Theorycrafting - Crit, Haste and Evade


#1

Hey guys and gals,

I was curious about the calcution for the values Crit, Haste and Evade so I’ve gathered some data and analysed them. ATTENTION: MATHEMATICS AND FREAKY STUFF INC!

For this purpose, I’ve collected some pairs of values for each level and each value (Crit, Haste and Evade) and calculated the quotient from the means.

values

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Table 1

For the Haste and Evade values, the data starts later because equipment with these values is not available in the early levels. I’ve extrapolated the curves up to Lvl 30 (and down to 1) because this is most likely the Max Lvl of the game (see achievement).

Max-Lvl

The following figures show for each level which value is required to get 1% Crit, Haste or Evade.

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Figure 1

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Figure 2

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Figure 3

As you can see in the figures above I believe that the values are calculated with an exponential function because the curve fits the data pretty well. Another function that would fit well is a third-degree polynomial. It is flatter than the curves shown, so a lower value for 1% is required (~400 at Lvl 30). However, experience has taught me that it makes sense to make it as difficult as possible to achieve values above 25-30% - especially Crit. For this reason, and because a third-degree polynomial may seem a bit complicated for a calculation, I consider an exponential function to be more likely.

If you look closely at the curves and formulas, it looks as if the same function is used for all three values. The differences between the values are minimal, so I have calculated the mean values of the means (lol) to get the final curve and function (see table 1):

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Figure 4

The real formula should be something like y= 8,65e(0,14x) because the calculated factors are pretty wild.
I think this is quite close to the truth, but only a dev can enlighten us in this matter. :smile:


#2

Thanks @Nezgral ! I’ve been wondering about stacking Crit vs Haste. At least now I can weigh numbers intelligently.


#3

No problem, I’m glad If I can help out :blush:

Btw - I’ve updated my data. Here are the new tables:

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I’m a bit proud, that my former formulas seemed to be good enough :grinning:


#4

in the end with how little value we get from gear overall, we can’t really stack any of the stats since the best enchant is both crit and haste.

awesome you went through all this work, real shame we can’t fully utilize it(yet /hope). It’d be great if they went into looking at having all stat options for each tier(lvl 3, 7, 9, 13, 17, 21, 23, 27) because atm you only get a few short windows to stack certain ratings until you don’t get direct options anymore and it all ends up being attack, stamina and defense.


#5

Yep. I swapped out all my Crit gear/perks for Bonus Damage and it’s far and away more effective. I’m getting better returns from on-hit effects.


#6

chance% = points / (10 * 1.15^(level - 1))
which is
chance% = points * 0.115 * 1.15^(-level)

points for 1%
level points for 1%
1 10
2 12
3 13
4 15
5 17
6 20
7 23
8 27
9 31
10 35
11 40
12 47
13 54
14 62
15 71
16 81
17 94
18 108
19 124
20 142
21 164
22 188
23 216
24 249
25 286
26 329
27 379
28 435
29 501
30 576

This means that low level items, enchantments and consumables become less useful at higher levels.

Base crit is 5% for everyone (mobs and heroes). Some abilities have crit modifiers.
Crits from heroes deal 175% damage, from mobs — 150%. Perks increase or decrease it additively.

Base evasion and haste is 0% for everyone, except Monika. Monika has 10% base evasion.
Max evasion is 75%. Some abilities can’t be evaded.
3 lycelot abilities have a miss chance (10% or 30%). Evasion is checked too, if the ability doesn’t miss.

Haste seems to be capped at -50%. Which would mean doubled cast and recovery times. It also seems to affect cooldowns, which some mob abilities have.

Base recovery time is 5 for everyone. Lightning Reflexes 2 (Monika) has -1 recovery time modifier. Some monster abilities have recovery time modifiers too.

Cast times are 1, 3, 5 (only 2 boss abilities have higher times). So using a Slow ability means skipping a turn.

Flee chance is 40%.

Dispel selects buffs randomly.

Base AP, Stamina and Defences scale up with level. For heroes:
base_scaled = base * 1.15^(level - 1)
for mobs:
base_scaled = base * 1.155^(level - 1)

Then they are increased by items, then by buffs. AP, Stamina and Defences are multiplied by each perk bonus. Unlike Crit and Healing Power perks, which add up. This causes problems, because those multiplicative bonuses aren’t recalculated when they should be (for example, when switching items).

