Life
MaximumLife:
LifePer Second:
LifeSteal:
LifePer Kill:
LifePer Hit:
Resource1 MaximumArcane Power:
ArcanePower Regenerated Per Minute:
Adventure2 "?"3 GoldFind:
MagicFind:
NOTES:
1.) The Resource will change per class. I just happen to use Wizard off the bat.
2.) Assuming title is "Adventure". The screenshot I had it covered up partially by a tooltip.
3.) Do not know what this is. Same tooltip as above, was covering this detail up
What I've done so Far:
(Remember, only using Wizard as an example. Certain things will have to change, from class character sheet to sheet)
I built two tables, two information blocks, the excel version of the character sheet, and began building a crude armor table.
The first table, (top most table) is for inputting the base stats of the class, per level. The numbers you see (in White) are just made up numbers to test the sheet, and formulas out. They will have to be figured out and inputted.
I believe this will be needed because of twinking, looking for the pattern of points per level (linear or curve) and just handy to know.
The second table, (right bellow the first) just monitors the change in stats from the previous level, to the current. Makes it easier to see any patterns.
The first information block with the titles, "Total Increase" and "Avg. Attribute (per Level)" is where it is taking the total increase of each stat point from levels 1-13 (why level 13 is highlighted in first table) and divide by 13, for the avg. point(s) per level.
The second information block, uses the avg. point(s) per level and projects it to level 60. The giant note is basically saying that I don't know if the amount of points is based on a nice, even, none-offset pattern or based on something else. It's a start, definitely not 100% correct. The first and second information block do not match because the first is only being based off the first 13 levels, not big enough sample size to get to 60.
Further examples of what I mean:
Taking at level 1, you had (for simplicity sake "0" points)
With the patterns above, we won't know for certain till the first 60''s hit and we can record it down.
The character sheet is more or less just laid out. The stats, however, are being inputted using a formula from the first table. All you need to do is click where the level number is, in the sheet, and drag down to any level you want. It will then input the correct numbers. To check, the cells in the first table will highlight to the level you select (in the picture, it is LV 46).
The armor sheet is incomplete, but it gives you a good start at what I want to do.
My Goal with this:
Get this thing working to predict accurately what a player should have with any gear inputted at any level. After that, hand it over to the web devs and build it online.
Building a Bigger, Badder, Skill & Attribute Calculator....made in-house by help of all DiabloFans.
What's left to do:
Finish off Armor sheet
Make tables for XP per levels
Start hunting through forums, talk to people in the good ol' theorycraft section.
Get all formulas in the character sheet and start testing
***WHEN, NOT IF the excel version is done, the website one can be done (not by me, someone else; busy with work, family . . . . oh planning wedding too! LOL) I have a blanked out character sheet ready for use, and will get the details sheet done sometime this week.
Known, but this might change. Right now its mostly +2/+2/+2/+1 per level.
-Current XP (at beginning of level) along with XP to next
Known, but the likelyhood of this changing in the final version, according to my opinion, is very high.
-Base Stats of character and basic information that gowith each stat:
Defense
BlockAmount:
BlockChance:
DodgeChance:
DamageReduction: This is just the defense rating
Life
MaximumLife:
LifePer Second:
LifeSteal:
LifePer Kill:
LifePer Hit:
Resource1 MaximumArcane Power:
ArcanePower Regenerated Per Minute:
Adventure2 "?"3 GoldFind:
MagicFind:
Gold find will likely scale linear. Magic find will be server side, so we won't know unless Blizzard releases the formula. This will likely be similar to D2, diminish return.
You can do this, but it won't be accurate until the final is released. Some data might never be accurate, as the game is all server side now. That's just the way it is.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Known, but this might change. Right now its mostly +2/+2/+2/+1 per level.
-Current XP (at beginning of level) along with XP to next
Known, but the likelyhood of this changing in the final version, according to my opinion, is very high.
-Base Stats of character and basic information that gowith each stat:
Defense
BlockAmount:
BlockChance:
DodgeChance:
DamageReduction: This is just the defense rating
Life
MaximumLife:
LifePer Second:
LifeSteal:
LifePer Kill:
LifePer Hit:
Resource1 MaximumArcane Power:
ArcanePower Regenerated Per Minute:
Adventure2 "?"3 GoldFind:
MagicFind:
Gold find will likely scale linear. Magic find will be server side, so we won't know unless Blizzard releases the formula. This will likely be similar to D2, diminish return.
