Difference between revisions of "Stats"
(74 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
− | == | + | == Overview == |
− | [[ | + | General stats are shown when opening a Hero's [[Inventory]] (default "I" key): |
− | + | [[File:Characterstats.png|250px]] | |
− | + | In-depth stats are brought up using the stat icon [[File:stats_100x100.png|50px]] when opening up the inventory. It is important to use this when changing items on a character because the overall effect of the change in stats of the item will affect the power of the Hero being played. | |
− | + | The stat icon will bring up: | |
− | + | [[File:Statchange.png|300px]] | |
− | + | == Hero Stats == | |
− | = | + | <span style="color:#FF8000">'''As of patch 0.1.3.40056, item values as displayed in the inventory are WRONG. An item must be looked at in the crafting bench to show its proper values. The bench values are used in the calculation of all stats beyond base stats with no gear equipped.'''</span> |
− | + | === '''Main Stats''' === | |
− | |||
− | === | ||
− | Determines the overall resilience of the | + | {| class="wikitable" style="text-align:center;" |
+ | |- | ||
+ | ! scope="col" |Stat | ||
+ | ! scope="col" |Description | ||
+ | ! score="col" |Affect on other Stats | ||
+ | |- | ||
+ | | Strength | ||
+ | | Determines the [[Heroes|Hero]]'s physical prowess. Every point of strength increases Attack Damage and Critical Attack Damage. | ||
+ | | Every 5 points = 1% bonus Attack Damage<br>Every 10 points = 1% Critical Attack Damage | ||
+ | |- | ||
+ | | Dexterity | ||
+ | | Determines how swift and agile the Hero is. Every point of Dexterity increases Critical Strike Chance and Evasion Rating. | ||
+ | | Every 5 points = 1% Critical Hit Chance<br>Every 10 points = 1% Evasion Rating | ||
+ | |- | ||
+ | | Intelligence | ||
+ | | Determines the Hero's willpower. Every point of Intelligence increases Spell Damage and Critical Spell Damage. | ||
+ | | Every 5 points = 1% Spell Damage Bonus<br>Every 10 points = 1% Critical Ability (Spell) Damage | ||
+ | |- | ||
+ | | Fortitude | ||
+ | | Determines the overall resilience of the Hero. Every point of Fortitude increases Life and Armor rating. | ||
+ | | Every 1 point = 4 Life<br>Every 5 points = 1% Armor | ||
+ | |} | ||
=== '''Offensive''' === | === '''Offensive''' === | ||
− | + | Hero damage is divided into two types - Attack Damage and Spell Damage based on Hero main stat. The [[Maths|damage and defense schema]] determine the Hero's overall DPS. | |
− | |||
− | Damage | ||
− | |||
− | |||
− | Attack Damage | + | {| class="wikitable" style="text-align:center;" |
− | + | |- | |
− | + | ! scope="col" |Stat | |
− | + | ! scope="col" |Description | |
− | A chance to inflict bonus damage on a successful hit. | + | ! scope="col" |Main Stat |
− | + | |- | |
− | + | | DPS | |
− | + | | Average damage the Hero does per second on a unit with no armor or resistance. | |
− | How much bonus damage the | + | | INT/STR |
− | + | |- | |
− | + | | Attack Damage | |
− | + | | Amount of damage the Hero deals out with all of their Attack-type attacks. | |
− | Multiplies the | + | | STR |
− | + | |- | |
− | + | | Critical Attack Chance | |
− | + | | A chance to inflict bonus damage on a successful hit. | |
