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4.0 Character Sheet Equations


dipstik

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equations no longer hold for levels 20 through 65. there are weird changes from 50 to 65.

 

Standard Health / Base Damage Value at 65 = 4465

Base HP at 65 = 12775

Base healing value for level 65 = 27510.

 

Defense Chance = 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( DefenseRating / 65) / 1.2 ))

Shield Chance = 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( ShieldRating / 65 ) / 0.78 ))

Absorb Percentage = 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( AbsorptionRating / 65 ) / 0.65 ))

 

Damage Reduction = ArmorRating / ( ArmorRating + 240 * 65 + 800 ) * 100

looks like dummy now has 40% (10875 armor rating)

 

Max Health = BaseHealth + Endurance * 10.5

 

Critical Chance (from crit rating) = 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( CritRating / max(level,20) ) / 0.8 ) )

Critical Chance (Mastery) = 20 * ( 1 - ( 1 - ( 0.01 / 0.2 ) )^( ( Mastery / max(level,20) ) / 5.5 ) )

Surge Percentage = 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( CritRating / max(level,20) ) / 0.8 ) )

 

Alacrity Percentage = 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AlacrityRating / 65 ) / 1.25 ) )

Accuracy Percentage = 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / 65 ) / 1 ) )

 

Bonus Damage (Mastery) = (Mastery) * 0.2

Bonus Damage (from force/tech power) = (Force or Tech Power) * 0.23

Bonus Damage (from power) = Power * 0.23

Critical Hit Damage = [Normal Hit] * ( 1 + [surge Percentage] * max(1 , [Critical Chance] ) )

 

Bonus Healing (Mastery) = (Mastery) * 0.14

Bonus Healing (from force/tech power) = (Force or Tech Power) * 0.17

Bonus Healing (from power) = Power * 0.17

 

not sure if these are right:

PvP Damage Boost = 60 * ( 1 - ( 1 - ( 0.01 / 0.6 ) )^( ( Expertise / 65 ) / 0.5605 ) )

PvP Damage Reduction = 60 * ( 1 - ( 1 - ( 0.01 / 0.6 ) )^( ( Expertise / 65 ) / 0.5605 ) )

PvP Healing Boost = 35 * ( 1 - ( 1 - ( 0.01 / 0.35 ) )^( ( Expertise / 65 ) / 1.6816 ) )

 

Helpful equations:

New_Cast_Time = Base_Cast_Time/(1+Alacrity)

Edited by dipstik
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One change that I know about:

Max Health = ( BaseHealth + Endurance * 10.5 ) * 1.01

where the 1% boost is from the Legacy companion unlock

 

Edit: this 10.5 only applies when the character is level 65

 

and while this is not a character sheet note, this is a useful thing to know:

 

Super Crit :

(The Autocrit damage boost)

Critical Hit Damage = [Normal Hit] * ( 1 + [surge Percentage] * max(1 , [Critical Chance] ) )

 

Where the Critical Chance includes all of the critical chance sources including the +100% from an Autocrit.

Edited by Goblin_Lackey
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One change that I know about:

Max Health = ( BaseHealth + Endurance * 10.5 ) * 1.01

where the 1% boost is from the Legacy companion unlock

 

Edit: this 10.5 only applies when the character is level 65

 

and while this is not a character sheet note, this is a useful thing to know:

 

Super Crit :

(The Autocrit damage boost)

Critical Hit Damage = [Normal Hit] * ( 1 + [surge Percentage] * max(1 , [Critical Chance] ) )

 

Where the Critical Chance includes all of the critical chance sources including the +100% from an Autocrit.

 

Can't wait for your optimal stats guide, really stumped on amount of crit needed.

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not sure if these are right:

PvP Damage Boost = 60 * ( 1 - ( 1 - ( 0.01 / 0.6 ) )^( ( Expertise / 65 ) / 0.5605 ) )

PvP Damage Reduction = 60 * ( 1 - ( 1 - ( 0.01 / 0.6 ) )^( ( Expertise / 65 ) / 0.5605 ) )

PvP Healing Boost = 35 * ( 1 - ( 1 - ( 0.01 / 0.35 ) )^( ( Expertise / 65 ) / 1.6816 ) )

 

This would literally break PvP. Specifically, making damage reduction not match the contribution from the damage boost at max expertise. I'm relatively certain that the formula for the PvP bonuses is simply unchanged from 3.0, since expertise is a gating stat more than anything else (it literally zeros out if everyone is at max expertise and has Trauma).