You can do this, but it won't be accurate until the final is released. Some data might never be accurate, as the game is all server side now. That's just the way it is.
First off thank you for the notes, and links. I will use them in updating the sheet. I agree a lot will change over the next few coming months before release, but at least we have a little more time to perfect it.
On your MF note, and some data as a whole. As long as we can nail down the ones that effect our characters the most, crit, crit dmg, % dmg, etc. and are within a small to no percent error; I'll be good with that.
Firstly i love this and think its very important. I have been messing around with this and I believe i have official ways to calculate all of the 4 stats for each class (because the equations are different for each class). I also have the equations for HP based upon the calculated vitality.
Now these equations are so far all linear but we will not know if they change until release as HP gain per level may tail off at higher levels
Also it seems that some of the stats have a harmonic nature to them i.e. the wizards vitality doesnt increase by 2 every level like the barbarian but alternates between +1 and +2 depending on the level
But as i say (based on current evidence) most of the stuff is linear and i have the equations for aswell as HP. After that i want to work out Basic Attack per sec, the most important stat
Firstly i love this and think its very important. I have been messing around with this and I believe i have official ways to calculate all of the 4 stats for each class (because the equations are different for each class). I also have the equations for HP based upon the calculated vitality.
Now these equations are so far all linear but we will not know if they change until release as HP gain per level may tail off at higher levels
Also it seems that some of the stats have a harmonic nature to them i.e. the wizards vitality doesnt increase by 2 every level like the barbarian but alternates between +1 and +2 depending on the level
But as i say (based on current evidence) most of the stuff is linear and i have the equations for aswell as HP. After that i want to work out Basic Attack per sec, the most important stat
I agree with everything you said. Unlike the pictures above, I have added a lot more to the sheet and really should get a newer version for testing and debugging. The reason I haven't already is because my home PC decided to got to *poof*. A new Motherboard, PCU, and RAM (a total of 350 bucks later) home comp back in action.
Two quick notes:
1) The XP equation, curve seems to show by the time we reach level 60, we'll have gotten anywhere between 725,000 to 800,000 XP. The projected amount on my graph versus the amount based on the equation of that graph don't match quiet as much as wanted; need to check.
2) Even though the %CRIT goes in a wired directions per level, the Amount of Precision per %CRIT does in fact go up per level. The only thing that bugs me, and makes me think its a part Expodential that levels off, is that from level 12-13 the amount seem to be smaller on my graph. Will post pictures later on tonight, along with a newer version of the excel sheet.
Feel free to PM me with any information you got. Keeping a list of contributers so all get credit here.
1) The XP equation, curve seems to show by the time we reach level 60, we'll have gotten anywhere between 725,000 to 800,000 XP. The projected amount on my graph versus the amount based on the equation of that graph don't match quiet as much as wanted; need to check.
2) Even though the %CRIT goes in a wired directions per level, the Amount of Precision per %CRIT does in fact go up per level. The only thing that bugs me, and makes me think its a part Expodential that levels off, is that from level 12-13 the amount seem to be smaller on my graph. Will post pictures later on tonight, along with a newer version of the excel sheet.
Feel free to PM me with any information you got. Keeping a list of contributers so all get credit here.
1) According to the data mined data, the XP curve is rather flat. Possible changes for the final...
- The curve will get changed, and was only for beta (very likely)
- XP bonus items will get tuned down a notch
- XP penalties will be very high for fighting over-/underleveled enemies
The way it is right now, monster xp seems to have a base exp of around 30. With the current scaling this will make it rather easy to reach level 60, so it's unlikely for higher level monsters to give more exp. Champions and unique enemies seem to have a fixed multiplier.
2) It appears that the crit calculation uses a reference table to a precalculated scaling factor. For level 1 this is 0.33333, going all the way down to 0.0114 at level 60. The values have been posted.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Ok so this is what i have got thus far (they work for the beta values only, oh and sorry if they are obvious or not just putting everything there for completeness)
Barbarian
Vitality = (2 x Level) + 9
HP = (6 x Vitality) + 18 so s/he gains 2 Vit per level and 6 HP per Vit
-------------------
Monk
Vitality = Level + 8
HP = (8 x Vitality) + 4 so s/he gains 1 Vit per level and 8 HP per Vit
-------------------
Witch Doctor
Vitality = Level + 9
HP = 8 x Vitality so s/he gains 1 Vit per level and 8 HP per Vit
-------------------
Now as i mentioned before, both the Wizard and Demon Hunter have strange harmonic vit and hp gain. This means that for each level, the amount vit goes up alternates between +1 and +2. This then has an impact upon how much their HP goes up too. I cant seem to work out a single eqn for HP for both but...
