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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
01.10.2012 , 04:25 PM | #11
Quote: Originally Posted by Roxiey View Post
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.
A.K.A Freehugs (mmo-mechanics forums), Aid (Dalbora server)
Drawn and Dangerous, a D&D webcomic

Roxiey's Avatar


Roxiey
01.10.2012 , 04:40 PM | #12
Quote: Originally Posted by acnoj View Post
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.

KaalaZimtari's Avatar


KaalaZimtari
01.12.2012 , 05:18 PM | #13
Quote: Originally Posted by Sun-Runner View Post
I post stuff from that forum all the time. People look at it, go "maths ..." and then proceed to ignore it. Its' funny!

Not to mention a little sad... =)

acnoj's Avatar


acnoj
01.12.2012 , 08:19 PM | #14
Updated today to include:
  • Info about the two roll system.
  • Info about attack and damage types.
  • The fact that Basic attack accuracy is only for your free level 1 attack.
A.K.A Freehugs (mmo-mechanics forums), Aid (Dalbora server)
Drawn and Dangerous, a D&D webcomic

acnoj's Avatar


acnoj
01.17.2012 , 04:04 PM | #15
Quote: Originally Posted by KaalaZimtari View Post
Not to mention a little sad... =)
Well so long as we get through to a few people.
A.K.A Freehugs (mmo-mechanics forums), Aid (Dalbora server)
Drawn and Dangerous, a D&D webcomic

acnoj's Avatar


acnoj
01.18.2012 , 05:31 PM | #16
Updated to clarify that the StandardHealth Lookup Table is split into Damage and Healing columns, not Damage and Health.
A.K.A Freehugs (mmo-mechanics forums), Aid (Dalbora server)
Drawn and Dangerous, a D&D webcomic

TheRabbit's Avatar


TheRabbit
01.26.2012 , 11:40 PM | #17
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/eDDet...ault-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?

Garagolth's Avatar


Garagolth
01.27.2012 , 09:31 AM | #18
Quote: Originally Posted by TheRabbit View Post
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/eDDet...ault-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?

slonep's Avatar


slonep
01.27.2012 , 09:57 AM | #19
This information is amazing (almost too amazing) but I think I have the dumb now...

Also, THANK YOU!

Dominoris's Avatar


Dominoris
01.27.2012 , 10:48 AM | #20
Quote: Originally Posted by Sun-Runner View Post
I post stuff from that forum all the time. People look at it, go "maths ..." and then proceed to ignore it. Its' funny!
I have already seen all this, tho. I just look at it and go "spam for another web site" ... then proceed to ignore it.
Clones are people two.