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Formula's for Character Stats, Damage and Healing

STAR WARS: The Old Republic > English > Classes
Formula's for Character Stats, Damage and Healing

acnoj's Avatar


acnoj
12.20.2011 , 11:55 PM | #1
Updated: 5-18-2012

The purpose of this formula list to to assist the SW:ToR community in theorycrafting and making guides. Special thanks to LagunaD, Takira and the theorycrafting community at sithwarrior.com - Freehugs


Note: Bonuses from Buffs and Skills are additive to whatever stat they apply. For example a 5% crit buff adds 5% to your total crit, there's no fancy math there. Multiplicative modifiers are summed then applied, e.g. +33% damage and +25% damage to an attack = +58% damage total.

About the tooltip bug for Skill trees
The tooltips of damage and healing abilities in the skill trees do not scale properly with level, but the abilities themselves do. So the formula's for damage and healing abilities below will give you high values than you will see on these tooltips until this bug is fixed.

Ability Damage Min = ( AmountModifierPercent + 1 ) * MainHandMin + ( AmountModifierPercent + 1 ) * OffHandMin * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMin * StandardHealth

Ability Damage Max = ( AmountModifierPercent + 1 ) * MainHandMax + ( AmountModifierPercent + 1 ) * OffHandMax * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMax * StandardHealth
AmountModifierPercent is the weapon damage modifier for min and max values and all ranks of the ability
Coefficient is the force/tech/melee/ranged damage bonus modifier for min and max values and all ranks of the ability
StandardHealthPercent is the base damage modifier, which can vary for the min and max values of the ability
StandardHealth is a damage number from the StandardHealth Lookup Table table near the bottom of this thread
DamageBonus is on your character screen (e.g. Melee Damage Bonus for a melee attack)
You can find all these values on your character screen or at TORHead if you expand the effect details on an ability page. Ability damage is always calculated per tick of a DoT or Flurry attack.

Force and Tech attacks don't use main-hand or off-hand damage.
OffHand is 0 is you have no off-hand to attack with or if the attack doesn't use the off-hand. Off-Hand damage is rolled as a separate attack to the main hand, so one hit will be x*MainHand + y*Bonus + z and the other x*OffHand*0.3. As a result the off-hand hit is much smaller than the main-hand hit.
Attack and Damage Types (thanks Kore)
There are four damage types: Kinetic, Energy, Internal, Elemental. The first two are mitigated by armor, the latter two are not.
There are also four attack types: Melee, Ranged, Force, Tech. Attack type and damage type have no correlation, you can have any combination of the two sets (though not all combination exist in game). The first two are subject to defense (avoidance) and shield (partial mitigation), the latter two are subject to resistance. Resistances (which are just avoidance for Force and Tech attacks) are present as a mechanic, but very very few effects in the game grant them, so they can essentially be ignored.
Thus you can very easily have an attack that bypasses armor yet can be dodged or shielded (an internal melee attack, for example), or an attack that bypasses defense and shield yet is armor mitigated (an energy force attack, for example).

The Two-Roll System
SW:ToR uses a two-roll system to determine attacks. The first roll determines hit or miss (or dodge/parry/resist, which are effectively just different names for miss).
The second roll determines of a successful attack crit, was shielded, or was a normal hit. In the event that crit % + shield % is greater than 100%, crit chance overrides shield chance.


Ability Healing Min = Coefficient * HealingBonus + StandardHealthPercentMin * StandardHealth

Ability Healing Max = Coefficient * HealingBonus + StandardHealthPercentMax * StandardHealth
Coefficient is the force/tech/melee/ranged healing bonus modifier for min and max values and all ranks of the ability
StandardHealthPercent is the base healing modifier, which can vary for the min and max values of the ability
StandardHealth is a healing number from the StandardHealth Lookup Table table near the bottom of this thread
HealingBonus is on your character screen (e.g. Force Healing Bonus for a Sith Sorcerer)
You can find all these values on your character screen or at TORHead if you expand the effect details on an ability page. Ability healing is always calculated per tick of a HoT.