Wizard and Demon Hunter
Vitality = 0.25 x ((6 x Level) - ((-1)^ Level) + 29)
HP = ((20 x Vitality) / 3) + 16 for when Vitality is 9, 12, 15, 18 (i.e. multiples of 3)
HP = (8 x Vitality) + 16 for when Vitality is anything else
So this means that s/he gains an alternating amount of Vit per Level and gains 20 HP per 3 Vit
-------------------
I can be bothered to work on these last two anymore so will move onto the basic attack and attack stat.
1) The XP equation, curve seems to show by the time we reach level 60, we'll have gotten anywhere between 725,000 to 800,000 XP. The projected amount on my graph versus the amount based on the equation of that graph don't match quiet as much as wanted; need to check.
2) Even though the %CRIT goes in a wired directions per level, the Amount of Precision per %CRIT does in fact go up per level. The only thing that bugs me, and makes me think its a part Expodential that levels off, is that from level 12-13 the amount seem to be smaller on my graph. Will post pictures later on tonight, along with a newer version of the excel sheet.
Feel free to PM me with any information you got. Keeping a list of contributers so all get credit here.
1) According to the data mined data, the XP curve is rather flat. Possible changes for the final...
- The curve will get changed, and was only for beta (very likely)
- XP bonus items will get tuned down a notch
- XP penalties will be very high for fighting over-/underleveled enemies
The way it is right now, monster xp seems to have a base exp of around 30. With the current scaling this will make it rather easy to reach level 60, so it's unlikely for higher level monsters to give more exp. Champions and unique enemies seem to have a fixed multiplier.
2) It appears that the crit calculation uses a reference table to a precalculated scaling factor. For level 1 this is 0.33333, going all the way down to 0.0114 at level 60. The values have been posted.
As I have agreed with many in this and previous posts, yes, I am fully aware of the XP curve is not final. In fact, I agree 100% it won't be the same. I did this just to get an idea. More like shits-&-giggles than anything else. This will be fixed at release, along with pretty much everything (that changes mind you) from beta to release.
Could you point me to this thread with the talk about the crit table? Is it used for all five classes (yes / no / different) ?
Thanks
EDIT: Going from a concept standpoint, would you rather be able to input each stat on a piece of armor, and figure out upgrades from there AND/OR use the calculator to just figure out how much of a stat to obtain a certain desired amount.
Think putting the stats from a piece of armour may be the better way to go but im not sure
I have noticed that:
1) The basic attack per sec stat (the main stat) seems really arbitrary. It rapidly increases at lower levels, levels off and then increases again. Why it wouldnt be constant i just dont know. Also all classes have the same attack value for each level give or take +/- 0.01. This small variance is really weird and hints that something is being rounded rather than being rational
2) The crit chance is similar to above in terms of being possibly irrational but is more linear in progression
3) Dmg reduction % is really odd. Two of the classes have no damage reduction while the other three have this value decrease in an exponential way, almost as if it is a buffer to help protect lower level classes. But if that was the case then why would 2 classes have 0 :/
Are the constants that scale each value for the crit derived from somewhere do we think or are they arbitrary
I dont get either of these equations sorry :/ L = level but what is x and y. One of them is Damage reduction but this gets smaller with level increase not larger doesnt it??
HP = (6 x Vitality) + 18 so s/he gains 2 Vit per level and 12 HP per Vit
-------------------
Monk
Vitality = Level + 8
HP = (8 x Vitality) + 5 so s/he gains 1 Vit per level and 8 HP per Vit
-------------------
Witch Doctor
Vitality = Level + 9
HP = 8 x Vitality so s/he gains 1 Vit per level and 8 HP per Vit
If your values are correct (which I don't doubt) the barb is seriously nerfed in D3. In D2 the barb had much better base HP than most other chars, gaining 2 HP per level and 4 HP per vit. As a comparison the sorc had half of this. This means that when socketing amethysts to gain HP, the barb will underperform everybody, when I think it should realy be the other way around.
Yeah i thought the same in a way. The HP of all the classes are quite similar as are most of their other stats but here is something for comparison:
So the Demon Hunter (arguably as tanky as the monk maybe :P) is already around 30 HP lower with no gear or buffs at level 13. This would indicate that the Barb will have considerably more HP overall than the other classes at lv60. Whether this gap is suitably large i dont know but im sure alot of the gear available to barbs provide hp or vit rather than something else
Are the constants that scale each value for the crit derived from somewhere do we think or are they arbitrary
I dont get either of these equations sorry :/ L = level but what is x and y. One of them is Damage reduction but this gets smaller with level increase not larger doesnt it??