− | + | | DEX | |
− | + | |- | |
− | + | | Critical Attack Damage | |
− | + | | How much bonus damage the Hero inflicts with Attack type critical strikes. | |
− | How much bonus damage the Hero inflicts with Spell type critical strikes. | + | | STR |
+ | |- | ||
+ | | Attack Speed Bonus | ||
+ | | Multiplies the Hero's base attack speed. | ||
+ | |- | ||
+ | | Spell Damage | ||
+ | | Amount of damage the Hero deals with all of their Spell-type attacks. | ||
+ | | INT | ||
+ | |- | ||
+ | | Critical Spell Damage | ||
+ | | How much bonus damage the Hero inflicts with Spell type critical strikes. | ||
+ | | INT | ||
+ | |} | ||
=== '''Defensive''' === | === '''Defensive''' === | ||
− | ==== Life | + | {| class="wikitable" style="text-align:center;" |
+ | |- | ||
+ | ! scope="col" |Stat | ||
+ | ! scope="col" |Description | ||
+ | ! scope="col" |Main Stat | ||
+ | |- | ||
+ | | Life | ||
+ | | How much damage the Hero can soak up without perishing. | ||
+ | | FORT | ||
+ | |- | ||
+ | | Armor Rating | ||
+ | | Determines the amount of ''Physical Damage Reduction Stat'' the Hero has. | ||
+ | | FORT | ||
+ | |- | ||
+ | | Evasion Rating | ||
+ | | Evasion Rating determines the ''Chance to Dodge [Stat]'' attacks directed at the Hero. | ||
+ | | DEX | ||
+ | |- | ||
+ | | Elemental Resistances | ||
+ | | Amount of damage negated from Fire, Lightning, Poison, and Cold type sources. | ||
+ | | None | ||
+ | |} | ||
− | + | General Notes: | |
+ | * Total Life (Displayed Value in Stat Sheet) = Life + (Life*(Bonus Health %/100)) + Bonus Health | ||
+ | * Armor Rating (rounded up to the nearest 10) = SUM[Item Armor Rating] + (SUM[Item Armor Rating]*(Fort*0.002)) | ||
− | ==== | + | For ''Physical Damage Reduction'' the values are as follows: |
+ | * 2% physical damage reduction = 15 armour | ||
+ | * 3% physical damage reduction = 30 armour | ||
+ | * 4% physical damage reduction = 50 armour | ||
+ | * 5% physical damage reduction = 75 armour | ||
+ | * 6% physical damage reduction = 105 armour | ||
+ | * 7% physical damage reduction = 140 armour... | ||
+ | * 90% physical damage reduction = 20475 armour | ||
+ | <!-- | ||
+ | For ''Chance to Dodge'' the values are as follows: | ||
+ | * 2% dodge = 15 dodge rating | ||
+ | * 3% dodge = 30 dodge rating | ||
+ | * 4% dodge = 50 dodge rating | ||
+ | * 5% dodge chance = 75 dodge rating | ||
+ | * 6% dodge = 105 dodge rating | ||
+ | * 7% Dodge Chance = 140 dodge rating... | ||
+ | * 90% Dodge Chance = 2047 dodge rating | ||
+ | --> | ||
− | + | === '''Adventure''' === | |
− | ==== | + | {| class="wikitable" style="text-align:center;" |
+ | |- | ||
+ | ! scope="col" |Stat | ||
+ | ! scope="col" |Description | ||
+ | ! scope="col" |Obtained Via | ||
+ | |- | ||
+ | | Movement Speed | ||
+ | | Bonus to the character's base Movement Speed. The maximum Movement Speed Bonus is 15%. | ||
+ | | Gear | ||
+ | |- | ||
+ | | Gold Drop Chance | ||
+ | | Bonus to the base amount of Gold dropped from units. | ||
+ | | Pet | ||
+ | |- | ||
+ | | Magic Item Find Chance | ||
+ | | Bonus to the base chance of finding an item of Magic rarity or higher. | ||
+ | | Not implemented | ||
+ | |} | ||
