dodge by smurf killer, Score -2.1
???? by zurano02, Score -3.8 Re: by Megab0b, Score 0.73
>>>>> by Ghostjr, Score -2.2
XP=(MOB_LEVEL*5+45)*(1+0.05*LEVEL_DIFFERENCE)
Negative level differential = mob is lower level than the own character
1=2 by devilheart, Score 0.00
For Hunters, we have:
(Melee)
1 STR = 1 AGI = 1 ATK PWR
(Ranged)
1 AGI = 2 ATK PWR
For reference, 14 attack power is worth 1 DPS.
This is as far as I've seen, at least. If I'm wrong, somebody please correct me.
Hunters now only get 1 Attack Power per point of Agility.
Re: by guktran, Score 0.73 Re: by guktran, Score 0.00
bear form does not use your weapon as a modifier
I probably don't know some of the factors, but some things I do know that affect chance to hit:
Dual Weild: DW has a 24% base miss rate. Using a 2H or a 1H+shield has a 5% base miss rate.
Weapon skill and Defense: The higher your weapon skill relative to the enemy's Defense, the better your chance to hit. Mobs have a Defense skill equal to 5 times their level.
Talents/items: Some items and talents increase chance to hit.
as far as i know bear and all the druid forms dont use wep damage to calculate there melee damage only the stats on them
Spirit regenned is 13 + (Spirit/4)
I've done some simple testing on my own, idly trying to figure out the exact mana regeneration from spirit when I'd ran out of drink and didn't want to run to town for more just yet. I'd agree, roughly, with mana/tick = (Spirit / 4) + 13. I tested my mana regeneration when I was rebuffing, by writing down the numbers. Here are those numbers for reference, in case anybody wants to cross my t's and dot my i's.
1267 -> 1314 (+47)
1314 -> 1362 (+48)
1362 -> 1409 (+47)
1409 -> 1457 (+48)
1457 -> 1504 (+47)
total = +237 mana / 5 ticks = 47.4 mana / tick
formula = 47.75 mana / tick
1143 -> 1211 (+68)
1211 -> 1279 (+68)
1279 -> 1347 (+68)
1347 -> 1415 (+68)
1415 -> 1483 (+68)
total = +340 mana / 5 ticks = 68 mana / tick
formula = 68.25 mana / tick
1334 -> 1457 (+123)
1457 -> 1580 (+123)
1580 -> 1704 (+124)
1704 -> 1827 (+123)
1827 -> 1951 (+124)
total = +617 mana / 5 ticks = 123.4 mana / tick
formula = 123.5
Can some one define " tick " , is it per second or ... ?
-
a tick is the event occuring, for this senario it might be every 2 seconds i dont know, but for my corruption for example (ie when it applies damage) it is 3 seconds.
With mana a tick occurs 6 seconds after the last spell was cast, and every 2 seconds from then on. This means you can regen in combat, but only if you aren't casting spells.
-
I thought it was 5 seconds then ever 2?
Procs by thedoctor07, Score 0.90 mivvel by anusbreath, Score 0.72
You might think so. But this is not how it is calculated. A 10% chance to dodge means you get a 10% chance to dodge out of ALL attacks, not just the ones which didn't miss, weren't parried etc.
What happens is more like this:
(pseudo code)
float x = random(1 to 100)
if x < 10 parry()
elsif x < 20 dodge()
elsif x < 30 missed()
elsif x < 40 block();
elsif x < 95 hit();
else crit();
You can verify this quite easily by checking that parry, dodge and block chances do actually correspond to the listed values over all attacks for a same level mob.
If you really did get a chance to be missed first, and then a chance to dodge on remaining attacks and then a chance to parry on remaining attacks and so on; you would see a bias against parry being applied because it is applied to less attacks than earlier checks. But I have never observed any bias in any of dodge block and parry.
^_^ by nall44, Score 0.72
I'm pretty sure they posted this on the WoW site somewhere... it doesn't have a numerical formula to it, really. For every 8 hours you spend in an inn/city, you get one bubble of rested XP. And it accumulates at 50% outside of inns and cities, so it'd give half a bubble in 8 hours in such a case. And there's a maximum of 30 bubbles of rested XP you can get, accounting for 1.5 levels of rested XP before taking quests into account since they don't take up any of the rested XP.
Well, 1 bubble equals 1/20 of a lvl (5%) so if the 8 hour pr 5% you say is right, then you can easily figure out how many hours thats needed for a full rested lvl, counting you get 15% pr day (24 hours).