Nobody has found a formula behind the crit constant, so we can assume the game uses a precalculated table.
x => Defense, Armor or Resistance value
ƒ(x) = y => Damage reduction in %
----
Btw. your Vitality calculations don't match 90% of the values I have extracted from videos so far (which aren't 100% reliable of course). How sure are you on those?
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Are the constants that scale each value for the crit derived from somewhere do we think or are they arbitrary
I dont get either of these equations sorry :/ L = level but what is x and y. One of them is Damage reduction but this gets smaller with level increase not larger doesnt it??
Nobody has found a formula behind the crit constant, so we can assume the game uses a precalculated table.
x => Defense, Armor or Resistance value
ƒ(x) = y => Damage reduction in %
oh ok cool that makes sense. So is the Defense, Armour or Resistance value = 0 when on base settings? Sorry i dont know. I didnt get into the Beta so its hard to get my head round the data using the few credible screenshots
I am sure anyone could get these (or somebody has already determined them) but here are the equations that define the stats for each level and character. They are obvious but will help when writing the calculator. Also there is a very high chance that these wont apply to full release
Attack
All classes -> Attack = (2 x Level) + 8
-------------
Defense
Barbarian -> Defense = (2 x Level) + 9
Demon Hunter -> Defense = 0.25 x ((6 x Level) + (-1 ^ Level) + 31))
Monk -> Defense = (2 x Level) + 8
Wizard -> Defense = 0.25 x ((6 x Level) + (-1 ^ Level) + 27))
Witch Doctor -> Defense = (2 x Level) + 7
-------------
Precision
Barbarian -> Precision = Level + 8
Demon Hunter -> Precision = (2 x Level) + 9
Monk -> Precision = (2 x Level) + 9
Wizard -> Precision = (2 x Level) + 8
Witch Doctor -> Precision = (2 x Level) + 7
-------------
Once again, these will work for upto level 13 and possibly beyond but we will have to see but if at LV 60 everything is still linear then....
Lv 60 Barb - Attack = 128
Defense = 129
Precision = 68
Vitality = 129
The question is if they are really alternating betweeen +1 and +2 or if it is just +1.5 and displayed as integer.
That is a very good question. We would need some more evidence that could be used to determine this. Although it would still have to be harmonic as sometimes it would round up and sometimes round down right?
It is pretty safe to say that the client recieves only trunicated values. Otherwise this mess wouldn't make sense. The only explanation I can come up with is some weird rounding of the calculation that would cause the given Vitality numbers as seen here.
Unfortunately it will be almost impossible to come up with an exact formula like this. I'm also pretty sure this isn't intended and most likely a coding bug.
The reason I've come to this conclusion is that the Defense and Precision values don't seem to have this problem at all and go along with the predicted formula, despite having the same +1/+2 alternations.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
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I've been busy over the past two weeks setting up an Excel Character Sheet that will list:
-Character's Level
-Current XP (at beginning of level) along with XP to next
-Base Stats of character and basic information that gowith each stat:
Attack:"All Damage Increased by"
Precision:"Chance to Critical Hit"
Defense:"All Damage Reduced by"
Vitality:"Life"
-Display Armor Value
-Display the five Resistances:
Cold,Fire, Lightning, Poison & Arcane.
-Basic attack, DPS
-Also will show all details:
Offense
DamageIncrease:
AttacksPer Second:
Casting Speed:
CriticalHit Chance:
CriticalHit Damage:
Defense
BlockAmount:
BlockChance:
DodgeChance:
DamageReduction:
Life
MaximumLife:
LifePer Second:
LifeSteal:
LifePer Kill:
LifePer Hit:
Resource1
MaximumArcane Power:
ArcanePower Regenerated Per Minute:
Adventure2
"?"3
GoldFind:
MagicFind:
NOTES:
1.) The Resource will change per class. I just happen to use Wizard off the bat.
2.) Assuming title is "Adventure". The screenshot I had it covered up partially by a tooltip.
3.) Do not know what this is. Same tooltip as above, was covering this detail up
What I've done so Far:
(Remember, only using Wizard as an example. Certain things will have to change, from class character sheet to sheet)
I built two tables, two information blocks, the excel version of the character sheet, and began building a crude armor table.
