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Kardo

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PostedJun 28, 2011 8:59 pm   Last edited by Kardo on Jun 29, 2011 1:13 am. Edited 1 time in total

Stat Information

This is information that I've been able to gather from the in-game character screen data. Please note that this information is only gathered from the character screen, so if the actual application of formula such as Attack speed is different in practice than the character screen shows, this data will most likely also be faulty.

Color coded for (hopefully) easier readability. I tried to apply each color to the main stat that affects them. For example STR is red, Block rate is affected by STR, therefore Block rate is red. Stats unaffected by a main stat are Gold.

HP/MP:
Haven't done thorough tests to try to determine a formula or amounts per level, however any items that say "+ Max HP/MP" are not affected by %HP/MP increases or decreases.

Heroic Traits:
These are added to your base class %. For example a warrior with 123% base HP with Leadership would effectively have 135% base HP. A Magician with 97% base HP and Leadership would effectively have 109% base HP. Due to this Leadership is not synonymous with 1.2x more HP as some have claimed and actually has less of an impact on classes with higher HP such as Warrior, compared to ones with lower HP such as Magician. That said more HP is always good for a tank.

Traits like Apostle and Commando that have +5% P/M-Atk apply near the end of the P/M-Atk calculation, meaning they come into effect after increases to your weapon such as Staff Mastery or the Magician passive skill.

Main Stats:

Approximately 1.25 per level starting with 10 at level 1.

STR:
+5 P-Atk
+1 Block rate

AGI:
+1 Evade rate
+0.8 Parry rate
+0.5 Atk speed
+1 Cast speed

INT:
+5 M-Atk

WIS: (Note I was unable to accurately test Wis and Healing due to the huge range it has).
+1 G-Healing?
+1 P-Healing?

LUK:
+0.8 Crit Rate
+1 M-Crit Rate
+1 Accuracy

To further calculate the percentages the rates create you have to use what I call "Level modifider."
This is currently a number between 1.4 and 21 (at level 1 and 50 respectively) and is calculated by:

Level * 0.4 + 1

It will be referred to as "LvMod" below.

Offensive Stats:

Accuracy:
Accuracy rate / LvMod + 1 (1 is 1% base Accuracy)

Attack Speed:
Attack speed rate / LvMod

Crit Rate:
Crit Rate / LvMod + 3 (3 is 3% base Crit chance)

Crit Damage:
One of the only stats with a direct effect. 10% Crit damage = +10% Crit damage. It does not affect your current crit damage but rather adds 10% to it. Base Crit damage is 150% or 1.50x (exactly as the Char screen shows).

Cast Speed:
Cast Speed rate / LvMod

M-Crit Rate:
M-Crit Rate / LvMod + 3 (3 is 3% base M-Crit chance)

M-Crit Damage:
Same as Crit Damage except influenced by M-Crit Damage and activated by Spells.

Defensive Stats:

Defense:
Unsure. I have been unable to find an exact formula that works for all levels. It definitely gets worse with levels like everything else influenced by the LvMod, so I can only assume that it is involved at some point. Also as many other posts mention, capped at 50% reduction (but more defense is still marginally useful in cases where -def debuffs are used).

Evasion:
Evade Rate / LvMod + 5 (5 is 5% base Evade chance)

Parry:
Parry Rate / LvMod

Block Rate:
Block Rate / LvMod

Move Speed:
Self explanatory. Every % of increased movement speed adds to this directly.

It is difficult to compare one stat to another (for example Accuracy vs Evasion) to determine how useful it actually is, especially when you can't measure the stats of mobs and bosses. I haven't done PVP testing so it's entirely possible there are changes in PVP.

Other Notes:
An Upgraded weapon's stats (and presumably armor's) are applied to the staff's damage before other multipliers. For example a +4 staff's extra 14% Damage is first added to the base damage of that staff and then multiplied by a Magician's +10% Staff P/M-Atk which is added with their Staff Mastery %.

To Do:
-Determine how much G-Healing, P-Healing and Wisdom affects Healing.
-Determine the range of damage/heal for Attacks and Heals.
-Determine exact formula for Defense damage reduction.
-Determine priority for damage reduction between integer reduction (Prevention/Declaration of Anger for example), % P-Dmg Reduced, and Defense damage reduction.
-Determine whether there is a cap for stats such as Attack/Cast speed, Crit/M-Crit rate, Evasion/Block/Parry, maybe even Crit/M-Crit Damage.

Hope it helps!

***Add on:

It seems that Trophies always add to your maximum stat and are unaffected by a class's natural stat %, similar to Titles. I tested this with Quade's Fang. It added 12 Str to a Thief with 116% Str. It added 12 Str to a Warrior with 125% Str.

Tested Wisdom with Gun RX79's Fuse. With +12% Wis from Certificates it still only increased Wis by 17.

Tested Agility with Robo VT080's Driver Chip and Maverick heroic trait. Increased Agility by 17.

Have not tested with % increase from Talents, but I would suspect it follows the same as the others.
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ChristianGJ

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PostedJun 28, 2011 11:05 pm
The formulas work. But I'm curious as how you came up with the level modifier. Also there definitely has to be a soft cap for attack speed. as 100% attack speed reduction is possible, and that would turn any weapon into something with 0 attack speed. or 1 attack every 0 seconds which is instant kill.