If what is said is true then so is:
because we know that each time you level the experience it takes to gain another level increases, so does the experience gained from resting. so;
(total exp needed) * (hrs logged off) * .00625 = total rested exp
i got .00625 from .05/8 which should be % rested exp. gained per hr
^ (or 5%)
---------
now if you gain a level and you still have some rested exp i don't know wether its:
(rested exp left over before lvl) * (total exp now needed to lvl/old total exp needed to lvl) = (rested exp for new level)
or maybe the exp you earned while resting in that level simply carries over
can someone clear this up?
So that would mean
8 hours per bubble
times 30 bubbles
--
240 hours per full bubble
/24 hours per day
--
10 days to rest before you get full rested xp
So anyone who doesnt log in to an alt right at the 10 day mark really sucks :P
lol by DarkLasombra, Score -3.0
Just to continue on my last post (was in a hurry) the formula for rested xp would be something like this. for every 16 hours, you get 10% so 160 hours means a full lvl. Thats 6 days and 8 hours.
So to calculate how much xp you get rested for every hour spend in a capital city, or a inn would be: (max xp, needed to lvl)/160. In lvl 60 that would mean 1358 xp. to get it down a little lower into minutes youd need to do this. ((max xp, needed to lvl)/160)/60. In lvl 60 that means 22 xp.
To find out how much you gain pr minute outside you simply divide it with 2.
All this is based on you get 1 bubble (5%) rested xp pr 8 hours spend inside an inn.
I aint got anyone else than myself to base these numbers on, but i hope they can help someone :)
rested by smurf killer, Score 0.00
Geezus by scOOtdiggity, Score 0.00 asd by s0urc3x, Score -0.12
Parry?? by hinchahuevos, Score 0.74 TBC by yeahok, Score 0.69
Strength affect the amount of damage you can block. How is that calculated?
as far as I found out, you gain one extra dmage blocked per 20 points of strength.
Census+ by Thadius856USA, Score 0.59
Math? by snild, Score 0.00 What? by gregkahuna, Score 0.67
It is 59.5 int per 1% chance to crit.
as far as i know its 80 int=1% crit for all classes with the exception of locks where from what i know its 82=1%
I play a druid specced for healing and a little side tanking. it seems this page was meant to be most informative to hunters and rogues... im trying to find what stats do what, and my sources are dwindling.
as far as i can tell...
- defense skill has no effect on damage reduc indicator through armor points
- damage reduction per armor point becomes less effective with more armor
(^this might confuse some people)
- 100 intel = 1% to crit?!?! is this true? seems a little low...
- spirit gives health and mana regen... how much?
- agility gives crit% dodge% armor# to hit% ranged attack power
but how much???
- strength gives melee attack power and is the only way to increase base damage in animal form...
- 1 stamina = 10 health ... thats it ...
unless im missing something
ok... so what im wondering is exactly how much defense effects every aspect of damage reduction... meaning dodge%, parry%, -crushing blows%... and how it compares to armor's reduction in damage... should i collect massive armor gear? or massive defense gear? or massive agility gear?
this so called formulas page is very incomplete...
is there another website somewhere that has all this information?
and for you curious druids out there, here's some fun bearform facts...
- armor enchants do not multiply in bear form
(rugged armor kit gives 40 armor regardless of shapeshifting)
- 1 agility = 2 armor (also regardless of shifting)
- Weapon speed, weapon DPS, and weapon procs, have absolutely no effect in animal form. but strength does increase your base damage.
<Blank> by asdfmanasdf44534690, Score -2.7
Here it is: The Block/Parry Chance Formula:
Block Chance is only affected by your Defense Skill Rating and Level.
Block_Chance = 5 - (Level*5 - Current_Naked_Defense)*0.04 + (Current_Defense - Current_Naked_Defense)*0.04
The Current_Naked_Defense Variable is your Defense Skill when you are wearing absolutly nothing (no items that would give you a Defense Bonus)
So your Maximum Block Chance (Base, you can always get items and skills that give you a block chance bonus) is 5% (if you don't have any Items that give you a Defense Bonus)
And, a Level 1 Char can have the 5% Block Chance as well as a Level 60 Char.
Each time you gain a Level, your Maximum Defense Skill rises by 5 Points, effectivly dropping your Block Chance by 0.2
For each Defense Point you gain 0.04 Block Chance.