The first table, (top most table) is for inputting the base stats of the class, per level. The numbers you see (in White) are just made up numbers to test the sheet, and formulas out. They will have to be figured out and inputted.
I believe this will be needed because of twinking, looking for the pattern of points per level (linear or curve) and just handy to know.
The second table, (right bellow the first) just monitors the change in stats from the previous level, to the current. Makes it easier to see any patterns.
The first information block with the titles, "Total Increase" and "Avg. Attribute (per Level)" is where it is taking the total increase of each stat point from levels 1-13 (why level 13 is highlighted in first table) and divide by 13, for the avg. point(s) per level.
The second information block, uses the avg. point(s) per level and projects it to level 60. The giant note is basically saying that I don't know if the amount of points is based on a nice, even, none-offset pattern or based on something else. It's a start, definitely not 100% correct. The first and second information block do not match because the first is only being based off the first 13 levels, not big enough sample size to get to 60.
Further examples of what I mean:
Taking at level 1, you had (for simplicity sake "0" points)
linear:
0 1 2 3 4 5 6 7 8 9 10 11 12
linear Offset:
0 0 1 2 3 4 5 6 7 8 9 10 11 "OR"
0 0 1 1 2 2 3 3 4 4 5 5 6
Curve:
0 1 2 2 3 4 4 5 6 6 7 8 8
X2:
0 1 2 3 5 7 9 11 14 17 20 24 28
With the patterns above, we won't know for certain till the first 60''s hit and we can record it down.
The character sheet is more or less just laid out. The stats, however, are being inputted using a formula from the first table. All you need to do is click where the level number is, in the sheet, and drag down to any level you want. It will then input the correct numbers. To check, the cells in the first table will highlight to the level you select (in the picture, it is LV 46).
The armor sheet is incomplete, but it gives you a good start at what I want to do.
My Goal with this:
Get this thing working to predict accurately what a player should have with any gear inputted at any level. After that, hand it over to the web devs and build it online.
Building a Bigger, Badder, Skill & Attribute Calculator....made in-house by help of all DiabloFans.
What's left to do:
Finish off Armor sheet
Make tables for XP per levels
Start hunting through forums, talk to people in the good ol' theorycraft section.
Get all formulas in the character sheet and start testing
***WHEN, NOT IF the excel version is done, the website one can be done (not by me, someone else; busy with work, family . . . . oh planning wedding too! LOL) I have a blanked out character sheet ready for use, and will get the details sheet done sometime this week.
Anyone interested can go here and download it:
Picture of Blanked out Character sheet:
^ Was made from the Chinese site dump, along with a few screenshots to make it complete and ready for website use.
Will update as more is added, feel free it comment or ask anything.
Drjdredscythe
You can do this, but it won't be accurate until the final is released. Some data might never be accurate, as the game is all server side now. That's just the way it is.
First off thank you for the notes, and links. I will use them in updating the sheet. I agree a lot will change over the next few coming months before release, but at least we have a little more time to perfect it.
On your MF note, and some data as a whole. As long as we can nail down the ones that effect our characters the most, crit, crit dmg, % dmg, etc. and are within a small to no percent error; I'll be good with that.
keep on trucken...?...!
Now these equations are so far all linear but we will not know if they change until release as HP gain per level may tail off at higher levels
Also it seems that some of the stats have a harmonic nature to them i.e. the wizards vitality doesnt increase by 2 every level like the barbarian but alternates between +1 and +2 depending on the level
But as i say (based on current evidence) most of the stuff is linear and i have the equations for aswell as HP. After that i want to work out Basic Attack per sec, the most important stat
I agree with everything you said. Unlike the pictures above, I have added a lot more to the sheet and really should get a newer version for testing and debugging. The reason I haven't already is because my home PC decided to got to *poof*. A new Motherboard, PCU, and RAM (a total of 350 bucks later) home comp back in action.
Two quick notes:
1) The XP equation, curve seems to show by the time we reach level 60, we'll have gotten anywhere between 725,000 to 800,000 XP. The projected amount on my graph versus the amount based on the equation of that graph don't match quiet as much as wanted; need to check.
2) Even though the %CRIT goes in a wired directions per level, the Amount of Precision per %CRIT does in fact go up per level. The only thing that bugs me, and makes me think its a part Expodential that levels off, is that from level 12-13 the amount seem to be smaller on my graph. Will post pictures later on tonight, along with a newer version of the excel sheet.
Feel free to PM me with any information you got. Keeping a list of contributers so all get credit here.