− | == | + | == Weapon and Item Stats == |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Weapon and item stats are manipulated by crafting [[materials]] used on an item. See the section on '''[[Crafting]]''' for more details. | |
− | ==== | + | {| class="wikitable" style="text-align:center;" |
+ | |- | ||
+ | ! scope="col" |Stat | ||
+ | ! scope="col" |Description | ||
+ | |- | ||
+ | | Hero Stats | ||
+ | | Weapons and items, as well as some temporary buffs, can give increases to base Hero stats. | ||
+ | |- | ||
+ | | Armor Rating and Bonus % | ||
+ | | Increase to the base Armor Rating by a set amount or percentage. | ||
+ | |- | ||
+ | | Attack/Spell DMG Bonus % | ||
+ | | Increase to the base Attack or Spell Damage by a percentage. | ||
+ | |- | ||
+ | | Health/Bonus Health | ||
+ | | Increase to base life by a set amount or percentage. | ||
+ | |- | ||
+ | | Critical Attack/Ability DMG % | ||
+ | | Increase to the base Critical Attack/Spell Damage stat by percentage. | ||
+ | |- | ||
+ | | Element DMG and Bonus % | ||
+ | | Increase to base elemental damage type by a set amount or percentage. | ||
+ | |- | ||
+ | | Elemental Resistance | ||
+ | | Items can give resistance percentage increases to a particular type of elemental damage. | ||
+ | |- | ||
+ | | Physical DMG and Bonus % | ||
+ | | Increase to base physical damage by a set amount or percentage. | ||
+ | |- | ||
+ | | [[Legendary Items|Legendary Item]] Bonus | ||
+ | | This is a particular flavor text added to Legendaries that give a bonus based on [[artifacts]] used in the creation of the Legendary item | ||
+ | |} | ||
− | |||
− | == | + | == Experience == |
− | + | Experience is increasing by killings [[Enemies]]. | |
− | + | There is no low level limit. Which mean that even if you are level 29, a level 2 enemy will still give you experiences. | |
− | + | As for now the level limit is of 30. | |
− | + | {| class="wikitable" style="text-align:center;" | |
+ | |- | ||
+ | ! scope="col" |Level | ||
+ | ! scope="col" |Experience recquired to level up | ||
+ | |- | ||
+ | | 1 | ||
+ | | 100 | ||
+ | |- | ||
+ | | 2 | ||
+ | | 500 | ||
+ | |- | ||
+ | | 3 | ||
+ | | 625 | ||
+ | |- | ||
+ | | 4 | ||
+ | | 781 | ||
+ | |- | ||
+ | | 5 | ||
+ | | 976 | ||
+ | |- | ||
+ | | 6 | ||
+ | | | ||
+ | |- | ||
+ | | 7 | ||
+ | | 1,525 | ||
+ | |- | ||
+ | | 8 | ||
+ | | 1,906 | ||
+ | |- | ||
+ | | 9 | ||
+ | | 2,383 | ||
+ | |- | ||
+ | | 10 | ||
+ | | 2,979 | ||
+ | |- | ||
+ | | 11 | ||
+ | | 3,724 | ||
+ | |- | ||
+ | | 12 | ||
+ | | 4,655 | ||
+ | |- | ||
+ | | 13 | ||
+ | | 5,891 | ||
+ | |- | ||
+ | | 14 | ||
+ | | 7,274 | ||
+ | |- | ||
+ | | 15 | ||
+ | | 9,093 | ||
+ | |- | ||
+ | | 16 | ||
+ | | 11,366 | ||
+ | |- | ||
+ | | 17 | ||
+ | | 14,208 | ||
+ | |- | ||
+ | | 18 | ||
+ | | 17,760 | ||
+ | |- | ||
+ | | 19 | ||
+ | | 22,200 | ||
+ | |- | ||
+ | | 20 | ||
+ | | 27,750 | ||
+ | |- | ||
+ | | 21 | ||
+ | | 34,688 | ||
+ | |- | ||
+ | | 22 | ||
+ | | 43,360 | ||
+ | |- | ||
+ | | 23 | ||
+ | | 54,200 | ||
+ | |- | ||
+ | | 24 | ||
+ | | 67,750 | ||
+ | |- | ||
+ | | 25 | ||
+ | | 84,688 | ||
+ | |- | ||
+ | | 26 | ||
+ | | 105,860 | ||
+ | |- | ||
+ | | 27 | ||
+ | | 132,325 | ||
+ | |- | ||
+ | | 28 | ||
+ | | 165,406 | ||
+ | |- | ||
+ | | 29 | ||
+ | | 206,758 | ||
+ | |} | ||
− | + | [[File:Xp curve.png|Experience curve]] | |
