I am loving all of the progress in developing equations etc but i am feeling we are lacking quality data.
So maybe post screenshots of your character's stats page (would do mine but im not in the beta ) and equipment page. This way we can see how various items effect the various stats as well as how the stats generally work. This way it would be easier to develop equations and to see relationships. All of this would then help us to develop the calculator set up by Drjdred
Well we just need some screenshots that can used for data. So for example Barbarian stats page and equipment page/gear stats so we can determine how the gear impacts upon the stats, or maybe under the conditions of a buff etc. I have seen some screenshots but its hard to tell if they are under the influence of a skill etc. We just need some concrete evidence, that can then be used
These will then help us to determine the correct equations (if they exist) so that an accurate calculator can be made
Other than Precision, Defense, and Armor the formulas are most definitely not known.
The "elemental resistance" formula is speculative as I have not seen any screenshot proof that it is correct.
The "vitality and HP" formula in the Beta Compendium thread is blatantly incorrect, as it does not fit with known screenshots.
The multiplicative vs additive nature of "+%damage" modifiers is very poorly defined and bitterly argued in any thread where it is brought up.
The multiplicative vs additive nature of "Attack Speed" modifiers is poorly defined, the existence of diminishing returns is unknown, and the attack speed modifiers of individual skills is mostly unknown (other than hammer of the ancients and weapon throw, which appear to be +10% faster than a regular swing, and it is not clear whether this is multiplicative or additive).
The Block mechanics are completely unknown as far as I know. Is block value taken after defense/armor like in WoW? How does block chance stack with Dodge, and is it possible to become "unhittable" like in WoW? Can a blocked attack crit? (in WoW, blocked white hits cannot crit but blocked yellow hits can crit)
Resistance formula is accurate. I've had around 5 people give me values that were all correct. It uses the same formula as defense and armor (which makes sense) just with other values.
Superstate has done some interesting test scenarios on "Attack Speed", animations, aps and damage per second. His ressources are of course limited by the beta.
Block can't be tested. The effectiveness of Block relies on "end game" equipment stats (block amount and chance) and the question if block is before damage mitigation from armor defense (which makes it useless) or after (which might make it useful, depending on the stats). Another question is if the animation locks out additional blocks. There is basicly no way to test this in the beta. So why bother.
For the rest, this pretty much relies on what the beta testers provide us with. Enhanced damage calculations are very limited by the level 13 restrictions and completely unknow monster stats. Vitaltiy and Health require more data from beta testers. I think we are doing pretty well considering the little information we have.
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"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Block can't be tested. The effectiveness of Block relies on "end game" equipment stats (block amount and chance) and the question if block is before damage mitigation from armor defense (which makes it useless) or after (which might make it useful, depending on the stats). Another question is if the animation locks out additional blocks. There is basicly no way to test this in the beta. So why bother.
We could at least test whether block and dodge use a single-roll system or a multi-roll system. It shouldn't be too hard if you put a shield on a monk with Mantra of Evasion and take enough datapoints.
I think we are doing pretty well considering the little information we have.
I agree 100%. The people in this forum have done yeoman's work on figuring out game mechanics with a very limited dataset. However, it is patently false to say that "the formulas are pretty much known".
Ok let me rephrase it this way... the formulas we can know we do know.
There is plenty of testable information that we do not know. (at least, have not been posted on these forums)
It would be nice to know the exact scaling of HP vs Vitality (since our "known" formulas are incorrect).
It would also be nice to know scaling of Witchdoctor Mana and Mana Regen with level.
It would be nice to know how Block and Dodge stack.
It would be nice to have some idea of how "hit recovery" mechanics work. Is it still based on 1/12 max hp? This could be difficult to test (it would require taking multiple hits from monsters of various strength) but not impossible.
Out of everything I'd listed, empirically testing Attack Speed (ie double-checking the "Lying Character Sheet" numbers) is the only thing that is impossible with the available Beta gear.
What I'd really like to see is how % bonuses stack. Like, two +life% bonuses, or two +attack speed% bonuses, or attack speed% and dual wield.
Critical hit% at least stacks additively with itself.
One interesting tidbit you can conclude from the Wizard screenshot is that listed Attack Speeds on weapons are not exact. The weapon says 1.3 APS, and he has a ring that gives +5% attack speed. 1.3 * 1.05 = 1.365, which should be rounded up to 1.37 APS, but is instead listed as 1.36 APS. The weapon's attack speed must be less than 1.3
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I am loving all of the progress in developing equations etc but i am feeling we are lacking quality data.
