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