Posted 17 August 2009 - 12:35 PM
I would just wait until a little while after the game comes out and even wait till you have hit the abyss to worry about min/maxing.
Just use your common sense and choose the best stats for the way you play.
Posted 18 August 2009 - 04:29 AM
Yep for example:
From GW Damage calculation - Guild Wars Wiki (GWW)
From WAR Warhammer Online – Melee Combat Mechanics Disquette’s Weblog
What I want to know at the moment is the effect of physical defence, but how everything else is worked out too would also be very useful.
Posted 24 August 2009 - 11:02 AM
Unfortunately, I didn't become interested in Aion until recently, so I didn't do any closed betas and thus don't have an article up like I did for Warhammer.
That having been said, depending on how the Open Beta goes, and depending whether or not someone else tests/analyzes/posts it all, I might do the same thing for Aion.
The nice thing about the WAR beta was that I had a high level toon to use to do some of those calculations, which was important. I'm not familiar enough with Aion to even know how much time I'm going to need before being able to put together an article. Again, assuming someone doesn't do that way before me.
I don't know what the NDAs are like, but with WAR, we weren't allowed to post anything until release, which is what I did (article was ready ahead of time). So, perhaps there are people that have already figured all of this stuff out and are just waiting for NDAs to lift before posting it.
Posted 24 August 2009 - 12:16 PM
This post has been edited by SeismoGraf: 24 August 2009 - 12:18 PM
Reason for edit: wrong link anchor
Posted 14 September 2009 - 12:03 PM
Damage calculation depends on more then just attack mate. The whole mitigation part is missing so you only have part a formula. That doesn't do you any good if you want to test it. Unless ofcourse you know a mob with 0 (Physical Defence, Block, Parry, Evasion).
This post has been edited by Zerth: 14 September 2009 - 02:32 PM
Posted 14 September 2009 - 12:22 PM
We're still working on figuring things out, so its not completed yet. But its as far as we've come.
Damage = [(Average_Damage + Attack_Power) * (Damage_Penalty + Bonus_Damage) ((1-Crit%)+(Critmod*Crit%))] - ((Defense * Defense_Bonus)/10) Crit% = Base% + (PhysCrit/10) Eva% = 1-(Eva_Rate - Accuracy) / 1000 | If Eva% is not between 1 and 0.7, then round it to either 1 or 0.7, whichever is closest. Par% = 1-(Par_Rate - Accuracy) / 1000 | If Par% is not between 1 and 0.6, then round it to either 1 or 0.6, whichever is closest. Block% = 1-(Block_Rate - Accuracy) / 1000 | If Block% is not between 1 and 0.5, then round it to either 1 or 0.5, whichever is closest. Acc% = Eva% * (Par%*(1+Reduction%) * (Block%*(1+Average_Reduction%)) DPS = (Damage * Acc%) / Delay
Posted 14 September 2009 - 02:31 PM
Acc% = Eva% * (Par%*(1+Reduction%) * (Block%*(1+Average_Reduction%)) DPS = (Damage * Acc%) / Delay
Edit: Just figured out that Reduction% is still unknown right?
This post has been edited by Zerth: 14 September 2009 - 02:46 PM