So maybe post screenshots of your character's stats page (would do mine but im not in the beta ) and equipment page. This way we can see how various items effect the various stats as well as how the stats generally work. This way it would be easier to develop equations and to see relationships. All of this would then help us to develop the calculator set up by Drjdred
These will then help us to determine the correct equations (if they exist) so that an accurate calculator can be made
Nevermind then
Superstate has done some interesting test scenarios on "Attack Speed", animations, aps and damage per second. His ressources are of course limited by the beta.
Block can't be tested. The effectiveness of Block relies on "end game" equipment stats (block amount and chance) and the question if block is before damage mitigation from armor defense (which makes it useless) or after (which might make it useful, depending on the stats). Another question is if the animation locks out additional blocks. There is basicly no way to test this in the beta. So why bother.
For the rest, this pretty much relies on what the beta testers provide us with. Enhanced damage calculations are very limited by the level 13 restrictions and completely unknow monster stats. Vitaltiy and Health require more data from beta testers. I think we are doing pretty well considering the little information we have.
We could at least test whether block and dodge use a single-roll system or a multi-roll system. It shouldn't be too hard if you put a shield on a monk with Mantra of Evasion and take enough datapoints.
I agree 100%. The people in this forum have done yeoman's work on figuring out game mechanics with a very limited dataset. However, it is patently false to say that "the formulas are pretty much known".
There is plenty of testable information that we do not know. (at least, have not been posted on these forums)
It would be nice to know the exact scaling of HP vs Vitality (since our "known" formulas are incorrect).
It would also be nice to know scaling of Witchdoctor Mana and Mana Regen with level.
It would be nice to know how Block and Dodge stack.
It would be nice to have some idea of how "hit recovery" mechanics work. Is it still based on 1/12 max hp? This could be difficult to test (it would require taking multiple hits from monsters of various strength) but not impossible.
Out of everything I'd listed, empirically testing Attack Speed (ie double-checking the "Lying Character Sheet" numbers) is the only thing that is impossible with the available Beta gear.
and
http://s273.photobucket.com/albums/jj227/soulzek/diablo%203/stats/barbarian/?action=view¤t=barb11.jpg
Starting at Level 11. Good eye. Never noticed.
Correct, sorry I forgot to take the passive off lol.
I'll be uploading a picture of all classes @ lvl 13 with no items / passives on( will take 5 mins)
Soul you rock! Any data is good data. Dont worry about making him naked, so long as you explain the gear he is wearing (what properties they provide)
I've done one better =)
Barbs Stats and Gear
Passive: Weapons Master (currently 10% Extra Crit in Beta, Skill Calc on Bnet site says 5%)
Demon Hunters Stats and Gear
Passive: Steady Aim (10% Extra Damage as long as no enemies within 10 yards)
Monks Stats and Gear
Passive: Fleed Footed (10% Increased Movement speed)
Witch Doctors Stats and Gear
Passive: Spiritual Attunement (Max mana increased by 20%, Regenerate 2% mana per second)
Wizards Stats and Gear
Passive: Glass Cannon (20% Damage Increase, Armor and Resistances Reduced by 10%)
Enjoy!
This is the shit! Thanks for the effort put into this. Now i dont have to scan thru hours of Force videos
Hypothesis:
Base HP = 36 + 4* Level
HP/Vit = 4
Demon Hunter: 449 Life (+9%)
((13)*4 + 36 + 81*4)*1.09 = 449.08
Barbarian: 360 Life
(((13)*4) + 36 + 68*4) = 360
Witch Doctor: 228 Life
(((13*4) + 36 + 35*4) = 228
Wizard: 416 Life
(((13*4) + 36 + 82*4) = 416
So they all match that hypothesis.
What I'd really like to see is how % bonuses stack. Like, two +life% bonuses, or two +attack speed% bonuses, or attack speed% and dual wield.
Critical hit% at least stacks additively with itself.
One interesting tidbit you can conclude from the Wizard screenshot is that listed Attack Speeds on weapons are not exact. The weapon says 1.3 APS, and he has a ring that gives +5% attack speed. 1.3 * 1.05 = 1.365, which should be rounded up to 1.37 APS, but is instead listed as 1.36 APS. The weapon's attack speed must be less than 1.3