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I never did find one, so I figured I'd try to compile at least the basics. Then hopefully, it can be filled in by people who know more than me. Primarily interested in PvE.
Magical combat (I play a Mage, so this side is better): Base spell hit chance = .96, .95, .94, .83 against level 60,61,62,63 mobs. Base spell crit = Int/59.5 Is the crit roll before or after the hit roll? In other words, is my average spell damage (before resists) given by H*(1+C)*D or by (2C+H*(1-C))*D? Spell damage = TooltipDamage + (spelldmg)*X X is a scaling factor for each spell, generally given by max(1,CastTime/3.5). Instant spells have a cast time of 1.5, and channeled spells and DoTs receive the full value, divided over all the ticks. For AoE spells, multiply by 1/3. Sometimes, multiply by yet another factor for spells with secondary abilities (for example, .95 for Frostbolt). Avg mitigation due to resists (whether spell is binary or partial): .15*resist/casterlevel. (not really sure here, but I'm assuming this goes linearly up to the cap of .75 at resist=5*casterlevel) Mana regen per tick = 13 + Spi/4 (13 + Spi/5 for Druids) Melee combat: Base hit chance = .95*(something to do with weapon skill?). .76 if dual wielding. Base crit chance (%) = 5+Agi/20 (/29 for Rogue?) Ranged: 5+Agi/53 (Is crit chance then modified by defense and weapon skill, or just defense? Maybe something like (WepSkill-Defense)/25 ?) Same question as before about crits--when are they rolled? AtkPwr = 2*Str (1*Agi for Rogue?). Is there a base AtkPwr before stats and item bonuses are factored in? RAP = 2*Agi? Damage: Weapon Damage + AtkPwr*Speed/14 (replace Speed with normalized speed for instants) Presumably, Dodge, Parry, and Block all stack multiplicatively. Where to they fit into the order of operations? (and how does Str affect Block?). Armor mitigation = A/(A+85*AtkrLevel+400) |
This is a good idea. I really hope to see it fleshed out.
FYI Druid AP = 2*Str + Agi |
Rogue AP is just Str + Agi.
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Really nice thread. I'd also like to know the order of operations on defenses.
To my knowledge, every point of defense you have above your opponent's weapon skill reduces crit rate by 0.04%, and increases dodge/parry/block chance by 0.04%. Conversely, each point of weapon skill you have above your opponent's defense increases crit rate by 0.04% and reduces dodge/parry/block chance by 0.04%. For tanking purposes: Quote:
Re: your question above, "Same question as before about crits--when are they rolled?": Hit/Crit/Miss exist in parallel and are rolled simultaneously. It is not two separate checks. Imagine that the game does a /random 100 every time a physical attack occurs. There are two relevant values: C and H. If you roll less than C, you will crit. If you roll higher than C but lower than H, you will "hit". If you roll higher than H, you will miss. By default, C is equal to 5 and H is equal to 95 against a same-level mob when not dual-wielding. For a rogue, H is equal to 76. Now, imagine a rogue who has a 35% crit rate and absolutely no +hit whatsoever. C = 35 and H = 76 for him. 35% of his attacks will crit, 31% will "hit", and 24% will "miss." 53% (35/66) of his attacks that actually do damage will be crits, which may make observers say "wow that's an insane crit rate" but it's only looking that way because he's missing so damn much. Am I correct in believing that if you have absolutely no +hit at all, nor precision, a Cold Blood Evisc or other special can still "miss", despite the +100% to crit? So, +hit gear converts what would have been a miss into a hit. +crit gear converts what would have been a hit into a crit. There is no way to convert a miss into a crit. Other things we should get: Rage formula for damage taken and damage dealt (how does it relate to level?) |
Yes, any ability used in Conjunction with Cold Blood can miss, however rogue instant-attacks have a base accuracy of 95% (as though not dual-wielding), even though both hands suffer a -24% from dual-wield. The dual-wield penalty applies to all classes, too, I believe, so hunters and Fur warriors also have a miss rate of 24%.
Wodin tried to explain rage, and after hitting me repeatedly with big fancy chains of numbers, I was able to grasp it a little: Rage from damage taken: level*1.5=1, so 90 damage at level 60 gives 1 rage, 60 damage at 40, etc. I don't remember the damage dealt algorithm, though. I think it may have been something like Damage/level, but I think it was a bit more complex. |
Huh. So my avg. damage per cast is just given by (H+C)*D.
Among other things, means I was wrong to think that +hit gear was better for my avg damage than +crit. |
From the warrior forums -
http://forums.worldofwarcraft.com/thread.a...or&T=438709&P=1 http://evilempireguild.org/guides/ Might have some good information you can add. |
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Ok, I just did a bit of testing on a warrior. (He's level 12, so forgive the tiny numbers.) It appears to be something like: (level*0.5)/damage For example, most swings were doing 30-32 damage, and earning 6 rage. |
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+1% crit will turn one frostbolt out of a hundred that would have done X damage into a frostbolt that does 2X damage. Both are adding the same amount of damage. I think +hit is better for PvE since crits generate multiplied aggro (bad) and +hit also helps with things like resisted polymorph/banish, which +crit obviously cannot do. |
I remember hearing, ages ago, that crits generate a disproportionate amount of aggro, but don't really know where that idea came from. Anyone have any details on this?
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A crit generates a random amount of extra aggro, that averages out to around 50% extra. I think it's something like 133%-167% of the aggro the attack should generate, in my experience. So if you crit one shadowbolt for 2000, that generates an average of 3000 aggro. If you cast two shadowbolts for 1000 each, that generates 2000 aggro. |
Incidentally, is there a way for me to be able to edit my own posts?
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You can edit your posts for a period of time after making them, but not after that. I just made that period of time a bit longer.
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Ok, so I can't go back and continually update the OP with information?
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Better stuff on AP:
160 + 2*Str (at lvl60), for Warrior, Paladin 100 + 2*Str, for Shaman 100 + Str + Agi, for Rogue, Hunter 100 + 2*Str + Agi for Cat 160 + 2*Str for Bear How about RAP? Is it just 2*Agi for everyone (except wand users)? ------ On crit chance: Blizz has said that all classes gain Agi/20 crit, except Agi/29 for Rogues, and Agi/53 for Hunters. Does this apply to both melee and ranged crits for all classes? (i.e. do Rog/War crit at Agi/20 with guns, and Hun at Agi/53 in melee?). ------ As far as I can tell, a 63 mob crushes your 60 tank at 15%, regardless of defense (for practical purposes). ------ How do defense and weapon skill affect hit chance? Apparently defense makes you get missed more often. How does skill play in? ------ What's dodge/parry/block chance? Something like 5 + (def-wepskill)/25 + Agi/20 ? (well, Agi/14.5 for Rogues and Agi/26.5 for Hunters) ------ According to the post linked on the Warrior forums, Dodge, Block, Parry, and Miss all stack additively. This is not what I would have guessed, but makes a bit more sense once I've seen how they've handled hit and crit. Can anyone confirm? |
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