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[1.4.13] Max values for attributes of level 70 and above legendaries

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  • [1.4.13] Max values for attributes of level 70 and above legendaries

    I thought of a technique to find more accurate max values for attributes: drag a CO over items. This had in fact been suggested already for weapon damage:

    Originally posted by MarkHark
    Actually, I am thinking the easiest way to figure that out (aside from the devs giving us a definite answer), is getting our (collective) hands on ANY Level 75 weapon, so we can use a celestial orb to confirm the top figure in the damage range, and then it's simple math to get the lower one.
    IIRC, Jose Sarmento has a post showing all the multipliers for each weapon type.
    The post he refers to may be:
    Originally posted by Jose Sarmento View Post
    There is also a table for min/max attributes values here:
    Originally posted by Shilien
    Anyway, here are some partial results.
    Weapon damage
    70 71 72 73 74 75
    Pistol 1242.0 1345.5 1449.0 1552.5 1656.0
    1552.5 1681.9 1811.2 1940.6 2070.0
    Sword 1242.0 1345.5
    1552.5 1681.9
    Axe 993.6 1159.2
    1800.9 2101.1
    Mace 1335.2 1464.4 1668.9
    1459.3 1581.0 1824.2
    Staff 1117.8 1397.2
    1676.7 2095.9
    (average) 1397.25 1513.70 1630.13 1746.55 1863.00
    Tome 310.5 439.9
    465.8 659.8
    (average) 388.15 549.85

    Shield block rating
    70 71 72 73 74 75
    Block Rating 1552.5 1681.9

    Max attribute values
    70 71 72 73 74 75
    AR/CR/H/P/V/Dodge 90.0 97.5 105.0 112.5 120.0 127.5
    LoH/Deflect 360.0 390.0 420.0 450.0 480.0
    Life Regen 216.9 234.9 253.0 271.1 289.2
    Armor 180.0 195.0 210.0 240.0
    MS 54.1 58.6 63.1
    CD 60.0% 65.0% 70.0% 75.0% 80.0% 85.0%
    Exp/Gold 45.0% 48.8% 52.5% 56.2%

    Base gear armor
    70 71 72 73 74 75
    Cape 434.7 470.9 507.1 615.8
    Mage Gear 434.7
    Hunter Gear 465.8 504.6 543.4 621.0
    Warrior Gear 496.8 538.2 579.6 662.4
    Shield 1242.0 1345.5


    For weapon damage, using the base number of 310.5 and the coefficients given by Jose Sarmento (except I use 3.2/5.8 for the Axes because it better match the observed values) we can see that the base number is increased by 25.875 for each level above 70, so we can extrapolate the table:
    Computed values
    70 71 72 73 74 75
    (base) 1 310.5000 336.3750 362.2500 388.1250 414.0000 439.8750
    Pistol 4 1242.0000 1345.5000 1449.0000 1552.5000 1656.0000 1759.5000
    5 1552.5000 1681.8750 1811.2500 1940.6250 2070.0000 2199.3750
    Sword 4 1242.0000 1345.5000 1449.0000 1552.5000 1656.0000 1759.5000
    5 1552.5000 1681.8750 1811.2500 1940.6250 2070.0000 2199.3750
    Axe 3.2 993.6000 1076.4000 1159.2000 1242.0000 1324.8000 1407.6000
    5.8 1800.9000 1950.9750 2101.0500 2251.1250 2401.2000 2551.2750
    Mace 4.3 1335.1500 1446.4125 1557.6750 1668.9375 1780.2000 1891.4625
    4.7 1459.3500 1580.9625 1702.5750 1824.1875 1945.8000 2067.4125
    Staff 3.6 1117.8000 1210.9500 1304.1000 1397.2500 1490.4000 1583.5500
    5.4 1676.7000 1816.4250 1956.1500 2095.8750 2235.6000 2375.3250
    (average) 4.5 1397.2500 1513.6875 1630.1250 1746.5625 1863.0000 1979.4375
    Tome 1 310.5000 336.3750 362.2500 388.1250 414.0000 439.8750
    1.5 465.7500 504.5625 543.3750 582.1875 621.0000 659.8125
    (average) 1.25 388.1250 420.4688 452.8125 485.1563 517.5000 549.8438


    The same min/max values for l75 pistol was already computed by MarkHark here:

    Originally posted by MarkHark
    So, just over 41.6% increase in stats from 70 to 75.
    Do we have any information on weapon damage yet?