− | |||
− | |||
− | |||
− | |||
− | + | According to the current XP recquired, it seems the equation is an exponential of the approximative formula : | |
− | = | + | Experience recquires = 319*e(0.223*Level) |
− | = | + | {{math|''Experience recquires''(''Level'') {{=}} 319''e''<sup>0.223×''Level''</sup>}} |
− | + | If we extrapolate we can aproximate the next experience recquired for level 50 : | |
− | === | + | {| class="wikitable" style="text-align:center;" |
+ | |- | ||
+ | ! scope="col" |Level | ||
+ | ! scope="col" |Experience recquired to level up extrapolation | ||
+ | |- | ||
+ | | 30 | ||
+ | | 256,578 | ||
+ | |- | ||
+ | | 31 | ||
+ | | 320,677 | ||
+ | |- | ||
+ | | 32 | ||
+ | | 400,789 | ||
+ | |- | ||
+ | | 33 | ||
+ | | 500,914 | ||
+ | |- | ||
+ | | 34 | ||
+ | | 626,053 | ||
+ | |- | ||
+ | | 35 | ||
+ | | 782,454 | ||
+ | |- | ||
+ | | 36 | ||
+ | | 977,927 | ||
+ | |- | ||
+ | | 37 | ||
+ | | 1.222,234 | ||
+ | |- | ||
+ | | 38 | ||
+ | | 1.527,573 | ||
+ | |- | ||
+ | | 39 | ||
+ | | 1.909,192 | ||
+ | |- | ||
+ | | 40 | ||
+ | | 2.386,148 | ||
+ | |- | ||
+ | | 41 | ||
+ | | 2.982,257 | ||
+ | |- | ||
+ | | 42 | ||
+ | | 3.727,286 | ||
+ | |- | ||
+ | | 43 | ||
+ | | 4.658,439 | ||
+ | |- | ||
+ | | 44 | ||
+ | | 5.822,213 | ||
+ | |- | ||
+ | | 45 | ||
+ | | 7.276,722 | ||
+ | |- | ||
+ | | 46 | ||
+ | | 9.094,597 | ||
+ | |- | ||
+ | | 47 | ||
+ | | 11.366,614 | ||
+ | |- | ||
+ | | 48 | ||
+ | | 14.206,229 | ||
+ | |- | ||
+ | | 49 | ||
+ | | 17.755,237 | ||
+ | |- | ||
+ | |} |
Revision as of 09:08, 16 June 2019
Contents
Overview
General stats are shown when opening a Hero's Inventory (default "I" key):
In-depth stats are brought up using the stat icon when opening up the inventory. It is important to use this when changing items on a character because the overall effect of the change in stats of the item will affect the power of the Hero being played.
The stat icon will bring up:
Hero Stats
As of patch 0.1.3.40056, item values as displayed in the inventory are WRONG. An item must be looked at in the crafting bench to show its proper values. The bench values are used in the calculation of all stats beyond base stats with no gear equipped.
Main Stats
Stat | Description | Affect on other Stats |
---|---|---|
Strength | Determines the Hero's physical prowess. Every point of strength increases Attack Damage and Critical Attack Damage. | Every 5 points = 1% bonus Attack Damage Every 10 points = 1% Critical Attack Damage |
Dexterity | Determines how swift and agile the Hero is. Every point of Dexterity increases Critical Strike Chance and Evasion Rating. | Every 5 points = 1% Critical Hit Chance Every 10 points = 1% Evasion Rating |
Intelligence | Determines the Hero's willpower. Every point of Intelligence increases Spell Damage and Critical Spell Damage. | Every 5 points = 1% Spell Damage Bonus Every 10 points = 1% Critical Ability (Spell) Damage |
Fortitude | Determines the overall resilience of the Hero. Every point of Fortitude increases Life and Armor rating. | Every 1 point = 4 Life Every 5 points = 1% Armor |
Offensive
Hero damage is divided into two types - Attack Damage and Spell Damage based on Hero main stat. The damage and defense schema determine the Hero's overall DPS.
