Post by Toversnol on Jun 4, 2008 10:55:45 GMT 1
World of Formulas
Character XP gain:
XP Per LevelLevelXP = int((8*charlvl*mobxp)/100)*100
MobXP = (charlvl*5) + 45, for a mob of the same level as the character
Melee: Class Attack Power Formula
Warrior Character Level*3+Strength*2-20
Paladin Character Level*3+Strength*2-20
Rogue Character Level*2+Strength+Agility-20
Hunter Character Level*2+Strength+Agility-20
Shaman Character Level*2+Strength*2-20
Druid Strength*2-20
Mage Strength-10
Priest Strength-10
Warlock Strength-10
14 Attack Power = 1 Damage per Second
Weapon Skill Rating:
Weapon Skill Rating: 3.9 rating grants 1 skill point
Agility:
- Increases Armor Class by 2 for every point of AGI.
- Increases the chance of a critical hit with melee and ranged attacks. The amount of the increase is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your critical hit chance by approximately 1%. Rogues require 29 AGI for an additional 1% critical hit chance, and Hunters require 53 AGI for an additional 1% critical hit chance, but both of these classes also gain attack power from agility and the items available to them typically have much higher amounts of AGI.
- Increases the chance to dodge an attack. The amount increased is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your chance to dodge by approximately 1%. Rogues only require 14.5 AGI for an additional 1% dodge chance. Hunters require 26.5 AGI for an additional 1% dodge chance, but Hunters typically have a high amount of agility, as well as an Aspect spell that further increases their chance to dodge attacks.
Attack Power:
- Attack power increases your base melee DPS by 1 for every 14 attack power.
- Strength increases your melee attack power by 2, except for rogues and Hunters. Rogues and Hunters gain 1 attack power per point of Strength, and 1 per point of Agility.
Haste/SlowFrom [1.12 patch notes]:
For those interested, the new haste and slow effects work mathematically in the following way. Each effect separately multiplies the attack timer of your weapon or casting time of your spell. They are multiplied in sequence (order doesn't matter) and the final result is the attack timer or casting time. The multipliers use the following equations:
Haste Rating: 15.8 rating grants 1% haste
Spell Haste Rating: 15.8 rating grants 1% spell haste
Effect of Spirit:
--- Working on it ---
The Stack of Dodge, Parry, Miss, Block and Hit:
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();
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
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.
Block Rating
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
Miss Chance: 5% + (Defense Skill - Weapon Skill)*.1%
Defense:
- Increases the chance of being missed by an attack.
- Increases the chance to dodge, parry, and block.
- Decreases the chance of being affected by a critical hit.
- Decreases the chance of being affected by a "crushing blow". Creatures that are higher level than your character can land crushing blows that deal increased melee damage. The chance of a crushing blow increases as the level difference between you and the opposing creature increases. Players never deal "crushing blows", only creatures.
More on Defense:
Each point of defense increases dodge, parry and block by 0.04%. Thus 100 defense is +4% dodge, +4% parry and +4% block, as well as the above mentioned reduction in crit/crush chance.
Damage Reduction:
( armor / ( armor + ( ( 85*level ) + 400 ) ) )
Resilience:
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
Spell Critical Strike Rating:
Spell Critical Strike Rating: 22.1 rating grants 1% spell critical strike chance
Critical Strike Rating:
Critical Strike Rating: 22.1 rating grants 1% critical strike chance
Spell Hit Rating
Spell Hit Rating: 12.6 rating grants 1% spell hit chance
Hit Rating
Hit Rating: 15.8 rating grants 1% hit chance
www.wowwiki.com/Formulas_and_Game_Mechanics