% parry)
(900 WS / 900 STR = 7.5% parry)

(300 WS / 900 STR = 2.5% parry)


Damage calculation sequence :

(Damage + Weapon DPS + Stat Contribution) -> Toughness mitigation -> Damage multipliers -> Absorb -> Crit -> Armor/Resist -> Guard


Stealth
There is a max of 40 ft on initiative stealth detection. The distance in which you can see stealthed players does not decrease or increase based on initiative. The only thing higher initiative does is increases the chance that you will *permanently* see a WH/WE once they move within your spot range, at least until they uncloak and cloak again.
Spot range is additionally decreased from 40ft by 60% if the stealthed player is to the side of you, and 80% if stealther is directly behind you. If you are standing still (stealthed), visibility range is reduced by an additional 80% which isn't additive with the other percentages. If you are directly behind and standing still, the other player would have to be within 1.6 units to spot you.
Spotting a player is temporary if the roll fails. Once the stealther moves out of the range (which can be variable length on feet), the stealther is hidden again, provided the roll didn't succeed. The 2 second stealth (vanish) will actually reset who has spotted you in addition to that.
Probably mostly accurate but this leaves out the hidden levels and the hidden mechanic behind the item levels wich are deep in the cliënt + dont know if their mult 1.5 is still in effect wich basicly neglects all the above info inaccurate

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