+% Health stuff is off a bit. Try with higher level heroes, and it gets potentially more inaccurate then just rounding. Atleast that is what I have seen so far given the numbers that have been provided to me; so far rather inconclusive.
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"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Only 3 champions have linear scaling for 1-13 naked Vitality stats, the other 2 are off in a weird way I don't really understand. The Wizard for example, his Health per Vitality decrease by leveling up. Now to understand this better we will need some numbers from beta testers adding Vitality items to diffent champion types and provide us with the results. Obviously we won't be able to determine the formula from the base stats only.
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"Traitors! Even in death, the armies of Khanduras will still obey their king!"
I think everything revolving around "Attack Speed" and that includes "Frenzy" will need special consideration, as not everything can be multiplied in those cases. That would be way to strong. Even though beta testers have confirmed that Attack, Weapon ED%, Ability ED% and Passive ED% all stack multiplicative, what we can test is still very limited and might also change for the final. So don't take my word on this.
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"Traitors! Even in death, the armies of Khanduras will still obey their king!"
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.
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"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 %
----
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?
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"Traitors! Even in death, the armies of Khanduras will still obey their king!"
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.
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"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.
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"Traitors! Even in death, the armies of Khanduras will still obey their king!"
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http://www.youtube.com/watch?v=_1_Rxc1-sAg&t=90s&hd=1
One of the rings has +10% health.
http://www.diablofans.com/topic/29849-beta-test-requests/
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.
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?
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
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.
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.