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Formula's for Character Stats, Damage and Healing


acnoj

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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
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
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

 

 

 

StandardHealth Lookup Table
[i]Level[/i] 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

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

Edited by acnoj
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  • 2 weeks later...

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.

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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.

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Shouldnt worry, i will facepalm myself as it says on the ingame charachter stats under the "Tech" pull down tab :eek:

 

But thank you for clarifying here anyway, i will keep my eye on this post for more useful theorycraft info.

Edited by Sandsz
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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?

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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?

 

It's not that simple. For one thing it matters what level you are. Also, all ratings have diminishing returns so you can't calculate it's value accurately per point: each point is worth less than the one before it.

People discussing tanking at sithwarrior.com are saying that defense is stronger than shield or absorption, but you can't stack one stat too heavily because of the diminishing returns.

Edited by acnoj
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It's not that simple. For one thing it matters what level you are. Also, all ratings have diminishing returns so you can't calculate it's value accurately per point: each point is worth less than the one before it.

People discussing tanking at sithwarrior.com are saying that defense is stronger than shield or absorption, but you can't stack one stack too heavily because of the diminishing returns.

 

That is what I thought, btw lvl 50, but I was just trying out some napkin math without a DR formula so that would be why my results weren't correct.

 

Thanks for the reply.

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  • 2 weeks later...

Ok, so I'm a little confused.

 

Could we do an example to help things out?

 

Here's the example I came up with:

Trooper:

HP: 16810

Aim: 1382

Endurance: 1431

Accuracy: 306

Critical: 398

Power: 185

Shield: 0

Defense: 0

Absorbtion: 0

Surge: 153

Alacrity: 0

Expertise: 352

Tech P: 1224

 

Calculated Bonuses:

Crit Chance: 26.46

Surge: 73.05

Basic Accuracy: 99.43

Tech Accuracy: 109.43

PvP Damage Bonus: 7.89

Tech Power Bonus: 281.52

Aim Damage Bonus: 276.40

Power Damage Bonus: 42.55

 

Battlemaster Eliminator's Rifle 306 min 459 max

 

Using the skill High Impact Bolt Rank 8 (ranged, weapon damage) to calculate min and max damage:

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

Max = ( AmountModifierPercent + 1 ) * MainHandMax + ( AmountModifierPercent + 1 ) * OffHandMax * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMax * StandardHealth

 

From http://www.torhead.com/ability/egiqnSx/high-impact-bolt :

AmountModifierPercent = 0.27

Coefficient = 1.9

StandardHealthPercentMin = 0.19

StandardHealthpercentMax = 0.19

 

So from looking at this, you can see that your mainhand has a significant effect on damage, 1.27 multiplier, but your damage bonus has an even bigger impact, with a 1.9 multiplier. And the level of the skill itself has little effect with a 0.19 multiplier.

 

Min = ( 0.27 + 1) * 306 + (nothing because I have no offhand weapon) + 1.9 * DamageBonus? + 0.19 * (level 45 I think?) 1490

 

Now, for the DamageBonus part. I assume that because this is a Ranged Weapon damage attack, we ignore the tech bonus, and just look at the aim and power bonus. Yes?

 

So Aim Bonus is Aim * 0.2 or 276.4, and Power bonus is Power * 0.23 or 42.55, so together they would be 318.95. Correct so far?

 

Min = 1.27 * 306 + 1.9 * 318.95 + 0.19 * 1490 = 1278

Max = 1.27 * 459 + 1.9 * 318.95 + 0.19 * 1490 = 1472

 

So the HIB will initially get rolled at 1278-1472 damage. If it's hitting another player it will get a PvP bonus of 7.89%, and it has a 26.46% chance to crit. If it crits it will do an additional 73.05% damage.

 

Ok, now lets look at another ability, Ion Pulse (Tech, Elemental Damage).

From http://www.torhead.com/ability/ahZ7MYb/ion-pulse :

AmountModifierPercent = 0.01

Coefficient = 1.07

StandardHealthPercentMin = 0.086

StandardHealthPercentMax = 0.126

 

So your weapon has pretty much the absolute minimum effect it can with a 1.01 multiplier. Your bonus damage fares slightly better with 1.07. The level of the skill affects it decently with a 0.09 multiplier on the low end and 0.126 on the high end.

 

Now, how do we caculate bonus damage for a elemental tech skill? It's a combination of your primary skill, Cunning, Power and Tech Power. 276.40 + 20 + 42.55 + 281.52 = 620.47.

 

Min = 1.01 * 306 + 1.07 * 620.47 + 0.086 * 1490 = 1101

Max = 1.01 * 459 + 1.07 * 620.47 + 0.126 * 1490 = 1315

 

So Ion Pulse will do 1101-1315 damage and completely ignores armor, can't be blocked, shielded, deflected, etc.

 

 

Are all my calculations above correct? Except for the StandardHealth portion of it, because I have no idea what level I got the final rank of those skills at, but otherwise, is it all correct?

 

Also, one final question, what about skills that unlock from within the skill tree? For example, Assault Plastique (http://www.torhead.com/ability/eDDetYw/assault-plastique). That skill has an insane coefficient, but looks like it doesn't use weapon damage at all? Also, for the lookup table, would it count as a level 1 skill?