    If we were to apply the same ratio as calculated above, we'd be looking at a new maximum multiplier of 439.87 @lvl75 (as compared to current 310.5 @lvl70), which would set the maximum range for a Lvl 75 pistol at [1759.5 - 2199.37].
    (Edit: Added some values. Added averages.)
    Last edited by LodWig; 07-30-2019, 07:26 AM.
    Mobile Only (iPhone 5 / iPad Air 1st gen)

  • #2
    That's the spirit!

    So far, the results seem to match the predicted (based on extrapolation from Shilien's work) flat 8.333% increase for each level past 70 (calculated over L70 base values) totaling 41.666% at L75. We don't have confirmation on all weapon ranges yet, so community help here is welcome!

    If you have a celestial orb stashed somewhere (or can make one without compromising too much of your crafting resorces) and happen to stumble on a Level 73+ weapon, please take some screenshots showing the damage ranges and post them here.

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    • #3
      Hello, this is my very first post here. Actually, I was looking for some list about max values over lvl 70 items! I had a lucky crafting session yesterday and got a 75 Glacies Tempestas.
      Last edited by Wuselbibi; 07-23-2019, 06:02 PM.

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      • #4
        So, there's my picture. Click image for larger version

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        • #5
          Thank you, I will update the tables. Your data match the predicted values.
          Mobile Only (iPhone 5 / iPad Air 1st gen)

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          • #6
            Click image for larger version

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ID:	142853 You're welcome. Thanks for providing the tables!

            My lvl 73 igneus is interesting as well- this one was a lucky drop in tl 100.

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            • #7
              LodWig I suggest you add one more row to the first table for Maximum average damage. This value is reportedly the same for every weapon type, so it makes it easier to quickly assess the quality of an item drop.

              [Max avg dmg] has been confirmed by devs to be 1397.25 for L70 weapons and corresponds to exactly 4.5 times the base multiplier all different weapon ranges seem to derive from (confirmed 310.5 @L70). This multiplier is estimated to increase by exactly 25.875 for each level past L70, reaching a maximum of 439.87 @L75.

              From the above numbers, it follows that the expected values for [Max avg. dmg] should be: 1513.69, 1630.12, 1746.56, 1863.00 and 1979.44 for levels 71 through 75.

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              • #8
                Done. Of course in the first table averages are computed, not CObserved...
                Last edited by LodWig; 07-26-2019, 10:18 PM.
                Mobile Only (iPhone 5 / iPad Air 1st gen)

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                • #9
                  Originally posted by LodWig View Post
                  Done. Of course in the first table averages are computed, not CObserved...
                  I'm not aware of any direct method for observing the averages, so I think they'll need to be computed from the observed min-max values for each weapon class, and checked against the expected numbers. So far, so good!

                  By the way, there's no need to calculate an average for tomes, as it's more useful for comparing weapons of different types, and tomes do not really compare to anything else.

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                  • #10
                    Originally posted by MarkHark View Post
                    I'm not aware of any direct method for observing the averages, so I think they'll need to be computed from the observed min-max values for each weapon class, and checked against the expected numbers. So far, so good!
                    Indeed they must be computed, so I was reluctant to add them to a table where everything else is observed, so I used italics to give a hint to that, and my comment you refer to to hammer the nail. (Plus it gave me an opportunity to play with words !)

                    By the way, there's no need to calculate an average for tomes, as it's more useful for comparing weapons of different types, and tomes do not really compare to anything else.
                    I must shamely admit that at first I didn’t understand the need for averages at all... I mostly play BH now so forgot that other classes have a choice in the sort of weapon they use. Once I got it I computed the averages for all weapon, tomes included, stupid me. By the time I spotted and corrected the error I forgot the purpose of these averages... (It was way past midnight, maybe half my brain was already sleeping?)

                    In retrospect it can’t hurt to have the averages for tomes, plus it helps conveying the idea that the averages on the line above (in the tables) are for all other weapons.

                    I’m still not totally OK with having the averages in the table of observed values though. Maybe I’ll remove them in the next update. After all, the observed values match accurately the expected values, so the averages must also match. One wishing to assess the value of a weapon may refer to the averages in the table of expected values.
                    Last edited by LodWig; 07-28-2019, 12:11 PM.
                    Mobile Only (iPhone 5 / iPad Air 1st gen)

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                    • #11
                      74 Acamar Click image for larger version

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                      • #12
                        Thank you, I will update the tables. Your data match the predicted values.
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