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This would literally break PvP. Specifically, making damage reduction not match the contribution from the damage boost at max expertise. I'm relatively certain that the formula for the PvP bonuses is simply unchanged from 3.0, since expertise is a gating stat more than anything else (it literally zeros out if everyone is at max expertise and has Trauma).

 

they do match. I thought they changed expertise since 3.0.

 

here's the old ones

PvP Damage Boost = Expertise / 3355

PvP Damage Reduction = 1 - (1 / (1 + (Expertise / 3355)))

PvP Healing Boost = Expertise / 9900

Edited by dipstik
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Hey everyone.

 

I made 2 Equations with the formulas from dipstik.

 

The first one shows Critical Rating, Alacrity and Accuracy.

 

The Second is about the entire Critical Chance and Surge, with different gear sets. As you can see I added Mastery and Mastery Augments.

I assumed a base level of 1145 Mastery (all Datacrons and a purple Stim), which is the base Mastery rating from my lvl 65 Sniper.

I also assumed a base level of 11% Critical Chance and 1% Surge (Base, Agents Buff and Bonus from Companions).

 

I only used Excel, so please don´t expect a miracle.

 

I hope I made no mistakes, and the Pictures are helpful.

 

In my opinion, mastery augments are useless now, because we have a ******** of Critical Chance, and not so much Surge. But I wait what the theorycrafters are saying.:D

 

Also not sorry for my bad english. I´m German as you can see.

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can you do me a favor and lay alacriy on the same graph, maybe accuracy as well?

 

There you go, the crit was actually for level 20 beforehand so see this one. Shows curves for level 65 and includes:

 

* critical chance vs critical rating

* critical chance vs mastery

* surge vs critical rating

* alacrity vs alacrity rating

* accuracy vs accuracy rating

 

Link to plot

 

Python script:

 

 

# http://www.swtor.com/community/showthread.php?t=843004

from __future__ import division
from math import pow
import matplotlib.pyplot as plt

LEV = 65
XMAX = 1400

def plot_critical_chance_vs_critical_rating(ax, xmax=XMAX):
   # 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( CritRating / max(level,20) ) / 0.8 ) )
   u = 30 * ( 1 - pow(1 - ( 0.01 / 0.3 ), ( 1 / max([LEV, 20]) ) / 0.8 ) )
   x = range(xmax+1)
   y = [u*i for i in x]
   ax.plot(x, y, label='linear')
   y = [30 * ( 1 - pow(1 - ( 0.01 / 0.3 ), ( i / max([LEV, 20]) ) / 0.8 ) ) for i in x]
   ax.plot(x, y, label='4.0 equation')
   ax.set_xlabel('critical rating')
   ax.set_ylabel('critical chance (%)')
   ax.set_title('critical chance vs critical rating (u=%f)' % u)
   ax.legend(loc='upper left')

def plot_critical_chance_vs_mastery(ax, xmax=XMAX):
   # 20 * ( 1 - ( 1 - ( 0.01 / 0.2 ) )^( ( Mastery / max(level,20) ) / 5.5 ) )
   u = 20 * ( 1 - pow(1 - ( 0.01 / 0.2 ), ( 1 / max([LEV, 20]) ) / 5.5 ) )
   x = range(xmax+1)
   y = [u*i for i in x]
   ax.plot(x, y, label='linear')
   y = [20 * ( 1 - pow(1 - ( 0.01 / 0.2 ), ( i / max([LEV, 20]) ) / 5.5 ) ) for i in x]
   ax.plot(x, y, label='4.0 equation')
   ax.set_xlabel('mastery')
   ax.set_ylabel('critical chance (%)')
   ax.set_title('critical chance vs mastery (u=%f)' % u)
   ax.legend(loc='upper left')


