Not sure if this is posted in the replies somewhere, but, your project level 60 stats are way off.
Firstly nice find on this picture. Now we have all said that these equations are based off the numbers from the beta. We (or at the very least me) assumed that the equations found from the 13 levels would apply in a linear fashion to later levels. We know that this is almost absolutely incorrect but its all we can do for now
Secondly we dont know if those are stats boosted by gear, skills etc so we may not be as far off as we think (although we probably are :P)
Yeah... I made that note about gear after I posted it.
And you're probably right, there's got to be skills/gear involved at level 60 because the character has some elemental resistances (which you don't get from stats alone).
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.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
I think character's base HP (the hp they'd have with 0 Vitality) scales with level. It is also possible that the HP-per-Vit scales with level (and may even be non-integer!) as the screenshots we've seen of level-60 characters have ridiculously high HP.
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.
It is always a possibility that the LCS ("lying character sheet") is completely full of crap and giving us wrong values. However, I think it'd be extremely unlikely for HP to lie to us. (otherwise, our characters might die while having more-than-0 displayed HP)
It is possible that Vit is rounded prior to its use in HP calculations, while Precision/Defense/etc are only rounded after they have been used in calculations. This effect is pretty common in WoW. (ie, Expertise only works in whole numbers while Mastery works in fractional numbers)
I think character's base HP (the hp they'd have with 0 Vitality) scales with level. It is also possible that the HP-per-Vit scales with level (and may even be non-integer!) as the screenshots we've seen of level-60 characters have ridiculously high HP.
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.
It is always a possibility that the LCS ("lying character sheet") is completely full of crap and giving us wrong values. However, I think it'd be extremely unlikely for HP to lie to us. (otherwise, our characters might die while having more-than-0 displayed HP)
It is possible that Vit is rounded prior to its use in HP calculations, while Precision/Defense/etc are only rounded after they have been used in calculations. This effect is pretty common in WoW. (ie, Expertise only works in whole numbers while Mastery works in fractional numbers)
I agree my numbers are incorrect but whether my equations are wrong im not so sure (although they probably are). The barb at level 13 with no gear/buffs should have Atk 34, Precision 21, Defense 35, Vit 35. Clearly the first video shows that their stats are different. This difference is due to various buffs from Battle Rage, Frenzy and a potion (maybe not important). Now my equations will simply workout the correct stats for a naked character under no effects. I agree they dont work in all cases but will work when applied to base stats. That being said, i am pretty sure they are incorrect for that to as the beta is probably scaled differently to the full release
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.
Rollback Post to RevisionRollBack
"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.
It is clear that the Vitality of both up in alternating amounts i.e. +1 +2 +1 +2 etc. Therefore every two levels they gain +3 Vitality. With this they gain 20HP so thats 20HP per 3 Vitality and this remains constant thru the 13 levels.
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.
I agree with the three having linear and that 2 are different namely the Wizard and the Demon Hunter. After looking thru the stats from: http://s273.photobuc...ablo%203/stats/
It is clear that the Vitality of both up in alternating amounts i.e. +1 +2 +1 +2 etc. Therefore every two levels they gain +3 Vitality. With this they gain 20HP so thats 20HP per 3 Vitality and this remains constant thru the 13 levels.
Yup that's correct. One thing to give the melee-ish classes a one up on the cannon-ish classes I suppose.
I've been meaning to update the calculator but been really busy these past 3 days. F/T Job, plus Wedding stuff, plus getting a D3 site ready to go, just not enough time in the day nor week to do everything I want for the community. I will be updating the calc no matter what with all 5 classes today so all are on it. I'll also do some graphs for a visual aid as well.
On that note, what graphs would you like to see (that we can test out with the little certain info we have)?
Heya. Can I ask how this excel sheet is different from what the D3DB guys already have in their character planner? Just curious.
Well my calc is (now) more of a free use excel sheet. They still have a few things to do on theirs.
-It isn't accounting for base stats, or what level you are.
-it doesn't have some of the formulas, BUT nor do we (crit, DR, etc.).
-It's only giving ranges with equipment, can't put in your EXACT DPS, EXACT Damage, etc.
-also cant edit the random properties, that's a huge lose of additional stats.
IT IS what I was thinking of. They are well off and with only a few things listed above, basically there on a community character planner. I will be using my excel sheet as a proof to what they are doing and also a way for people to see what they will be EXACTLY at any level with exact numbers inputted rather than ranges. Wont be pretty or quick but I like to know my exact numbers.
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.
You can't calculate Vitality scaling based on naked stats from characters of different level. Base HP and HP-per-Vit could easily change from level to level. In WoW, characters have a substantial amount of base HP that scales a lot per level. The equations published in this thread assume that characters have the same base HP regardless of level. (for example "Baba HP = Vit*6 + 18") I find this incredibly improbable.
The correct methodology for testing Vitality scaling is to take one character, put on and take off +Vitality gear, and see how much his HP changes.
That seems to be the same for the Barbarians health too, since a naked Barb has 228 HP total, with 35 Vit you get 140 hp, that takes us down to 88 hp then take off 52 hp( lvl 13 * 4) we are then left with, 36!
+1!
I'll do a check for DH / Monk / WD now
Demon Hunter:
Base HP of ( 196 )
Base Vit of 27 ( 108 )
Level 13 ( 52 )
Left over ( 36 )
108+52+36 = 196
Monk:
Base HP of ( 172 )
Base Vit of 21 ( 84 )
Level 13 ( 52 )
Left over ( 36 )
84+52+36 = 172
Witch Doctor:
Base HP of ( 176 )
Base Vit of 22 ( 88 )
Level 13 ( 52 )
Left over ( 36 )
88+52+36 = 176
So yes, that seems to be how HP is calculated atm.
