We lost our Stats FAQ unfortunately but as it was shaping up to be a very useful reference thanks to submissions from forum members I think it's a good idea to try and start another one (which I am backing up just in case). I have added what I can, please let me know if any of this is incorrect. And please add anything else you can think will help in this area.
What do the attributes do?
Strength
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 1per point of Agility.
Increases the amount of damage you can
block with a shield.
Strength
does not affect critical hit chances at all. Strength does not improve your chance to block, but rather the amount blocked when you succeed. This amount is determined in part by Strength (and the other part by your shield).
Most melee classes
gain 2 attack power per point of strength. Rogues, Hunters, and Cloth wearers only use a partial value of strength to determine their power. Rogues and Hunters gain 1 melee AP per point of strength, casters half a melee AP. Druids gain 2 attack power per point of strength in all forms.
Agility
Increases your attack power with
ranged weapons.
Increases your
armour class by 2 for every point of Agility.
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.
Rogues gain a much stronger bonus to dodge from agility than other classes.
Hunter & Rogue: Increases your attack power with melee weapons
Druid : Increases your attack power in Cat Form.
Stamina
Increases
Health Points. 1 Stamina point = 10 HP.
Intellect
Increases
mana points and your chance to score Critical Hit with
spells. 1 Intellect point = 15 Mana.
Increases the rate at which you
improve weapon skills and tradeskills.
Increases critical hit chances with spells, as below for lvl 60 caster chars (not Paladin)
Code:
Class Expected Int at 60 Int per 1% crit chance
Warlock 200 60.6
Druid 192 60.0
Shaman 259 59.5
Mage 286 59.5
Priest 160 59.2
Spirit
Increases
health and mana regeneration rates in and out of combat for all classes at .18 hp/sec and .31 mana/sec.
Mana does not regenerate for 5 seconds after casting a spell.
Health does not regen in combat apart from Troll or you're under the influence of a potion or buff.
Armor
Decreases the amount of
damage you take from physical attacks. The amount of reduction is influenced by the level of your attacker. Defence Rating (AC)
It reduces physical damage done to you. Damage reduction:
% = 100*armour / ( armour + 85*level + 400 ).
That formula is for opponents at the same level as you.
Weapons
Attack Rating, Power and Damage.
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 1per point of Agility.
Damage Per Second - DPS
Agility and Strength both provide 50% of the DPS for Rogues and Hunters whereas for all other classes the entire 100% comes from Strength.
Agility contributes 100% of the DPS for Hunters ranged attacks.
Critical Hit
Agility will determine the chances of striking a critical hit with a melee weapon.
Intellect will determine the chance of striking a critical hit with a spell.
Dodge
Agility will determine the chances of dodging an attack. Rogues gain is greater than any other class.
Main/Offhand weapon use
Dual wielding will inflict more damage than a single weapon plus a shield but as the weapon in the Off-hand deals 50% of the displayed damage you usually end up dealing about the same as you would with a two-handed weapon. Be sure to put the weapon with the highest damage in you 'Main Hand' when dual wielding.
Regenerates X mana per x seconds
Mana regeneration in and out of combat.
How do Resistances Work?
Resistances consist of Arcane, Fire, Nature, Frost, Shadow {protection against dark skills, demonic magiks, the kind you see the Warlock has access to}. They can be augmented with equipment and certain Talents. Some races begin with a +10 to a single resistance as a racial bonus. (Dwarves have +10 Cold Resistance. Gnomes have +10 to Arcane Resistance. Night Elves have +10 to Nature Resistance. Tauren have +10 to Nature Resistance. Undead have +10 to Shadow Resistance.)
When attacked with a magical attack there are two sets of parameters which determine if and how much damage you will take. The first set is based on your character level. If it's:
much higher than caster = you have a significant chance to resist and take no damage from magic attack
much lower than caster = you have minimal chance to resist (minimum can be 1%) and take no damage from magic attack
If you are affected then the 2nd set of parameters determine if and how much magical damage you will end up taking and they are based on your resistance % and level of caster.
The higher your resist % in relation to caster's level = higher your average resist % (max 75%) to completely resist the magical attack.
However, with direct damage spells (such as the Shaman's Lightning Bolt, Warlock's Shadow Bolt and Searing Pain and the Priest's Smite) you have a chance to resist a % (0%, 35%, 50%, 75% & 100%) of the magical attack (rather than a % chance to completely resist it) and this is determined by your resist % compared to the caster's level.
Code:
Against level-50 Direct Damage Spells
Resistance Score 50 100 150 200 250
Chance to resist spell 0 1 1 11 25
Change to resist 100% damage 0 1 1 11 25
Chance to resist 75% damage 2 6 18 34 55
Chance to resist 50% 11 24 48 40 16
Chance to resist 25% damage 33 46 26 14 3
Chance to take full damage 54 20 7 1 1
Against Other Level 50 Spells
Chance to resist Spell 15 30 45 60 75
How is Rest Credit calculated?
The resting system has been calculated so that eight hours of rest at an actual Inn will allow players to gain one bubble’s worth of rest bonus. Players that log off outside of an Inn or rest city will gain one bubble’s worth of rest bonus after 32 hours (4 times as slow). This calculation is also proportional, if you only rest for 4 hours in an inn, you will gain half a bubble of bonuses. If you leave the inn, you will simply stop resting, and if you then return, you will start resting again.
Note that the Rest bonuses only apply to experience points gained from killing monsters, it does not affect or adjust the amount of experience points for completing quests. Similarly, completing quests will also not affect the amount of rest bonus you have remaining, the indicator on the experience bar will shift forward accordingly.
When players reach the level cap, they no longer gain experience points. Even so, players will still continue to accumulate rest bonuses.
Combat Ratings Formula
The following formulas give the amount of rating required to achieve a 1% bonus. They can be derived from two sources. They are from the values stored in the client, and from extensive testing done by the author of the Rating Buster addon, both of which gives the same values and the formulas below used to model the combat system gives an error margin of around 10^-7, which is within the margin of error for 32-bit floating point precision.
Level 1 to 60 (level 1-9 uses level=10):
base * (level - 8) / 52
Level 60 to 70:
base * 82 / (262 - 3 * level)
Where base is the rating value at level 60:
Weapon skill: 2.5
Haste: 10
Hit (melee): 10
Hit (spells): 8
Crit (melee and spells): 14
Defense: 1.5
Dodge: 12
Parry: 20
Block: 5
Resilience: 25
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Please add more to this thread and let me know of anything you see that's wrong and I'll change it. You can PM or
email me if you don't have a forum account.
Thanks.
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Contributors: from Daemon, callum, Eyeonix
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