def plot_surge_vs_critical_rating(ax, xmax=XMAX):
   # 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( CritRating / max(level,20) ) / 0.8 ) )
   u = 30 * ( 1 - pow(1 - ( 0.01 / 0.3 ), ( 1 / max([LEV, 20]) ) / 0.8 ) )
   x = range(xmax+1)
   y = [u*i for i in x]
   ax.plot(x, y, label='linear')
   y = [30 * ( 1 - pow(1 - ( 0.01 / 0.3 ), ( i / max([LEV, 20]) ) / 0.8 ) ) for i in x]
   ax.plot(x, y, label='4.0 equation')
   ax.set_xlabel('critical rating')
   ax.set_ylabel('surge (%)')
   ax.set_title('surge vs critical rating (u=%f)' % u)
   ax.legend(loc='upper left')

def plot_alacrity_vs_alacrity_rating(ax, xmax=XMAX):
   # 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AlacrityRating / 65 ) / 1.25 ) ) )
   u = 30 * ( 1 - pow(1 - ( 0.01 / 0.3 ), ( 1 / 65 ) / 1.25 ) )
   x = range(xmax+1)
   y = [u*i for i in x]
   ax.plot(x, y, label='linear')
   y = [30 * ( 1 - pow(1 - ( 0.01 / 0.3 ), ( i / 65 ) / 1.25 ) ) for i in x]
   ax.plot(x, y, label='4.0 equation')
   ax.set_xlabel('alacrity rating')
   ax.set_ylabel('alacrity (%)')
   ax.set_title('alacrity vs alacrity rating (u=%f)' % u)
   ax.legend(loc='upper left')

def plot_accuracy_vs_accuracy_rating(ax, xmax=XMAX):
   # 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / 65 ) / 1 ) )
   u = 30 * ( 1 - pow(1 - ( 0.01 / 0.3 ), ( 1 / 65 ) / 1 ) )
   x = range(xmax+1)
   y = [u*i for i in x]
   ax.plot(x, y, label='linear')
   y = [30 * ( 1 - pow(1 - ( 0.01 / 0.3 ), ( i / 65 ) / 1 ) ) for i in x]
   ax.plot(x, y, label='4.0 equation')
   ax.set_xlabel('accuracy rating')
   ax.set_ylabel('accuracy (%)')
   ax.set_title('accuracy vs accuracy rating (u=%f)' % (u))
   ax.legend(loc='upper left')


if __name__ == '__main__':
   fig = plt.figure()
   fig.suptitle('Level ' + str(LEV), fontsize=18)
   plot_critical_chance_vs_critical_rating(fig.add_subplot(231))
   plot_critical_chance_vs_mastery(fig.add_subplot(232))
   plot_surge_vs_critical_rating(fig.add_subplot(233))
   plot_alacrity_vs_alacrity_rating(fig.add_subplot(234))
   plot_accuracy_vs_accuracy_rating(fig.add_subplot(235), xmax=900)
   plt.show()

 

 

 

EDIT: Correction to accuracy plot (and sorter x-range)

Edited by MusicRider
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Can you guys validate the total stat pool against these values for max level 224 gear?

 

Base Mastery: 700

Mastery from gear: 4020

Mastery from datacrons: 198

Mastery Total: 4918

Power from gear: 2850

Tech power: 3232

Crystals: 82

Tertiary (Crit, Accuracy, Alacrity): 1680

Augments (14*73): 1022

 

Edit: found my error and fixed it. I had two 116 power points in mastery.

Edited by RookB
Found me error
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Can you guys validate the total stat pool against these values for max level 224 gear?

 

Base Mastery: 700

Mastery from gear: 4020

Mastery from datacrons: 198

Mastery Total: 4918

Power from gear: 2850

Tech power: 3232

Crystals: 82

Tertiary (Crit, Accuracy, Alacrity): 1680

Augments (14*73): 1022

 

Edit: found my error and fixed it. I had two 116 power points in mastery.

 

this is what i get based off goblin lackey's sheets.

Base Mastery: 700

Mastery from gear: 4218

Mastery from datacrons: 198

Mastery Total: 5116

Power from gear: 3013

Tech power: 3232

Crystals: 82

Tertiary (Crit, Accuracy, Alacrity): 1680

Augments (14*73): 1022

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What's the soft cap for critical rating? In that, when is it more beneficial to start stacking other stats vs Critical Rating? This is mainly for PVP so we can stack more crit

 

none of the curves have a well defined knee to state a soft cap. you are better off getting a copy of goblins sheets so you can put in pvp assumptions.