Strength/Willpower/Aim/Cunning Damage Bonus = (Strength or Willpower or Aim or Cunning) * 0.2

Force/Tech Power Damage Bonus = (Force or Tech Power) * 0.23

Power Damage Bonus = Power * 0.23

Willpower/Aim/Cunning Healing Bonus = (Willpower or Aim or Cunning) * 0.14

Force/Tech Power Healing Bonus = (Force or Tech Power) * 0.17

Power Healing Bonus = Power * 0.17


Crit Chance % = 5 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( PrimaryStat / max(Level,20) ) / 2.5 ) ) + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( CritRating / max(Level,20) ) / 0.45 ) )
Crit chance can also include a bonus from a secondary stat. Have a look at your damage or healing bonus on the character screen, if it includes a bonus from a secondary stat it will also have a small crit bonus from that stat calculated as + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( SecondaryStat / max(Level,20) ) / 2.5 ) )
Crit Size % = 50 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( SurgeRating / max(Level,20) ) / 0.11 ) )


Basic Accuracy % = 90 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )
Accuracy over 100% reduces the Defense of the target. Only your free level 1 attack is Basic
Basic Off-Hand Accuracy % = 57 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )
Off-hand attacks are rolled separately to main hand attacks
Special/Force/Tech Attack Accuracy % = 100 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )
Accuracy over 100% reduces the Defense of the target
Special/Force/Tech Off-Hand Accuracy % = 67 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )
Off-hand attacks are rolled separately to main hand attacks

Activation Speed = CastingTime * ( 1 - ( %AlacrityFromSkillsAndBuffs / 100 ) - 0.3 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AlacrityRating / max(Level,20) ) / 0.55 ) ) )
Alacrity does not affect instant cast spells or the rate at which DoT's and HoT's tick, but does improve all cast time spells and channeled spells.

Armor Damage Reduction % = ArmorRating / ( ArmorRating + 200 * Level + 800 ) * 100
Caps at 75%, although this is not achievable with current gear and buffs
Defense Chance % = 5 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( DefenseRating / max(Level,20) ) / 0.55 ) )

Shield/Glance Chance % = BonusOnSheildGenerator + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( GlanceRating / max(Level,20) ) / 0.32 ) )

Shield/Glance Absorption % = BonusOnShieldGenerator + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( AbsorbtionRating / max(Level,20) ) / 0.18 ) )


PvP Damage Boost = 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( (Expertise) / max(Level,20) ) / 0.8 ) )

PvP Damage Reduction = 100 - 100 / (1 + PvPDamageBoost / 100)

PvP Healing Boost = 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( Expertise / max(Level,20) ) / 1.5 ) )
Healing boost overcomes the Trauma (-30% healing received) debuff that players get in PvP.

Max Health = BaseHealth + Endurance * 10

Heath Regen = ? + Endurance * 0.03


Bonus Companion Health = Presence * 5

Bonus Companion Damage = Presence * 0.2

Bonus Companion Healing = Presence * 0.14



Code:
StandardHealth Lookup Table
Level in this table is the level the ability
is trainable, not the level of the player

level  damage   healing
  1	   180	 375
  2	   210	 430
  3	   240	 505
  4	   270	 585
  5	   305	 675
  6	   340	 770
  7	   380	 880
  8	   420	1000
  9	   465	1140
 10	   500	1290
 11	   540	1405
 12	   580	1535
 13	   620	1665
 14	   655	1790
 15	   690	1915
 16	   720	2060
 17	   725	2150
 18	   750	2285
 19	   780	2435
 20	   790	2560
 21	   830	2680
 22	   870	2795
 23	   910	2915
 24	   945	3040
 25	   960	3105
 26	   975	3205
 27	  1005	3300
 28	  1050	3425
 29	  1085	3535
 30	  1130	3670
 31	  1175	3915
 32	  1215	4165
 33	  1220	4355
 34	  1255	4590
 35	  1280	4830
 36	  1305	5055
 37	  1320	5265
 38	  1335	5530
 39	  1350	5715
 40	  1380	5945
 41	  1400	6080
 42	  1430	6225
 43	  1440	6320
 44	  1480	6485
 45	  1490	6565
 46	  1540	6735
 47	  1545	6785
 48	  1560	6920
 49	  1575	6970
 50	  1610	7085

A Note on the formula used for Ratings, which was worked out by LagunaD
You'll notice that the formula's for ratings are all basically the same. Their values are not arbitrary but have specific meaning. Lets look at this example:
PvP Damage Boost = 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( Expertise / max(Level,20) ) / 0.8 ) )
This first underlined section is the % cap for this rating and the second underlined section is the % cap divided by 100. In this case the cap is 50%. Remember this is the cap for the rating, not the stat, so you can't get more than 50% PvP Damage Boost from stacking Expertise but you may be able to get more from a skill or buff (if any exist). Since these formula's give diminishing returns, you will never actually achieve a 50% PvP Damage Bonus from Expertise.
The third underlined section is 1/50th of the amount of rating needed to get 1% of the stat at level 50. So in this case 50 * 0.8 = 40 Expertise Rating to get 1% PvP Damage Boost at level 50.


