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Londo
Posts: 217

Stats

Post#1 » Mon Sep 08, 2014 9:44 am

This is in depth details of how stats have to work. Most information on the net regarding warhammer stats is incorrect. Good news is that most of the stat formulas are hard coded into the client. So guesswork can be removed from extracting calculations.

Softcaps
Some stats will contribute only half amount of their value once softcap is reached. (Int, ballistics, weapon skill, willpower, toughness, wounds, str). Also, resists have separate diminishing return formula, will post it soon

To calculate softcap for current level:
softcap = (level * 25) + 50

Softcap begins at 75 for level 1, level 2 at 100, for level 40 at 1050. Softcap was raised for rr95+ to level 45 with the progression pack. Level 45 softcap begins at 1175.

Example: To calculate how much will 100 intelligence contribute to DPS at level 1 (Not taking into account any mitigation by the target. Magical damage is mitigated by resists, toughness, tactics, and level difference). DPS is calculated by dividing primary stat by 5):

if players_int is > softcap
diminished_int = softcap + ((players_int - softcap) / 2) //reduced to 87 int
DPS = diminished_int / 5 //result is 17.4 DPS
else if player_int is under softcap //do maximum contribution from the stat
DPS = players_int / 5 //if it wasnt for softcap, then result would be 20 DPS

The client confirms this results for level 1 with softcap of 75
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Hardcaps
There are also hardcap for some stats for any given level. Once stat reaches hardcap, stat no longer contributes any value beyond hardcap. To calculate hardcap for current level:
hardcap = (level * 50) + (level * 10 + 50)

So, hardcap for level 1 is 90, for level 2 its 130, for level 40 its 1650, and for level 45 its 1850.

How much dps will 200 INT give at level 3?
1. Calculate hardcap and softcap for level 3.
2. 200INT is greater then softcap for level 3 (softcap for level 3 is 125)
3. Calculate diminished INT (diminished_int = 200 - softcap. Which is 75. Then divide by 2, since after softcap we have diminishing returns (Half contribution). We get 37.5, add it to softcap and we get 162)
Client confirms the results:
Image

What if person had 400 int at level 3? We calculate stats as above, but disregard all int after 170 (170 is hardcap for level 3), and calculate the diminishing returns for the portion after 125.

More to come later, I have extracted all formulas in regards to stats. I also extracted on how to set each stat in the game client. I will post this soon.

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Last edited by Londo on Mon Sep 08, 2014 2:17 pm, edited 6 times in total.

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Luth
Posts: 2857

Re: Stats

Post#2 » Mon Sep 08, 2014 10:01 am

Cool, thanks a lot. :)

Londo
Posts: 217

Re: Stats

Post#3 » Mon Sep 08, 2014 10:02 am

Weapon Skill
Weapon skill increases armor penetration with physical damage (ignores damage mitigation by armor). Weapon skill is subject to hardcaps/softcaps from previous section. Calculate diminishing returns first (previous section). To calculate how much percent of armor player will ignore (For targets same level or below):
reduction% = (weapon_skill * 2.858) / level

So, if player has 50 weapon skill at level 5. How much percent of armor will be ignored?
50 * 2.858 / 5 = 28.6%

Client confirms the results:
Image

Block/Parry/Dodge/Disrupt
These stats increase chance to completely ignore damage of certain type. They are composed of 2 values. Shield rating value (divided by 100) and mastery/tactics/buffs/etc. These are capped at 100%, with no diminishing returns. To calculate percentage:

% = (shield rating / 100) + (Renown Training +Tactic + Buffs)

Example:
If I get 15% block from renown tratining, and 1000 block rating on the shield. Then formula would look like
block% = (1000 / 100) + (15)

Image
Last edited by Londo on Mon Sep 08, 2014 2:31 pm, edited 10 times in total.

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Tesq
Suspended
Posts: 5346

Re: Stats

Post#4 » Mon Sep 08, 2014 10:12 am

Resistence have a soft cap atr 40%, after that all stats get cut by 3 so if in chart you have 43% in reality it count as you have 41%, just to point out armor haven't a soft fap but a hard cape only and is so high that's just almost impossible to reach xD
Last edited by Tesq on Tue Sep 09, 2014 4:02 pm, edited 1 time in total.
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-"Loop warned into oblivion" --> smell like chaosy enought :D
-Nazgul--> ambitious but rubbish, cit Blast :D
-GMs --> dosent matter what they say not, they get offend by colors so watch out plebs! :D

Londo
Posts: 217

Re: Stats

Post#5 » Mon Sep 08, 2014 10:29 am

Resists

Magical resists decrease damage taken from magical attack (%). Diminishing returns start at 40% and hard capped at 75%. Formula to calculate damage reduction before diminishing returns:

(Remember, targets with higher level then caster will reduce more. Level 1 hitting level 40 will do almost no damage, regardless of caster's INT. Calculation of mitigation includes level differences between caster and target. This is one of reasons why players were bolstered in rvr):

damage_reduction% = resist / (level * 0.41902)
if damage_reduction% > 40%
then use this diminished formula
damage_reduction% = resist / (level * 1.2604) + 26.719

Example:
50 Spirit Resists at level 5 will reduce how much damage?
50 / (5 * 0.41902) = 23.8%

Client confirms
Image

125 Spirit Resists at level 5 will reduce how much damage?
First, use formula above, we get mitigation higher then 40%, then use diminished formula
(125/ (5 * 1.2604)) + 26.719 = 46.5%

Client Confirms
Image

If result is above 75% then result will show as 75%

How much do we need to reach hardcap at level 40?
(2434/ (40 * 1.2604)) + 26.719 = 74.99% (round)
Image
Last edited by Londo on Mon Sep 08, 2014 2:47 pm, edited 2 times in total.

Londo
Posts: 217

Re: Stats

Post#6 » Mon Sep 08, 2014 10:52 am

Armor
Armor reduces physical damage (melee and ranged non-magical) by a percentage. There is no cap total mitigation %. Formula to calculate reduction:
dps_reduced% = (armor * 0.909) / level

Example:
256 armor at level 20 will reduce how much damage?

256 * 0.909 / 20 = 11.6%

Client confirms
Image
Last edited by Londo on Mon Sep 08, 2014 2:29 pm, edited 2 times in total.

Londo
Posts: 217

Re: Stats

Post#7 » Mon Sep 08, 2014 11:07 am

Many stats are combination of 2 values. Value from level/mastery/career plus value from gear/pots/buffs. Client will show these stats separated by "+" and if stat is increased by gear/pots/buffs then it is shown in green.

From client. In this example, 124 strength is from level/mastery/career (4 str per xp level, 4 str per mastery level, + base), and 850 from gear stats, bringing total to 974. This total is then checked against diminishing returns.
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Later I will post information on derived stats and additional damage increases (Magic power, healing power, melee power, range power and toughness power). Will also post the packets that control all the stats.

Azagaar
Posts: 88

Re: Stats

Post#8 » Mon Sep 08, 2014 11:14 am

Great stuff :)
Can't wait for it to be implemented

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Aceboltz
Posts: 254

Re: Stats

Post#9 » Mon Sep 08, 2014 11:15 am

Some says Londo is the chosen one who will bring balance to the force.

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Moz
Posts: 33

Re: Stats

Post#10 » Mon Sep 08, 2014 12:34 pm

Aceboltz wrote:Some says Londo is the chosen one who will bring balance to the force.
Ill second that!
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