Other than that and the "projections" this is very nice work.
Keep it up mate!
1) According to the data mined data, the XP curve is rather flat. Possible changes for the final...
- The curve will get changed, and was only for beta (very likely)
- XP bonus items will get tuned down a notch
- XP penalties will be very high for fighting over-/underleveled enemies
The way it is right now, monster xp seems to have a base exp of around 30. With the current scaling this will make it rather easy to reach level 60, so it's unlikely for higher level monsters to give more exp. Champions and unique enemies seem to have a fixed multiplier.
2) It appears that the crit calculation uses a reference table to a precalculated scaling factor. For level 1 this is 0.33333, going all the way down to 0.0114 at level 60. The values have been posted.
Ok so this is what i have got thus far (they work for the beta values only, oh and sorry if they are obvious or not just putting everything there for completeness)
Now as i mentioned before, both the Wizard and Demon Hunter have strange harmonic vit and hp gain. This means that for each level, the amount vit goes up alternates between +1 and +2. This then has an impact upon how much their HP goes up too. I cant seem to work out a single eqn for HP for both but...
I can be bothered to work on these last two anymore so will move onto the basic attack and attack stat.
As I have agreed with many in this and previous posts, yes, I am fully aware of the XP curve is not final. In fact, I agree 100% it won't be the same. I did this just to get an idea. More like shits-&-giggles than anything else. This will be fixed at release, along with pretty much everything (that changes mind you) from beta to release.
Could you point me to this thread with the talk about the crit table? Is it used for all five classes (yes / no / different) ?
Thanks
EDIT: Going from a concept standpoint, would you rather be able to input each stat on a piece of armor, and figure out upgrades from there AND/OR use the calculator to just figure out how much of a stat to obtain a certain desired amount.
I have noticed that:
1) The basic attack per sec stat (the main stat) seems really arbitrary. It rapidly increases at lower levels, levels off and then increases again. Why it wouldnt be constant i just dont know. Also all classes have the same attack value for each level give or take +/- 0.01. This small variance is really weird and hints that something is being rounded rather than being rational
2) The crit chance is similar to above in terms of being possibly irrational but is more linear in progression
3) Dmg reduction % is really odd. Two of the classes have no damage reduction while the other three have this value decrease in an exponential way, almost as if it is a buffer to help protect lower level classes. But if that was the case then why would 2 classes have 0 :/
Someone has pointed out that the ingame value might be wrong. Can't find the thread right now, though.
Crit numbers.
http://www.diablofans.com/topic/29185-beta-combat-mechanics-compendenium/page__st__20#entry674727
Damage reduction.
http://www.diablofans.com/topic/29185-beta-combat-mechanics-compendenium/#entry672006
Are the constants that scale each value for the crit derived from somewhere do we think or are they arbitrary
I dont get either of these equations sorry :/ L = level but what is x and y. One of them is Damage reduction but this gets smaller with level increase not larger doesnt it??
Yeah i thought the same in a way. The HP of all the classes are quite similar as are most of their other stats but here is something for comparison:
So the Demon Hunter (arguably as tanky as the monk maybe :P) is already around 30 HP lower with no gear or buffs at level 13. This would indicate that the Barb will have considerably more HP overall than the other classes at lv60. Whether this gap is suitably large i dont know but im sure alot of the gear available to barbs provide hp or vit rather than something else
Nobody has found a formula behind the crit constant, so we can assume the game uses a precalculated table.
x => Defense, Armor or Resistance value
ƒ(x) = y => Damage reduction in %
----
Btw. your Vitality calculations don't match 90% of the values I have extracted from videos so far (which aren't 100% reliable of course). How sure are you on those?
oh ok cool that makes sense. So is the Defense, Armour or Resistance value = 0 when on base settings? Sorry i dont know. I didnt get into the Beta so its hard to get my head round the data using the few credible screenshots
Once again, these will work for upto level 13 and possibly beyond but we will have to see but if at LV 60 everything is still linear then....
Lv 60 Barb - Attack = 128
Defense = 129
Precision = 68
Vitality = 129
That is a very good question. We would need some more evidence that could be used to determine this. Although it would still have to be harmonic as sometimes it would round up and sometimes round down right?
Unfortunately it will be almost impossible to come up with an exact formula like this. I'm also pretty sure this isn't intended and most likely a coding bug.
The reason I've come to this conclusion is that the Defense and Precision values don't seem to have this problem at all and go along with the predicted formula, despite having the same +1/+2 alternations.