Here is an Example (without any items that give you +Maximum_Defense):
Level 1 Char:
Has 1 Point in Defense, Current_Naked_Defense is also 1
=> Block Chance is 4.84%
Level 59 Char:
294 Defense, Current_Naked_Defense is also 294
=> Block Chance is 4.96%
Once he Levels up (now Level 60):
294 Defense, Current_Naked_Defense is also 294 (just the same values as above)
=> Block Chance is 4.76%
Here is an Example of a Level 60 Warrior:
+7% Block Chance items.
+5% Bock Chance because of Talent.
----------------------------------
+12% Block Chance
+102 Defense Skill by items.
300 Current_Naked_Defense, 402 Current Defense (with items)
Block_Chance = 5 - (60*5 - 300)*0.04 + (402-300)*0.04
=> Block_Chance = 9.08
Overall Block Chance:
9.08 + 12 => 21.08% Block Chance
Thats all.
Maybe this Formula is incorrect, so please go ahead and check it for yourself. If you think it is wrong, then post your Values so i can adjust the Formula.
Greets, Kadrim
I heard that strength effects shield block chance. is this true?
Strength affects the amount blocked, not the chance to block. Additionally, if you have enough strength and block value on your shield, you can fully block a rouge's gouge and other abilities like hamstring. (A partial block will only reduce damage but you will still be affected by the debuff)
Block_Chance = 5 - (Level*5 - Current_Naked_Defense)*0.04 + (Current_Defense - Current_Naked_Defense)*0.04 = 5 + (Current_Defense - Level*5)*0.04
It more easy :o)
Put more intuitively ...
Your block chance starts at 5%. For every 25 points of Defense you have over your level*5, your block chance goes up by another percentage point.
spirit by fairyj99, Score 0.00
You guys didn't seem to have this, so I'll give it to ya. If anybody is wondering if the +x wep damage enchants for 1h and 2h's help, they do.
WoW calculates dps like this:
Wep damage added together divided by two, then divided by the speed of the weapon. Example : Lets say we have a dagger that does 50-100 damage, and it's speed is 1.50.
((50+100)/2)/1.5
((150)/2)/1.5
(75)/1.5
50.00
The weapon's dps would be 50.00 WITHOUT any enchants.
This is how the enchant works.. Not +x to every hit.
Lets say we take the same dagger, and add a +5 weapon damage enchant to it.
((55+105)/2)/1.5
((160)/2)/1.5
(80)/1.5
53.3
The weapon's dps would be 53.3 dps WITH the +5 enchant. The dagger gained 3.3 dps from the enchant, but this was only a dagger, try using this formula with other weapons and see what you come out with.
Here is the complete list of the ep you need on a level to get the lvl up.
| LVL | LVL-EP | MOB-EP | MOB/LVL | | 1 | 400 | 50 | 8 | | 2 | 900 | 55 | 17 | | 3 | 1400 | 60 | 23 | | 4 | 2100 | 65 | 33 | | 5 | 2800 | 70 | 40 | | 6 | 3600 | 75 | 48 | | 7 | 4500 | 80 | 56 | | 8 | 4500 | 85 | 53 | | 9 | 6500 | 90 | 72 | | 10 | 7600 | 95 | 80 | | 11 | 8800 | 100 | 88 | | 12 | 10100 | 105 | 96 | | 13 | 11400 | 110 | 104 | | 14 | 12900 | 115 | 112 | | 15 | 14400 | 120 | 120 | | 16 | 16000 | 125 | 128 | | 17 | 17700 | 130 | 136 | | 18 | 19400 | 135 | 144 | | 19 | 21300 | 140 | 152 | | 20 | 23200 | 145 | 160 | | 21 | 25200 | 150 | 168 | | 22 | 27300 | 155 | 176 | | 23 | 29400 | 160 | 184 | | 24 | 31700 | 165 | 192 | | 25 | 34000 | 170 | 200 | | 26 | 36400 | 175 | 208 | | 27 | 38900 | 180 | 216 | | 28 | 41400 | 185 | 224 | | 29 | 44300 | 190 | 233 | | 30 | 47400 | 195 | 243 | | 31 | 50800 | 200 | 254 | | 32 | 54500 | 205 | 266 | | 33 | 58600 | 210 | 279 | | 34 | 62800 | 215 | 293 | | 35 | 67100 | 220 | 305 | | 36 | 71600 | 225 | 319 | | 37 | 76100 | 230 | 331 | | 38 | 80800 | 235 | 343 | | 39 | 85700 | 240 | 358 | | 40 | 90700 | 245 | 370 | | 41 | 95800 | 250 | 383 | | 42 | 101000 | 255 | 396 | | 43 | 106300 | 260 | 409 | | 44 | 111800 | 265 | 422 | | 45 | 117500 | 270 | 435 | | 46 | 123200 | 275 | 448 | | 47 | 129100 | 280 | 461 | | 48 | 135100 | 285 | 474 | | 49 | 141200 | 290 | 487 | | 50 | 147500 | 295 | 500 | | 51 | 153900 | 300 | 513 | | 52 | 160400 | 305 | 526 | | 53 | 167100 | 310 | 539 | | 54 | 173900 | 315 | 552 | | 55 | 180800 | 320 | 565 | | 56 | 187900 | 325 | 578 | | 57 | 195000 | 330 | 591 | | 58 | 202300 | 335 | 604 | | 59 | 209800 | 340 | 617 | | 60 | --------- | ---- | ----- | | Total: | 4083800 | | 16331 | The mob per level is calculated completely without ep, which you gain from quests and discovering areas.