Kardo

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PostedJun 28, 2011 11:55 pm
Level Modifier I stumbled across when I made another character to test stats further. Originally I was testing for level 23 and found that multiplying by ~0.098 worked for several stats and believed that to be the key multiplier. When I tried the same on different leveled characters and it didn't work, I compared their multipliers and came to Lv*0.4+1. The 0.098 equaled 1/10.2 (10.2 being the LvMod for Level 23) and it's easier on a formula to divide by LvMod than to multiply by 1/LvMod.

As for Attack speed, theoretically 100% reduction would give an infinite number of attacks per second, which would be as you said, instant kill. There might be a cap such as 95% to prevent such occurrences, whether it lists 100% in the character screen or not. Animation speed might be an issue too but that seems to be a non-factor based on other posts about animation canceling for instant cast spells.

This was one reason why I said it might be faulty if the formulas work different in practice than in theory, as I haven't had anywhere near 100% attack speed nor tested it in practical application.

tVdPGame

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PostedJun 29, 2011 12:18 am
That's some work.
If you permit me, I would advice you to verify your maths about the Main Core Stats.

UnluckyOrpheus

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PostedJun 29, 2011 12:24 am
Thank you LOTS for taking the time to do all this. You've certainly gone way further than I did with my original intent to get a correct EVA formula, and build from there.

I've linked to this thread from my original thread, and would be more than happy to assist you in finding any values you may need help with.

||| Acelis - Whipper ||| Acelias - Sentinel ||| Aceliase - Shadow Walker ||| Acelise - Medic |||

Kardo

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PostedJun 29, 2011 12:27 am
Sure, feel free to look for any errors and point them out if you find them. My data is from my own personal testing so it's hard for me to believe I got everything 100% correct.

Also if anyone has any information on WIS, G-Healing, P-Healing or Defense's % reduction, please post it. Right now I'm theorizing that at level 0 (if it were possible) defense / 10 = % reduction. I haven't had a chance to look into this theory in more depth yet and how it would affect defense reduction at other levels.

Edit:
I just looked at your post Orpheus. Looks like you had the same idea, but you were level 34 at the time and that's how you came up with .068?

tVdPGame

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PostedJun 29, 2011 1:07 am
Oh I am sorry, I don't really have time at the moment, but:
If I do wrong myself, I would really know why.
So I explain to figure out.

My char is 44 trait leadership warrior 44
all certificates taken off
no title
all stuff off
no buff
naked

MY P-ATK then is 643

then I equip 2x20 STR
the Silver Razor Greaves and Gauntlets
these two item have no enchant, just +4 DEF each
other than the STR and DEF, the 2 parts have:
13 AGI each
7 LCK each
9 CRIT R each
7 CRIT DMG each
the 2-pieces effect bonus is +49 CRIT R

I put these 2 parts on = +40 STR = +200 P-ATK following your results
then instead of having 843 P-ATK
I see 893 P-ATK

Same as you, I know I can be wrong, so I told you to verify, during the time I was verifying myself.

As I don't know where the difference come from, and don't even know anything about that game maths, and I haven't got the time for it because we'll leave soon to holidays.

Explain to me please where that mistake would come from.
Edit: I forgot to mention that I verified that I haven't got any Class talent modifying STR and my REg. and Class Skills do not show any passive modifier.

Kardo

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PostedJun 29, 2011 1:15 am
The issue there is that your warrior class bonus comes into effect. Warriors gain 125% Strength. So when you equip a +20 Str item, your Str should actually increased by 25 not 20, which is a 125 P-Atk increase (250 for both), explaining the +50 increase.

ChristianGJ

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PostedJun 29, 2011 1:17 am
Kardo wrote:
Level Modifier I stumbled across when I made another character to test stats further. Originally I was testing for level 23 and found that multiplying by ~0.098 worked for several stats and believed that to be the key multiplier. When I tried the same on different leveled characters and it didn't work, I compared their multipliers and came to Lv*0.4+1. The 0.098 equaled 1/10.2 (10.2 being the LvMod for Level 23) and it's easier on a formula to divide by LvMod than to multiply by 1/LvMod.

As for Attack speed, theoretically 100% reduction would give an infinite number of attacks per second, which would be as you said, instant kill. There might be a cap such as 95% to prevent such occurrences, whether it lists 100% in the character screen or not. Animation speed might be an issue too but that seems to be a non-factor based on other posts about animation canceling for instant cast spells.

This was one reason why I said it might be faulty if the formulas work different in practice than in theory, as I haven't had anywhere near 100% attack speed nor tested it in practical application.  


I'm confused. Multiplied what by .098? the multipliers between .4-21 for levels 1-50 respectively. I don't understand what those multipliers are. How did you even stumble on 10.2 as the LvMod for level 23?

As for attack speed. You don't need 100% attack speed to test it. I think if you can get .50 attack speed, you could start testing from there. I believe with 40 cestus and +10 on Charge using MA you can get about 67% attack speed.

1.7 (cestus) x .33 = .56 attack speed.

Test how many auto attacks you can achieve during the whole duration of the cestus proc. Sicne it's exactly 10 seconds. If you hit anything slower than .56, then that is the attack speed soft cap. If you hit .56, then it's safe to assume that attack speed can be even faster.

tVdPGame

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PostedJun 29, 2011 1:28 am
Kardo wrote:
The issue there is that your warrior class bonus comes into effect. Warriors gain 125% Strength. So when you equip a +20 Str item, your Str should actually increased by 25 not 20, which is a 125 P-Atk increase (250 for both), explaining the +50 increase.  

Ah perfect,
thank you very much.
I never took the time to look at class bonuses.
Keep up the good work
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