MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs
|
SWTOR formula list
|
|
08-06-2012, 02:36 AM
Post: #551
|
|||
|
|||
RE: SWTOR formula list
Quote:1. I'm very confused about StandardHealth. Do I use the level that I first learned the ability or the level that I last learned a new rank? And is there a source for this information? TORHead sometimes give the level it can be learned but doesn't give a level/rank breakdown. Level that you last learned a new rank, for baseline abilities. For abilities from skill points, current character level. Technically, there's a chart of rank levels in the nodeviewer, but it's in a different location from the actual ability date (a location I've forgotten), and is a pain to read. Quote:2. How do ability tree skills factor in such as damage increases? I've noticed for example that when I spec Corrosive Dart to increase the duration by 3 seconds that the tooltip reflects the additional time but does not add in the damage for an additional tick. The tooltips are notoriously buggy like that. The talent doesn't actually changed how much damage each tick deals, so adding a tick does increase the damage (this has been tested ad nauseum), the tooltips simply don't update the damage value (hell, Affliction (Sorcerer) always displays its damage as if it had 6 ticks, despite having 5 baseline and 7 skilled). Quote:3. For coefficient and StandardHealthPercents are these carved in stone or can spec/skills modify them? Carved in stone. Most skills and abilities only apply multipliers to the final damage, not the the base coefficients. In the case of the very few that do (most of which are AC passives), the skills actually have a separate coefficient entry within the ability file. For example, Shock has 4 different profiles listed in its entry: one for Assassin Shock (which is supposed to be 25% more powerful than Sorc, but is actually only about 18.5%), one for Sorcerer Shock, one for the half-damage Chain Shock effect for Assassins, and one for the half-damage Chain Shock effect for Sorcerer. Even Angels must kill from time to time...
|
|||
|
08-06-2012, 03:15 AM
Post: #552
|
|||
|
|||
|
RE: SWTOR formula list
Thank you for your reply.
So as far as damage modifiers from skill points, lets say I had +10% damage to an ability, should I just use the formula as given and then multiply the result by 1.1? I keep changing stuff around and I can't get any of my formulas to match what the tool tip is. Laceration for example has a tooltip of 1645-1779. It is a tech attack so weapons don't matter. Nodeviewer (and the online ability database) give it a Coefficient of 2.15 and Min/Max values of .175 / .225. My bonus damage is 753.6 (both in character sheet and calculated via formulas). I am level 50 and Laceration is a skill point ability so the StandardHealth should be 1610 So the formula I am using is: MIN = Coefficient * DamageBonus + StandardHealthPercentMin * StandardHealth MIN = 2.15*753.6+0.175*1610 MAX = Coefficient * DamageBonus + StandardHealthPercentMax * StandardHealth MAX = 2.15*753.6+0.225*1610 Which gives me: MIN = 1902 MAX = 1982 So the game says 1645-1779 and the formula says it should be 1902-1982 (and this is before the 4% skill damage bonus). Please tell me if I am messing this formula up in any way or if my math is wrong. |
|||
|
08-06-2012, 12:36 PM
Post: #553
|
|||
|
|||
|
RE: SWTOR formula list
Torhead gives the Leceration numbers as:
SpellDamage: SpellType=>Tech, StandardHealthPercentMin=>0.14, Slot=>None, Coefficient=>1.8, StandardHealthPercentMax=>0.22, DamageType=>Kinetic Which matches your tooltip exactly once you'd added the 4% bonus. Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
|||
|
08-06-2012, 02:47 PM
Post: #554
|
|||
|
|||
RE: SWTOR formula list
(08-06-2012 12:36 PM)Freehugs Wrote: Torhead gives the Leceration numbers as: Wow, that's the first one I've got to match up. So is Nodeviewer wrong? Here's a screen shot of the Nodeviewer entry for Laceration. ![]() I was reading in this thread that some of TORHead's info could be wrong or outdated and that Nodeviewer was the best source. Is this not the case or am I looking in the wrong place somehow? I used Nodeviewers numbers for ALL of my offensive abilities and not one matched up. Most were much higher than the tooltip, before factoring in extra damage, and a couple were low. |
|||
|
08-06-2012, 03:16 PM
Post: #555
|
|||
|
|||
|
RE: SWTOR formula list
Nevermind, I just realized I was pointing Nodeviewer at an old install of SWTOR. The new install does match TORHead. Now I need to go back and recheck all the formulas. Thanks for your help, I'll be back if something doesnt add up =).
|
|||
|
08-08-2012, 05:01 AM
Post: #556
|
|||
|
|||
RE: SWTOR formula list
Quote:So as far as damage modifiers from skill points, lets say I had +10% damage to an ability, should I just use the formula as given and then multiply the result by 1.1? For the record, yes. Also notes that multiple percentage bonuses that affect the same thing are additive, not multiplicative. For example, let's say you had a skill that boosts that ability's damage by 10%, and you have a buff active that increases all damage done by that ability type by another 10%. The ability would be increase by 0.1 + 0.1 = 20%, NOT 1.1*1.1 = 21%. Even Angels must kill from time to time...
