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Stats, what they mean, how they work
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Lemme preface with a big ty: this post is great and really helped me. Still does.
Buuuut...
Just want to put this out there for any other noobs like me:
The formulas in here are quite a bit off. Ex using crit rate: P= C/(C+3500) doesn’t get me the correct numbers. And that’s not by any means the only one that’s off. So either I’m missing something or these formulas are out of date.
but the formulas are def not the focus here. There’s a lot of great info.
edited to say apparently someone had already pointed this out and I didn’t read. Guess who has two thumbs and feels dumb?Last edited by Maniac; 05172020, 04:09 AM.
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Originally posted by Rannasha View PostThe constant used in the crit chance calculation (3500) appears to not be correct anymore.
I've taken 5 different data points on my Mage and they all match, to the limit of the accuracy of the numbers, the equation C / (C + 3000), implying that the constant should be 3000, not 3500.
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Originally posted by Rannasha View PostThe constant used in the crit chance calculation (3500) appears to not be correct anymore.
I've taken 5 different data points on my Mage and they all match, to the limit of the accuracy of the numbers, the equation C / (C + 3000), implying that the constant should be 3000, not 3500.
Leave a comment:

The constant used in the crit chance calculation (3500) appears to not be correct anymore.
I've taken 5 different data points on my Mage and they all match, to the limit of the accuracy of the numbers, the equation C / (C + 3000), implying that the constant should be 3000, not 3500.
Leave a comment:

Originally posted by Novex View PostWould you need to update this with Haste now or do we just substitute it?
The change in Nov 2017 only means that Attack Speed is no longer a "base Atttribute/state" and is now calculated from Haste, plus other things (my latest post on Haste to Attack Speed calculations and one for Haste from Attack Speed)
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Would you need to update this with Haste now or do we just substitute it?
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Originally posted by Debanjan View PostMeans I have to know this huge amount of math for.playing a game? Don't I better quit?
It's usually pretty much common sense. Like Xeros said: If you're dying, you need more defensive skills.
 If you're taking too long to kill things but rarely dying, try upping your offensive skills.
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You don't need math. Math just allows you to fully understand what's going on and try to tune your character to a finer degree. Or you can just follow the green numbers, if you die easy increase toughness, if you don't kill fast enough increase damage. It's only as hard as you make it.
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stat name?
'recovery' to 'hps' (healing per second) or 'rps' (recovery per second), vitality increasing overall amount of time to recover and needing less per second. or can vitality be figured in? or armor, parry, dodge, block be taken out as doing the same as base life and vitality and increasing time to heal? just have a flat hps of loh and regen?Last edited by Bishishi; 06292017, 04:56 PM.
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Corrected a mistake, 1 vit is actually 50 hp and not 62.5 .
I'd forgotten i had +25%hp from CP
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Originally posted by soios View PostGreat Post, voting for Sticky here.
I have a question, do you know how to calculate the potential cdr from Attackspeed?
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