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Thanks for the feedback. It's good to get more data and another set of eyes on this. I reviewed Goblin Lacky's sheet and found the summary where you got the numbers. Fortunately, we're actually getting the same values.

 

The differences are:

Mastery: He is including the stim in the base stats, the simulator adds it in separately. We both arrive at 5372 Mastery, fully buffed.

Power: Similarly, there is an 81 point difference for the stim. He is also including 2x41 for the crystals on that sheet. Based on the stats listing though, the crystals used for max DPS are tertiary stats.

 

Thanks for the armor value too. I have updated my simulator accordingly.

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Hey everyone.

 

I made 2 Equations with the formulas from dipstik.

 

The first one shows Critical Rating, Alacrity and Accuracy.

 

The Second is about the entire Critical Chance and Surge, with different gear sets. As you can see I added Mastery and Mastery Augments.

I assumed a base level of 1145 Mastery (all Datacrons and a purple Stim), which is the base Mastery rating from my lvl 65 Sniper.

I also assumed a base level of 11% Critical Chance and 1% Surge (Base, Agents Buff and Bonus from Companions).

 

I only used Excel, so please don´t expect a miracle.

 

I hope I made no mistakes, and the Pictures are helpful.

 

In my opinion, mastery augments are useless now, because we have a ******** of Critical Chance, and not so much Surge. But I wait what the theorycrafters are saying.:D

 

Also not sorry for my bad english. I´m German as you can see.

 

Any chance you can link the excel sheet you used to make the graphs, want to run some math and find the point of diminishing return, but that is easier if i already have a graph to work with. If not, no big deal.

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Any chance you can link the excel sheet you used to make the graphs, want to run some math and find the point of diminishing return, but that is easier if i already have a graph to work with. If not, no big deal.

 

The point of diminishing returns, in the strictest sense, is as soon as you have more than 0 rating. There is no point at which DR "kicks in". It's ALWAYS diminishing. That's one of the fundamental properties of gearing in SWTOR.

 

If by "point of diminishing return" you mean, "point at which it isn't worth stacking any more", that's a very complicated question, and not one that has a single answer. There is no point at which you get zero value out of more of a rating (except for expertise and accuracy, which are weird). Seriously. You could have every single tertiary slot on your gear be critical rating, and adding more crit would still increase your DPS/HPS.

 

What is a more useful question is where it becomes more valuable to put points into a different stat. In general, the answer to that is "always and forever, stack pretty evenly" because of the fact that diminishing returns start at rating = 1. The more nuanced answer to that question is, "look at Bant's post".

 

tl;dr: There is no line that can be drawn to indicate a "point of diminishing returns", because there is no "point".

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(The Autocrit damage boost)

Critical Hit Damage = [Normal Hit] * ( 1 + [surge Percentage] * max(1 , [Critical Chance] ) )

 

Where the Critical Chance includes all of the critical chance sources including the +100% from an Autocrit.

 

I will just link this here for you to think about it.

 

The only way an Energized Shock can hit over 13k with 65% Sure and 34% crit under Reck is if the 50% increase under Reck on Energized crits is multiplicative (multiplier * 150%) AND the crit chance multiplication happens after you got the final surge multiplier (1 + surge = 165%). We all know Recklessness doesn't increases actual crit chance and doesn't affect supercrit since it never increase a Thundering Blast hit.

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It's not exactly 40%. It's between 39.865% and 39.872% :p. It's much harder to determine the exact armor rating than the old ones were. I'll get back to it later today and update with the final number.

 

Edit: After much Cascading Debris and switching gear pieces I've determined that the dummy's armor rating is 10874 and its damage reduction 39.87%.

Edited by ceazare
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MAYBE a stupid question,

 

but how is the global CD with alacrity calculated?

 

As Commando i have an ability with 1,5 s Cast-Time and another with 15s Cooldown.

 

I have 10,5% Alacrity...

 

My Abilitie Cooldown is @ 13,6 seconds, mit cast time @ 1,36s.

calculated was 13,4 seconds & 1,34s casttime.

 

pls tell mell what i did wrong, it most be obvious but i dont see it.

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