Post by bellatrix on Aug 27, 2005 11:37:52 GMT -5
I was fumbling through some webpages the other day when I came across these. I figured it could be useful to someone out there:
Class Attack Power Formula
Warrior Character Level*3+Strength*2-20
Paladin Character Level*3+Strength*2-20
Rogue Character Level*2+Strength+Agility-20
Hunter Character Level*2+Strength+Agility-20
Shaman Character Level*2+Strength*2-20
Druid Strength*2-20
Mage Strength-10
Priest Strength-10
Warlock Strength-10
14 Attack Power = 1 Damage per Second
Posted by Blizzard:
Agility
- Increases Armor Class by 2 for every point of AGI.
- Increases the chance of a critical hit with melee and ranged attacks. The amount of the increase is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your critical hit chance by approximately 1%. Rogues require 29 AGI for an additional 1% critical hit chance, and Hunters require 53 AGI for an additional 1% critical hit chance, but both of these classes also gain attack power from agility and the items available to them typically have much higher amounts of AGI.
- Increases the chance to dodge an attack. The amount increased is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your chance to dodge by approximately 1%. Rogues only require 14.5 AGI for an additional 1% dodge chance. Hunters require 26.5 AGI for an additional 1% dodge chance, but Hunters typically have a high amount of agility, as well as an Aspect spell that further increases their chance to dodge attacks.
Defense
- Increases the chance of being missed by an attack.
- Increases the chance to dodge, parry, and block.
- Decreases the chance of being affected by a critical hit.
- Decreases the chance of being affected by a "crushing blow". Creatures that are higher level than your character can land crushing blows that deal increased melee damage. The chance of a crushing blow increases as the level difference between you and the opposing creature increases. Players never deal "crushing blows", only creatures.
Attack Power
- Attack power increases your base melee DPS by 1 for every 14 attack power.
- Strength increases your melee attack power by 2, except for rogues and Hunters. Rogues and Hunters gain 1 attack power per point of Strength, and 1 per point of Agility.
XP Per Level
LevelXP = int(8*charlvl*charlvl)/100)*100
MobXP = (charlvl*5) + 45, for a mob of the same level as the character
XP formulas contributed by Vapn, Gnome Warrior
Damage Reduction
old formula, pre-beta5 AC scaling
(damage reduction) = (.3 * (armor class - 1)/(10*level+89))
Character Class and Race Combinations Page
This has race/class based information and formulas for those looking for the ultimate class/race.
Tanking Points
From Curse Gaming available in a mod called TankPoints.
Why TankPoints?
Should I choose high stam gear or defense gear?
Or should I choose hi agi gear for dodge and armor, or just plain high armor gear?
Choosing the right gear would be much eazier if there were some sort of benchmark that takes into account all those variables and caculates one simple benchmark for us to reference in game, meet TankPoints!
How is TankPoints caculated?
For those interested, this is a detailed discription of how TankPoints are calculated, the math behind TankPoints.
ArmorReductionTemp = Armor/((85*PlayerLevel)+400)
ArmorReduction = ArmorReductionTemp/(ArmorReductionTemp+1)
CritReduction = (Defense-PlayerLevel*5)*0.04*0.01
MobCrit = max(0,0.05-CritReduction);
TotalReduction = 1-[(mobCrit*2+(1-mobCrit-mobMiss-dodge-parry))*(1-ArmorReduction)*stanceModifier]
TankPoints = MaxHealthPoints/(1-TotalReduction)
The physical meaning behide TankPoints is the raw amount of damage you can take without any healing, which takes into account MaxHP, Armor, Defense, Dodge and Parry.
Note: Block is a more complicated variable that depends on mob attack speed and personal skills, thus is not considered in this benchmark.