Have fun^^
Crits by Swov, Score 0.89
Melee critical hits are
(base damage) x2
Magical critical hits are
(base damage) x1.5
HELP by arkcheung, Score 0.72
The contribution of +damage/heal depends on the base cast time of the spell (unaffected by talents or buffs). There exist many exceptions.
Lower ranks (1-3) do not follow this formula;
Healing Touch 4 = 3/3.5 = 85.71%
Healing Touch 5-11 = 3.5/3.5 = 100%
+Heal is split in half between frontload and HOT portions;
Regrowth 9 frontload = 2/3.5/2 = 28.57%
Regrowth 9 HOT (21 sec) = 3.5/3.5/2 = 50%
Rejuvenation 10 is hard capped at 80%
Tranquility does not follow this formula; around ~34.19%
Starfire (all ranks) = 3.5/3.5 = 100%
Lower ranks at L60 do not follow this formula;
Wrath 9 = 2/3.5 = 57.14%
Same as regrowth, uses a 1 sec cast time (instant);
Moonfire 10 frontload = 1/3.5/2= 14.28%
Moonfire 10 DOT (12 sec) = 3.5/3.5/2 = 50%
Uses 1 sec cast time (due to the instant proc talent);
Entangling roots (final ranks) = 1/3.5 = 28.57%
Insect Swarm at L60 does not follow this formula, approximately ~91.67%
Hurricane does not follow this formula, approximately ~17%
Druid melee dps in cat/bear is not affected by weapon dps.
Answer by blue_sphere, Score 0.00
LOL by Rocksolid88, Score -6.0
Everybody just go here: http://www.wowwiki.com/Formulas_and_Game_Mechanics
Wow. by Æpolla, Score 0.00 Spirit by kurashinno, Score 0.00 How ? by Izlandi, Score 0.00 ... by Kriscrash, Score 0.24
Resilience (I believe is only PVP but I'm usually wrong)
40 Resilience = -1% chance to be crit, -2% Damage taken FROM crits.
so 100 Resil = -2.5% chance to be crit and -5% Crit damage. This means that to offset a Hunters +30% Crit damage you need 600 Resil. (Which would be -15% chance to be crit and -30% crit damage.)
Resilience is to Crit
as
Dodge is to Hit.
Resilience (I believe is only PVP but I'm usually wrong)
40 Resilience = -1% chance to be crit, -2% Damage taken FROM crits.
so 100 Resil = -2.5% chance to be crit and -5% Crit damage. This means that to offset a Hunters +30% Crit damage you need 600 Resil. (Which would be -15% chance to be crit and -30% crit damage.)
Resilience is to Crit
as
Dodge is to Hit.