For calculation purposes, here's the base stats at Level 50
Code:
Class                                    Level    Strength      Aim     Endurance   Cunning  Willpower   Presence BaseHealth
Smuggler/Imperial Agent         50         50            100         225            250           50          225         2500
Trooper/Bounty Hunter            50         50            250         225            100           50          225         2500
Jedi Knight/Sith Warrior           50        250            50          225             50          100          225         2500
Jedi Consular/Sith Inquisitor    50        100            50          225              50          250          225         2500
To calculate the stats at lower levels you can use these formula's, and round the results DOWN to the nearest whole number:
Primary Stat = 50 + Level * 4 i.e. Cunning for the Smuggler
Secondary Stat = 20 + Level * 1.6 i.e. Willpower for the Sith Warrior
Tertiary Stat = 10 + Level * 0.8 i.e. Strength for the Trooper
Endurance = 45 + Level * 3.6
A.K.A Freehugs (mmo-mechanics forums), Aid (Dalbora server)
Drawn and Dangerous, a D&D webcomic

freakyinmate's Avatar


freakyinmate
01.03.2012 , 10:04 PM | #2
Helped a lot, thanks
May the [mass x acceleration] be with you!

KaalaZimtari's Avatar


KaalaZimtari
01.06.2012 , 03:43 PM | #3
This post should have a million more thanks than it does. <3

Sun-Runner's Avatar


Sun-Runner
01.06.2012 , 04:03 PM | #4
Quote: Originally Posted by KaalaZimtari View Post
This post should have a million more thanks than it does. <3
I post stuff from that forum all the time. People look at it, go "maths ..." and then proceed to ignore it. Its' funny!

Sandsz's Avatar


Sandsz
01.09.2012 , 05:41 PM | #5
Some great info posted so thanks a lot to the OP but one thing i wanted to clarify for sure is does surge rating only apply to damaging attacks or does it also have any affect on healers spells?
That's no moon. It's a space station

acnoj's Avatar


acnoj
01.09.2012 , 05:45 PM | #6
Thanks. I've updated today to fix the Activation Speed formula and the way it interacts with Alacrity.
I've also added a note about the skill tree tooltip bug, and the fact that Alacrity does not affect instant cast spells.
A.K.A Freehugs (mmo-mechanics forums), Aid (Dalbora server)
Drawn and Dangerous, a D&D webcomic

acnoj's Avatar


acnoj
01.09.2012 , 06:19 PM | #7
Quote: Originally Posted by Sandsz View Post
Some great info posted so thanks a lot to the OP but one thing i wanted to clarify for sure is does surge rating only apply to damaging attacks or does it also have any affect on healers spells?
It's damage and healing. I've fixed that formula so that it's not so deceptive.
A.K.A Freehugs (mmo-mechanics forums), Aid (Dalbora server)
Drawn and Dangerous, a D&D webcomic

Sandsz's Avatar


Sandsz
01.09.2012 , 06:26 PM | #8
Shouldnt worry, i will facepalm myself as it says on the ingame charachter stats under the "Tech" pull down tab

But thank you for clarifying here anyway, i will keep my eye on this post for more useful theorycraft info.
That's no moon. It's a space station

ndruo's Avatar


ndruo
01.09.2012 , 08:07 PM | #9
Incredible work. Really great job here, min/max players should be on their knees thanking you and all the number crunchers involved in this effort. Five stars!
LASERBEAMS
Shadowtown's laseriest and beamiest Commando!

Roxiey's Avatar


Roxiey
01.09.2012 , 11:30 PM | #10
Thank you for nabbing this from Sithwarrior.com. I'm having a horrible brain moment atm and I'm attempting to see how much 1 point of defense and 1 point of shield rating contribute to their percentages and how many points it takes to get 1% of said rating.

If my defense has 19 points and grants an additional 1.38% then does each point contribute 0.07263%, and 13.xx points gives roughly 1% defense rating?