New:
SpellReduction% = 75 * min(resistance, PlayerLevel * 5) / (PlayerLevel * 5)
ResistTankPoints = MaxHealthPoints / (1 - SpellReduction%)
Mana Regeneration
mana/sec = 7 + Spirit/10
spirit = (mana per sec - 7)*10
Class Attack Power Formula
Warrior Character Level*3+Strength*2-20
Paladin Character Level*3+Strength*2-20
Rogue Character Level*2+Strength+Agility-20
Hunter Character Level*2+Strength+Agility-20
Shaman Character Level*2+Strength*2-20
Druid Strength*2-20
Mage Strength-10
Priest Strength-10
Warlock Strength-10
14 Attack Power = 1 Damage per Second
Posted by Blizzard:
Agility
- Increases Armor Class by 2 for every point of AGI.
- Increases the chance of a critical hit with melee and ranged attacks. The amount of the increase is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your critical hit chance by approximately 1%. Rogues require 29 AGI for an additional 1% critical hit chance, and Hunters require 53 AGI for an additional 1% critical hit chance, but both of these classes also gain attack power from agility and the items available to them typically have much higher amounts of AGI.
- Increases the chance to dodge an attack. The amount increased is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your chance to dodge by approximately 1%. Rogues only require 14.5 AGI for an additional 1% dodge chance. Hunters require 26.5 AGI for an additional 1% dodge chance, but Hunters typically have a high amount of agility, as well as an Aspect spell that further increases their chance to dodge attacks.
Defense
- Increases the chance of being missed by an attack.
- Increases the chance to dodge, parry, and block.
- Decreases the chance of being affected by a critical hit.
- Decreases the chance of being affected by a "crushing blow". Creatures that are higher level than your character can land crushing blows that deal increased melee damage. The chance of a crushing blow increases as the level difference between you and the opposing creature increases. Players never deal "crushing blows", only creatures.
Attack Power
- Attack power increases your base melee DPS by 1 for every 14 attack power.
- Strength increases your melee attack power by 2, except for rogues and Hunters. Rogues and Hunters gain 1 attack power per point of Strength, and 1 per point of Agility.
XP Per Level
LevelXP = int(8*charlvl*charlvl)/100)*100
MobXP = (charlvl*5) + 45, for a mob of the same level as the character
XP formulas contributed by Vapn, Gnome Warrior
Damage Reduction
old formula, pre-beta5 AC scaling
(damage reduction) = (.3 * (armor class - 1)/(10*level+89))
Character Class and Race Combinations Page
This has race/class based information and formulas for those looking for the ultimate class/race.
Tanking Points
From Curse Gaming available in a mod called TankPoints.
Why TankPoints?
Should I choose high stam gear or defense gear?
Or should I choose hi agi gear for dodge and armor, or just plain high armor gear?
Choosing the right gear would be much eazier if there were some sort of benchmark that takes into account all those variables and caculates one simple benchmark for us to reference in game, meet TankPoints!
How is TankPoints caculated?
For those interested, this is a detailed discription of how TankPoints are calculated, the math behind TankPoints.
ArmorReductionTemp = Armor/((85*PlayerLevel)+400)
ArmorReduction = ArmorReductionTemp/(ArmorReductionTemp+1)
CritReduction = (Defense-PlayerLevel*5)*0.04*0.01
MobCrit = max(0,0.05-CritReduction);
TotalReduction = 1-[(mobCrit*2+(1-mobCrit-mobMiss-dodge-parry))*(1-ArmorReduction)*stanceModifier]
TankPoints = MaxHealthPoints/(1-TotalReduction)
The physical meaning behide TankPoints is the raw amount of damage you can take without any healing, which takes into account MaxHP, Armor, Defense, Dodge and Parry.
Note: Block is a more complicated variable that depends on mob attack speed and personal skills, thus is not considered in this benchmark.
New:
SpellReduction% = 75 * min(resistance, PlayerLevel * 5) / (PlayerLevel * 5)
ResistTankPoints = MaxHealthPoints / (1 - SpellReduction%)
Mana Regeneration
mana/sec = 7 + Spirit/10
spirit = (mana per sec - 7)*10