|
|||
|
08-08-2012, 10:18 AM
Post: #557
|
|||
|
|||
RE: SWTOR formula list
(08-08-2012 05:01 AM)Kaedis Wrote: For the record, yes. Also notes that multiple percentage bonuses that affect the same thing are additive, not multiplicative. For example, let's say you had a skill that boosts that ability's damage by 10%, and you have a buff active that increases all damage done by that ability type by another 10%. The ability would be increase by 0.1 + 0.1 = 20%, NOT 1.1*1.1 = 21%. With some rare exceptions. Heat Seeker Missiles are x 1.25 x 1.06 for Heat Signatures and Mandalorian Iron Warheads. The reason being that Heat Signature stacks don't apply a normal 25% bonus, but increase the attacks coefficients by an amount resulting in a 25% bonus to damage. Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
|||
|
08-08-2012, 07:05 PM
Post: #558
|
|||
|
|||
RE: SWTOR formula list
Quote:The reason being that Heat Signature stacks don't apply a normal 25% bonus, but increase the attacks coefficients by an amount resulting in a 25% bonus to damage. Ya, that's an example of an effect that isn't actually a buff, but a change in which spell is actually being used. It's akin to the Assassin bonus to Shock damage, which claims to be a 25% buff, but is actually just a separate entry in the Shock spell (and is only an ~18.5% buff in reality). Even Angels must kill from time to time...
|
|||
|
08-09-2012, 07:51 AM
(This post was last modified: 08-09-2012 07:56 AM by whyzerman.)
Post: #559
|
|||
|
|||
RE: SWTOR formula list
(10-31-2011 04:47 PM)Freehugs Wrote: Defense Chance % = 5 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( DefenseRating / max(Level,20) ) / 0.55 ) ) These formulas are just a tad off (as in if you calculate them using just the formula you are going to wind up with a different percentage then in game). Defense Chance % = ( ( DefenseFromSkills*100) + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( ( DefenseRating + DefenseFromStim ) / max(Level,20) ) / 0.55 ) ) ) / 100 + BaseDefenseChance% DefenseFromSkills = Value from the tooltip that says Skills/Buffs, since this is in a percentage format 6% calculates to 0.06, multiply that by 100 for a value of 6 (instead of 5 which was in the original formula). DefenseRating = The amount of defense rating you get from gear. DefenseFromStim = The amount of defense rating you get from a stim/relic proc (it can be 0 if you don't need/want this defense calculated) BaseDefenseChance% = Your classes Base Defense Percentage (Assassins is 10%, no clue about other classes) This formula will give you your defense chance % as it shows on your character sheet in game. Shield/Glance Chance % = ( ( BonusOnSheildGenerator * 100 ) + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( (GlanceRating+ShieldRating+ShieldRatingRelic) / max(Level,20) ) / 0.32 ) ) + Shield%FromSkills/Buffs ) / 100 GlanceRating = Doesnt exist anywhere I can find, but I left it in there and made the value 0. ShieldRating = Amount of shield rating from gear (not counting relic procs) ShieldRatingRelic = Amount of shield rating from relic proc, value can be 0 if you don't want/need this value calculated. Shield%FromSkills/Buffs = This will show up as under rating as "Skills/Buffs:", for abilities like the Assassins Dark Ward this will be added to this value in game when you use the ability. Shield/Glance Absorption % = ( ( BonusOnShieldGenerator + BonusFromTalents ) * 100 ) + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( (AbsorbtionRating + AbsorbFromRelic) / max(Level,20) ) / 0.18 ) ) ) / 100 BonusFromTalents = The amount of Shield Absorption you get from talents. This value is not singled out from the Bonus Value shown in the tooltip from the character screen. This number is important in getting an accurate % for classes like assassins who get 2/4% Shield Absorption from the talent Hollow. AbsorbFromRelic = Amount of absorb rating you gain from a relic proc or similar boost to Absorb Rating. Can be left as 0 if you don't want/need this value calculated. I added "/100" at the end of each formula and I also added a *100 to the values that are input as percentages since 5% = 0.05 and not 5 to get an actual number I could transform into a percentage using GoogleDocs/Excel. Not sure if this is actually needed or not - I will let the math wizards figure that out. There is a spreadsheet I am using these calculations on if you want to see what they do, you can view it here |
|||
|
08-10-2012, 10:12 AM
Post: #560
|
|||
|
|||
|
RE: SWTOR formula list
I don't really agree with most of that Whyzerman, there's no reason to separate the different sources of a rating from each other, none of my formulas include skill or gear bonuses because it would be too cluttered, and the difference between calculating percentages as 1 or 0.01 is a technical irrelevance.
I am interested in two of your points though: Quote:BaseDefenseChance% = Your classes Base Defense Percentage (Assassins is 10%, no clue about other classes) Is it? Does it vary per class? That's clearly an oversight because my formula has base defense set at 5%. Quote:GlanceRating = Doesn't exist anywhere I can find, but I left it in there and made the value 0. This is a throwback from the early days when shield was called three different things. I'll fix this now. Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
|||
|
« Next Oldest | Next Newest »
|