My eye sight may not be as good as it used to be but I am pretty sure that the HP is actually 8072! At the top, the dmg increase is 533 and these threes dont look like the HP. Me thinks gear and passives
The newer posts in the Incgamers thread (using an emulator to datamine lv 14-60 numbers) seem to indicate that the formula for 1-30 is different from the formula for 31-60. This shows the problem with extrapolating any 1-13 numbers to the level 60 game.
Care to give us the source of that.
By the way guys. I have very solid proof for the crit formula, let's say I didn't just make it up.
If I recall correctly the formula changes at level 11 or 12. And I'm careful when saying this but we don't know the actual formula. The game uses a precalculated table (many of those in D2) most likely.
The way it is right now Precision seems to be very weak at level 60, despite some abilities procing off it. However we don't know what's in store for the final.
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Another thing. I've been thinking about is Vitatliy.
What I believe is happening is this. The early game Health values scale (depending on hero) anywhere from
Health = 6 * Vitality + C
to
Health = 8 * Vitality + C
On the way to level 60 this formula slowly goes towards...
Health = 4 * Vitality + C
We don't know how exactly, of course. This is just a theory I have.
It explains the tooltip (Vitality gives 4 Health per point spent) and the Gamescon 11 slideshow.
We desperately require some beta tester to provide us with +Vitality data to maybe figure out a formula.
Barbarian
Vitality = (2 x Level) + 9
HP = (6 x Vitality) + 18 so s/he gains 2 Vit per level and 6 HP per Vit
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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
-------------------
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 am not sure about the progression towards a gradient of 4 but you may well be right
My investigations lead me to believe that the screenshot is incorrect or simply a red herring; based on the first 13 data points, especially taking note of levels 11, 12, and 13, between which it becomes evident that the slope is decreasing, the precision formula clearly follows a logistic regression instead of an exponential regression. This immediately makes much more sense and answers many questions about precision.
1500 is the precision needed to have 100% critical chance at level 60.
1% crit chance = 15 precision
1% crit chance * 150% damage = +5% extra damage = 5 attack
15 precision = 5 attack
Now, with extra critical damage, the conversion changes.
1% crit chance * 250% damage = 15% extra damage = 15 attack
15 precision = 15 attack
So, if +critical damage % > 100, precision > attack.
Ok firstly i want to say that i am not a statistician (im an engineer) so i dont know a whole lot about probability distributions of which the logistic is one.
So by plotting crit chance % against precision you get:
So clearly something is up with the distribution of crit chance
So you said it followed the logistic distribution which is kind of logical but i just dont know where you got the numbers from.
Logistic distribution follows: Chance of something = 1 / (1 + e^-z) where z = B0 + B1x1 +...
In the above, x1, x2 etc are all the various criteria that could affect the chance. So in our case we would have just one, Precision (probably incorrect in reality. More likely to have many factors). And then the chance is the values shown in the graph above. I just dont see where everything else comes in. There are too many unknowns.
Ignoring all of the maths above, where did you get this asymptote of 1500 for 100% crit at lvl 60. This seems so arbitrary especially as we only have 13 levels to go by
EDIT: After some more messing around, i got the values you got for 100% crit chance and thus the required precision values per level. I then plotted these required precision values against level and i get a graph that "LOOKS" like a logistic distribution. The curve has the same shape but everything else is different. For this to truly be a logistic distribution this would have to be a plot of probability of crit on the y (between 1 for a crit and 0 for non-crit) against precision.
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Yeah exactly. By having any amount of % gain to health at level 60 it would have a large impact
I wanted to check with the thread, do we have the equations for the basic attack per second value. If not I want to look at that and the crits also
My eye sight may not be as good as it used to be but I am pretty sure that the HP is actually 8072! At the top, the dmg increase is 533 and these threes dont look like the HP. Me thinks gear and passives
I direct you to my equations:
http://www.diablofans.com/topic/29779-beginning-a-full-calculator/
I am not sure about the progression towards a gradient of 4 but you may well be right
Ok firstly i want to say that i am not a statistician (im an engineer) so i dont know a whole lot about probability distributions of which the logistic is one.
So by plotting crit chance % against precision you get:
So clearly something is up with the distribution of crit chance
So you said it followed the logistic distribution which is kind of logical but i just dont know where you got the numbers from.
Logistic distribution follows: Chance of something = 1 / (1 + e^-z) where z = B0 + B1x1 +...
In the above, x1, x2 etc are all the various criteria that could affect the chance. So in our case we would have just one, Precision (probably incorrect in reality. More likely to have many factors). And then the chance is the values shown in the graph above. I just dont see where everything else comes in. There are too many unknowns.
Ignoring all of the maths above, where did you get this asymptote of 1500 for 100% crit at lvl 60. This seems so arbitrary especially as we only have 13 levels to go by
EDIT: After some more messing around, i got the values you got for 100% crit chance and thus the required precision values per level. I then plotted these required precision values against level and i get a graph that "LOOKS" like a logistic distribution. The curve has the same shape but everything else is different. For this to truly be a logistic distribution this would have to be a plot of probability of crit on the y (between 1 for a crit and 0 for non-crit) against precision.