Thursday, September 17, 2009

The Math Behind the Numbers: Part 2



I've decided to do a summary of the Math Behind the Numbers thread, because going through over 140 posts about stats can be somewhat... tedious. Here's a follow up to Part 1 with the benefits as have been solved so far, as well as some additional information.


Modifiers in Bold are not level dependent
Modifiers in Italics are not solved yet

Strength:
Knockback Power = Strength
Knockback Resistance = Strength
Tangible Hold Break Strength (Level Dependent)

Dexterity:
Crit Rate (Level Dependent)*
Agression Stealth Chance (Level Dependent)

Constitution:
10 Health Points = 1 Constitution (assuming it is actually 1.0 Constitution)

Intelligence:
Power Recharge Rate Bonus = Intelligence / 667
Power Cost Reduction (Level Dependent)*
Stealth Sight (Level Dependent)

Ego:
Crit Severity = 20*(Ego/Level)
Intangible Breakhold Strength (Level Dependent)

Presence:
Threat Bonus (Defensive) = Presence / 10
Threat Reduction (Other) = Presence / 5

Recovery:
Equilibrium = 33 + 5*(Recovery/7)
Energy Strength (Level Dependent)

Endurance:
Max Energy = 100+Endurance


*Both Crit Rating and Power Cost Reduction have a threshold to break before you see any returns.


So what does all this mean?
Well, it shows us that some stats require very little investment to see a large return, regardless of level (Health Points from Constitution and Energy Points from Endurance). Some stats require a certain amount of investment to see returns, but you'll have to keep boosting those stats to have the same returns at a higher level. And in order to get either Crit Rate or Power Cost Reduction, you need a very large investment, making these stats prime choices for super stats. I will update these equations periodically when new solutions are given.

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