Edited by TheRabbit
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Ok, so I'm a little confused.

 

Ok, now lets look at another ability, Ion Pulse (Tech, Elemental Damage).

From http://www.torhead.com/ability/ahZ7MYb/ion-pulse :

AmountModifierPercent = 0.01

Coefficient = 1.07

StandardHealthPercentMin = 0.086

StandardHealthPercentMax = 0.126

 

So your weapon has pretty much the absolute minimum effect it can with a 1.01 multiplier. Your bonus damage fares slightly better with 1.07. The level of the skill affects it decently with a 0.09 multiplier on the low end and 0.126 on the high end.

 

Now, how do we caculate bonus damage for a elemental tech skill? It's a combination of your primary skill, Cunning, Power and Tech Power. 276.40 + 20 + 42.55 + 281.52 = 620.47.

 

Min = 1.01 * 306 + 1.07 * 620.47 + 0.086 * 1490 = 1101

Max = 1.01 * 459 + 1.07 * 620.47 + 0.126 * 1490 = 1315

 

So Ion Pulse will do 1101-1315 damage and completely ignores armor, can't be blocked, shielded, deflected, etc.

 

 

Are all my calculations above correct? Except for the StandardHealth portion of it, because I have no idea what level I got the final rank of those skills at, but otherwise, is it all correct?

 

Also, one final question, what about skills that unlock from within the skill tree? For example, Assault Plastique (http://www.torhead.com/ability/eDDetYw/assault-plastique). That skill has an insane coefficient, but looks like it doesn't use weapon damage at all? Also, for the lookup table, would it count as a level 1 skill?

 

I'm a little confused by this. The OP specifically says that weapon damage is not included in force or tech abilities, but many of these abilities have an AmountModifierPercent. When I include weapon damage with the ability, the damage seems too high in comparison to the tooltip or my other abilities, but when I don't include the weapon, the damage seems too low. Is it possible that this modifier applies to something else for force and tech abilities?

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I'm a little confused by this. The OP specifically says that weapon damage is not included in force or tech abilities, but many of these abilities have an AmountModifierPercent. When I include weapon damage with the ability, the damage seems too high in comparison to the tooltip or my other abilities, but when I don't include the weapon, the damage seems too low. Is it possible that this modifier applies to something else for force and tech abilities?

 

Well, as I showed in my post the skill Ion Pulse specifically has a weapon damage modifier in it's attributes, wheras the skill Assault Plastique does not list a weapon damage modifier. Which leads me to believe that some Tech/Force skills do use weapon damage to modify the total damage, and some don't.

 

However, from my calculations on Ion Pulse they seem fairly accurate as far as damage range is concerned if I completely leave out the weapon damage addition. My calculations show damage range to be 740-867 before talents with my equipment, and my talents add an additional 4% damage bonus to elemental attacks. I regularly see Ion pulse doing something like 800-900 damage in game. So the calculation seems fairly accurate.

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1) Now, for the DamageBonus part. I assume that because this is a Ranged Weapon damage attack, we ignore the tech bonus, and just look at the aim and power bonus. Yes?

 

2) Ok, now lets look at another ability, Ion Pulse (Tech, Elemental Damage).

AmountModifierPercent = 0.01

 

3) Are all my calculations above correct?

 

4) For example, Assault Plastique (http://www.torhead.com/ability/eDDetYw/assault-plastique). For the lookup table, would it count as a level 1 skill?

 

1) Correct, Tech power only applies to Tech attacks.

 

2) Tech attacks never use AmountModifierPercent or Weapon Damage. They may have a AmountModifierPercent value, and it's often 0.01, but it's not used.

 

3) A good way to check to see if you're getting it right is to see if you can calculate your tooltip values. When you can get those 100% accurate you can then apply damage reduction from armor, expertise, etc.

 

4) Abilities from the skill trees use your characters level for the lookup table.

There was a bug, not sure if it's still in effect, that caused the tooltips of those attacks to use the level the ability becomes available, but the actual damage used the correct level. So you if you calculate the damage of these attacks you may find them doing more damage than the tooltip indicates.

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1) Correct, Tech power only applies to Tech attacks.

 

2) Tech attacks never use AmountModifierPercent or Weapon Damage. They may have a AmountModifierPercent value, and it's often 0.01, but it's not used.

 

3) A good way to check to see if you're getting it right is to see if you can calculate your tooltip values. When you can get those 100% accurate you can then apply damage reduction from armor, expertise, etc.

 

4) Abilities from the skill trees use your characters level for the lookup table.

There was a bug, not sure if it's still in effect, that caused the tooltips of those attacks to use the level the ability becomes available, but the actual damage used the correct level. So you if you calculate the damage of these attacks you may find them doing more damage than the tooltip indicates.

 

Thanks for the clarifications! That helps my calculations out a lot.

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My only question is... what happened to your old account?

 

I entered my pre-order code into this account about 3 months before making the Freehugs one, and you can no longer post with an account that hasn't been activated.

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