Your damage and heals are proportional to your AP.

All damage is scaled based on the difference between attacker’s and defender’s level. Attackers do less damage to higher level defenders.

Damage scaling
level difference damage
10 30%
9 40%
8 50%
7 60%
6 70%
5 80%
4 90%
3 to -3 100%
-4 120%
-5 140%
-6 160%
-7 180%
-8 200%

Among active buffs, only some consumables affect Defences. Everything else just multiplies total physical or magical damage modifier, i.e. stacks multiplicatively with each other.

Piercing damage ignores defences and cannot be decreased by the damage modifiers. But it can be increased, if the total damage modifier for that damage type is above 100%.

The target’s defences are scaled down based on the attacker’s level:
defence_points_scaled = defence_points / 1.15^(attacker_level - 1)

That’s why they don’t show percentages on the character screen.

And then
damage_after_defence = damage * (1 - 0.6 * (1 - 1 / 1.0027^(10 * defence_points_scaled)))
Or
damage_reduction = 0.6 - 0.6 * (1.0027^-10)^defence_points_scaled


#7
Some examples of damage reduction from defences.

Assuming same level attacker and defender, with defender wearing green armor of the same level. Just an estimation, I haven’t checked it in game.

Columns:

  • base: naked hero without perks;
  • *perks: naked hero with all relevant perks, masteries and bestiary bonuses;
  • +armor: all above, plus basic armor bonus (some armor has additional bonuses);
  • +bonus: all above, plus a bonus equal 7 times Holy enchantment (rough estimation of what you could get if you choose gear and enchantments with defence bonuses).
Physical defence
Hero base *perks +armor +bonus
Gully 7% 13% 27% 52%
Calibretto 6% 7% 15% 42%
Alumon 5% 7% 15% 45%
Garrison 4% 4% 8% 37%
Red Monika 4% 4% 8% 38%
Knolan 3% 4% 7% 36%
Magical defence
Hero base *perks +armor +bonus
Gully 6% 9% 18% 46%
Calibretto 6% 7% 15% 43%
Alumon 5% 7% 15% 46%
Garrison 4% 4% 8% 37%
Red Monika 5% 5% 10% 38%
Knolan 8% 12% 25% 49%

Now the same against an attacker 4 levels higher than hero:

Physical defence against +4 lvl
Hero base *perks +armor +bonus
Gully 4% 8% 17% 41%
Calibretto 3% 4% 9% 30%
Alumon 3% 4% 9% 33%
Garrison 2% 2% 5% 25%
Red Monika 2% 2% 5% 26%
Knolan 2% 2% 4% 25%
Magical defence against +4 lvl
Hero base *perks +armor +bonus
Gully 4% 5% 11% 34%
Calibretto 3% 4% 9% 31%
Alumon 3% 4% 9% 34%
Garrison 2% 2% 5% 26%
Red Monika 3% 3% 6% 26%
Knolan 5% 7% 16% 37%

The same against an attacker 4 levels lower than hero:

Physical defence against -4 lvl
Hero base *perks +armor +bonus
Gully 12% 21% 39% 58%
Calibretto 10% 12% 24% 53%
Alumon 8% 12% 24% 55%
Garrison 7% 7% 13% 49%
Red Monika 7% 7% 14% 49%
Knolan 6% 6% 12% 48%
Magical defence against -4 lvl
Hero base *perks +armor +bonus
Gully 10% 14% 28% 56%
Calibretto 10% 12% 24% 53%
Alumon 8% 12% 24% 55%
Garrison 7% 7% 14% 49%
Red Monika 8% 8% 17% 50%
Knolan 13% 19% 36% 57%

Maximum damage shield is 50% of max health.

Item and enchantment rarity modifies its level: -1 for white, 0 for green, +1 for blue and so on. Stats scale with the level: stat_scaled = stat * 1.15^(level - 1)

Stats from rarity
Rarity Stats
White 87%
Green 100%
Blue 115%
Purple 132%
Orange 152%

As a result, AP and HP values are doubled every 5 levels.