Stat | Description | Main Stat |
---|---|---|
DPS | Average damage the Hero does per second on a unit with no armor or resistance. | INT/STR |
Attack Damage | Amount of damage the Hero deals out with all of their Attack-type attacks. | STR |
Critical Attack Chance | A chance to inflict bonus damage on a successful hit. | DEX |
Critical Attack Damage | How much bonus damage the Hero inflicts with Attack type critical strikes. | STR |
Attack Speed Bonus | Multiplies the Hero's base attack speed. | |
Spell Damage | Amount of damage the Hero deals with all of their Spell-type attacks. | INT |
Critical Spell Damage | How much bonus damage the Hero inflicts with Spell type critical strikes. | INT |
Defensive
Stat | Description | Main Stat |
---|---|---|
Life | How much damage the Hero can soak up without perishing. | FORT |
Armor Rating | Determines the amount of Physical Damage Reduction Stat the Hero has. | FORT |
Evasion Rating | Evasion Rating determines the Chance to Dodge [Stat] attacks directed at the Hero. | DEX |
Elemental Resistances | Amount of damage negated from Fire, Lightning, Poison, and Cold type sources. | None |
General Notes:
- Total Life (Displayed Value in Stat Sheet) = Life + (Life*(Bonus Health %/100)) + Bonus Health
- Armor Rating (rounded up to the nearest 10) = SUM[Item Armor Rating] + (SUM[Item Armor Rating]*(Fort*0.002))
For Physical Damage Reduction the values are as follows:
- 2% physical damage reduction = 15 armour
- 3% physical damage reduction = 30 armour
- 4% physical damage reduction = 50 armour
- 5% physical damage reduction = 75 armour
- 6% physical damage reduction = 105 armour
- 7% physical damage reduction = 140 armour...
- 90% physical damage reduction = 20475 armour
Adventure
Stat | Description | Obtained Via |
---|---|---|
Movement Speed | Bonus to the character's base Movement Speed. The maximum Movement Speed Bonus is 15%. | Gear |
Gold Drop Chance | Bonus to the base amount of Gold dropped from units. | Pet |
Magic Item Find Chance | Bonus to the base chance of finding an item of Magic rarity or higher. | Not implemented |
Weapon and Item Stats
Weapon and item stats are manipulated by crafting materials used on an item. See the section on Crafting for more details.
Stat | Description |
---|---|
Hero Stats | Weapons and items, as well as some temporary buffs, can give increases to base Hero stats. |
Armor Rating and Bonus % | Increase to the base Armor Rating by a set amount or percentage. |
Attack/Spell DMG Bonus % | Increase to the base Attack or Spell Damage by a percentage. |
Health/Bonus Health | Increase to base life by a set amount or percentage. |
Critical Attack/Ability DMG % | Increase to the base Critical Attack/Spell Damage stat by percentage. |
Element DMG and Bonus % | Increase to base elemental damage type by a set amount or percentage. |
Elemental Resistance | Items can give resistance percentage increases to a particular type of elemental damage. |
Physical DMG and Bonus % | Increase to base physical damage by a set amount or percentage. |
Legendary Item Bonus | This is a particular flavor text added to Legendaries that give a bonus based on artifacts used in the creation of the Legendary item |
Experience
Experience is increasing by killings Enemies.
There is no low level limit. Which mean that even if you are level 29, a level 2 enemy will still give you experiences.
As for now the level limit is of 30.
Level | Experience recquired to level up |
---|---|
1 | 100 |
2 | 500 |
3 | 625 |
4 | 781 |
5 | 976 |
6 | |
7 | 1,525 |
8 | 1,906 |
9 | 2,383 |
10 | 2,979 |
11 | 3,724 |
12 | 4,655 |
13 | 5,891 |
14 | 7,274 |
15 | 9,093 |
16 | 11,366 |
17 | 14,208 |
18 | 17,760 |
19 | 22,200 |
20 | 27,750 |
21 | 34,688 |
22 | 43,360 |
23 | 54,200 |
24 | 67,750 |
25 | 84,688 |
26 | 105,860 |
27 | 132,325 |
28 | 165,406 |
29 | 206,758 |
According to the current XP recquired, it seems the equation is an exponential of the approximative formula :
Experience recquires = 319*e(0.223*Level)
If we extrapolate we can aproximate the next experience recquired for level 50 :
Level | Experience recquired to level up extrapolation |
---|---|
30 | 256,578 |
31 | 320,677 |
32 | 400,789 |
33 | 500,914 |
34 | 626,053 |
35 | 782,454 |
36 | 977,927 |
37 | 1.222,234 |
38 | 1.527,573 |
39 | 1.909,192 |
40 | 2.386,148 |
41 | 2.982,257 |
42 | 3.727,286 |
43 | 4.658,439 |
44 | 5.822,213 |
45 | 7.276,722 |
46 | 9.094,597 |
47 | 11.366,614 |
48 | 14.206,229 |
49 | 17.755,237 |