Also if anyone wants the XP to next level values currently for the Beta
I assume both characters are naked.... if not, then your stats MIGHT be right.
Firstly nice find on this picture. Now we have all said that these equations are based off the numbers from the beta. We (or at the very least me) assumed that the equations found from the 13 levels would apply in a linear fashion to later levels. We know that this is almost absolutely incorrect but its all we can do for now
Secondly we dont know if those are stats boosted by gear, skills etc so we may not be as far off as we think (although we probably are :P)
And you're probably right, there's got to be skills/gear involved at level 60 because the character has some elemental resistances (which you don't get from stats alone).
http://www.diablofans.com/topic/29849-beta-test-requests/
http://www.youtube.com/watch?v=4hj0gBPyxfk&feature=related
Baba Vit = 69, HP = 393 (your formula = 432)
http://www.youtube.com/watch?v=8rBGhsYqa90&feature=related
Baba Vit = 85, HP = 475 (your formula = 528)
I think character's base HP (the hp they'd have with 0 Vitality) scales with level. It is also possible that the HP-per-Vit scales with level (and may even be non-integer!) as the screenshots we've seen of level-60 characters have ridiculously high HP.
It is always a possibility that the LCS ("lying character sheet") is completely full of crap and giving us wrong values. However, I think it'd be extremely unlikely for HP to lie to us. (otherwise, our characters might die while having more-than-0 displayed HP)
It is possible that Vit is rounded prior to its use in HP calculations, while Precision/Defense/etc are only rounded after they have been used in calculations. This effect is pretty common in WoW. (ie, Expertise only works in whole numbers while Mastery works in fractional numbers)
I agree my numbers are incorrect but whether my equations are wrong im not so sure (although they probably are). The barb at level 13 with no gear/buffs should have Atk 34, Precision 21, Defense 35, Vit 35. Clearly the first video shows that their stats are different. This difference is due to various buffs from Battle Rage, Frenzy and a potion (maybe not important). Now my equations will simply workout the correct stats for a naked character under no effects. I agree they dont work in all cases but will work when applied to base stats. That being said, i am pretty sure they are incorrect for that to as the beta is probably scaled differently to the full release
I agree with the three having linear and that 2 are different namely the Wizard and the Demon Hunter. After looking thru the stats from:
http://s273.photobucket.com/albums/jj227/soulzek/diablo%203/stats/
It is clear that the Vitality of both up in alternating amounts i.e. +1 +2 +1 +2 etc. Therefore every two levels they gain +3 Vitality. With this they gain 20HP so thats 20HP per 3 Vitality and this remains constant thru the 13 levels.
Yup that's correct. One thing to give the melee-ish classes a one up on the cannon-ish classes I suppose.
I've been meaning to update the calculator but been really busy these past 3 days. F/T Job, plus Wedding stuff, plus getting a D3 site ready to go, just not enough time in the day nor week to do everything I want for the community. I will be updating the calc no matter what with all 5 classes today so all are on it. I'll also do some graphs for a visual aid as well.
On that note, what graphs would you like to see (that we can test out with the little certain info we have)?
In terms of graphs im not sure but anything out of the main stats would be benefit and more can be added later
Ha. Bagstone.
Well my calc is (now) more of a free use excel sheet. They still have a few things to do on theirs.
-It isn't accounting for base stats, or what level you are.
-it doesn't have some of the formulas, BUT nor do we (crit, DR, etc.).
-It's only giving ranges with equipment, can't put in your EXACT DPS, EXACT Damage, etc.
-also cant edit the random properties, that's a huge lose of additional stats.
IT IS what I was thinking of. They are well off and with only a few things listed above, basically there on a community character planner. I will be using my excel sheet as a proof to what they are doing and also a way for people to see what they will be EXACTLY at any level with exact numbers inputted rather than ranges. Wont be pretty or quick but I like to know my exact numbers.
A situation of this or that...
You can't calculate Vitality scaling based on naked stats from characters of different level. Base HP and HP-per-Vit could easily change from level to level. In WoW, characters have a substantial amount of base HP that scales a lot per level. The equations published in this thread assume that characters have the same base HP regardless of level. (for example "Baba HP = Vit*6 + 18") I find this incredibly improbable.
The correct methodology for testing Vitality scaling is to take one character, put on and take off +Vitality gear, and see how much his HP changes.
let Y = (2167.5*LEVEL - 158167.5);
let X = (1/Y);
%DR = 100 - ( 100% / (Armor*X + 100%) )
So, %DR (in the case of a level 13 = 100 - ( 1.00 / (Armor @L13 * {1 / [ (2165.7 * 13) - 158167.5] } + 1.00 )?
Do I have it right?
I have been messing around I found the same equation (slightly different I had +40 and 4*(level -1) so yours is nicer)
This actually applies to all classes!
HERP DERP EDIT: A function that is dependent upon level is not going to work when gear is added as vit will change but level will not
http://www.youtube.com/watch?v=NdNsh-hUhyM&feature=player_detailpage#t=1193s
Here Force is Level 8, Vit 36 therefore the above would give 212 but actually it should be 233. Although the equation way still be salvagable
HERP DERP DERP EDIT: The difference may (albeit unlikely) due to gear giving +21 to HP
http://www.youtube.com/watch?v=_1_Rxc1-sAg&t=90s&hd=1
One of the rings has +10% health.
That seems to be the same for the Barbarians health too, since a naked Barb has 228 HP total, with 35 Vit you get 140 hp, that takes us down to 88 hp then take off 52 hp( lvl 13 * 4) we are then left with, 36!
+1!
I'll do a check for DH / Monk / WD now
So yes, that seems to be how HP is calculated atm.
Also if anyone wants the XP to next level values currently for the Beta