I'm not so sure, correct me if i'm wrong, but...
hunters cause 230% damage on crits. To negate the +30% damage talent, you must reduce 230 --> 200. 30 / 200 = 15%, so you only need 100 x 3 = 300 resilience.
casters cause 150% damage on crits. To reduce this by 30% to 120% damage, you would need 30/150 = 20% (400 resilience).
melee hits cause 200% damage on crits. To reduce this by 50% to 150% damage, you would need 50/200 = 25% (500 resilience)
to take normal damage from a spell when it crits, you would need 50 / 150 = 33% (660 resilience)
to take normal damage from a melee crit, you would need 100/200 = 50% = (1000 resilience)
to take normal damage from a hunter crit, you would need 130/230 = 57% = (1130 resilience)
to take 0 damage, from any type of crit you would need 100% crit reduction = 2000 resilience
also, it would be agility is to hit, not dodge, as dodge doesnt reduce the amount of damage you take if you succeed in hitting.
umm by weaponx62, Score 0.00 Crit by aiden2007, Score -9.9
Source
Combat Ratings conversions at level 70 (rounded to 1 decimal point):
Weapon Skill Rating: 3.9 rating grants 1 skill point
Defense Rating: 2.4 rating grants 1 defense skill.
Dodge Rating: 18.9 rating grants 1% dodge
Parry Rating: 31.5 rating grants 1% parry
Block Rating: 7.9 rating grants 1% block chance
Hit Rating: 15.8 rating grants 1% hit chance
Spell Hit Rating: 12.6 rating grants 1% spell hit chance
Critical Strike Rating: 22.1 rating grants 1% critical strike chance
Spell Critical Strike Rating: 22.1 rating grants 1% spell critical strike chance
Haste Rating: 15.8 rating grants 1% haste
Spell Haste Rating: 15.8 rating grants 1% spell haste
Resilience Rating: 39.4 rating grants 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes
Pretty sure it's 1 for 1. So if someone has 65 resistance, they'll have 0 resistance from you.
Something else good to know is that the armor formula presented above is only for levels 59 and below.
The 60+ formula is:
Damage Reduction = (Armor / (Armor - 22167.5 + 467.5 * Level))
I have verified this with the numerous random characters in the armoury and it always works out exactly right.
Also it is good to know that the "level" given in both calculations is the enemies level, not your level. The number given on your character sheet is based on an enemy of your same level, so you will immediately see drop in mitigation on your character sheet when you ding level 60. However, in reality against level 60+ mobs you have always had that same lower level of mitigation.
This also means that if you are in your early 60's, and you get hit a lot (warrior, paladin, rogue, etc.), you will likely find yourself taking considerably less damage from level 59 mobs than level 60. Therefore, some players may find grinding on level 59's until they give no more XP may be far more effective than fighting level 60 and higher mobs.
i will try to make this simple so i will just demonstrate the basics... wow uses a random number between 1 and 100 to decide which catagory the hit will fall into. we will assume a white hit from/to a same level boogeyman.
EXAMPLE
| miss | (5%) | 1-5 | | dodge | (5%) | 6-10 | | parry | (5%) | 11-15 | | block | (5%) | 16-20 | | crit | (5%) | 21-25 | HIT | | normal | (75%) | 26-100 | HIT |
so... if the random number generated is between 21 and 100 you get hit. basicly you can add your dodge, block and parry in addidtion to the miss chance to get your total chance to not get hit. if this adds up to 100 or more you cant get hit by a white hit.
-
This guy is completely wrong. WoW uses a single-roll system (mostly), and defensive skills are additive. It's counter-intuitive, but dodge/block/parry (and crit) percentages are absolute.
If you had 30% dodge, 35% parry, and 40% block, you would never take a normal hit (and if you got dodge/parry to add to more than 100%, you would never be hit at all by normal attacks). Everything would be either a dodge, parry, miss, or block. You can actually reach this level (using Shield Block for a big boost to block%) -- this is how tanks can become "uncrushable" versus bosses.
New Post 2.3 XP max tables:
Lvl Max XP
1 400
2 900
3 1400
4 2100
5 2800
6 3600
7 4500
8 5400
9 6500
10 7600
11 8700
12 9800
13 11000
14 12300
15 13600
16 15000
17 16400
18 17800
19 19300
20 20800
21 22400
22 24000
23 25500
24 27200
25 28900
26 30500
27 32200
28 33900
29 36300
30 38800
31 41600
32 44600
33 48000
34 51400
35 55000
36 58700
37 62400
38 66200
39 70200
40 74300
41 78500
42 82800
43 87100
44 91600
45 95300
46 101000
47 105800
48 110700
49 115700
50 120900
51 126100
52 131500
53 137000
54 142500
55 148200
56 154000
57 159900
58 165800
59 172000
60 494000
61 574700
62 614400
63 650300
64 682300
65 710200
66 734100
67 753700
68 768900
69 779700
70 —
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