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Elly
12-06-2006, 08:30 PM
We lost our Stats FAQ unfortunately but as it was shaping up to be a very useful reference thanks to submissions from forum members I think it's a good idea to try and start another one (which I am backing up just in case). I have added what I can, please let me know if any of this is incorrect. And please add anything else you can think will help in this area.

What do the attributes do?

Strength

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 1per point of Agility.

Increases the amount of damage you can block with a shield.

Strength does not affect critical hit chances at all. Strength does not improve your chance to block, but rather the amount blocked when you succeed. This amount is determined in part by Strength (and the other part by your shield).

Most melee classes gain 2 attack power per point of strength. Rogues, Hunters, and Cloth wearers only use a partial value of strength to determine their power. Rogues and Hunters gain 1 melee AP per point of strength, casters half a melee AP. Druids gain 2 attack power per point of strength in all forms.

Agility

Increases your attack power with ranged weapons.
Increases your armour class by 2 for every point of Agility.

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.

Rogues gain a much stronger bonus to dodge from agility than other classes.

Hunter & Rogue: Increases your attack power with melee weapons

Druid : Increases your attack power in Cat Form.

Stamina

Increases Health Points. 1 Stamina point = 10 HP.

Intellect

Increases mana points and your chance to score Critical Hit with spells. 1 Intellect point = 15 Mana.
Increases the rate at which you improve weapon skills and tradeskills.
Increases critical hit chances with spells, as below for lvl 60 caster chars (not Paladin)

Class Expected Int at 60 Int per 1% crit chance
Warlock 200 60.6
Druid 192 60.0
Shaman 259 59.5
Mage 286 59.5
Priest 160 59.2

Spirit

Increases health and mana regeneration rates in and out of combat for all classes at .18 hp/sec and .31 mana/sec.
Mana does not regenerate for 5 seconds after casting a spell.
Health does not regen in combat apart from Troll or you're under the influence of a potion or buff.


Armor

Decreases the amount of damage you take from physical attacks. The amount of reduction is influenced by the level of your attacker. Defence Rating (AC)

It reduces physical damage done to you. Damage reduction:

% = 100*armour / ( armour + 85*level + 400 ).
That formula is for opponents at the same level as you.

Weapons

Attack Rating, Power and Damage.

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.


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 1per point of Agility.

Damage Per Second - DPS

Agility and Strength both provide 50% of the DPS for Rogues and Hunters whereas for all other classes the entire 100% comes from Strength.
Agility contributes 100% of the DPS for Hunters ranged attacks.

Critical Hit

Agility will determine the chances of striking a critical hit with a melee weapon.
Intellect will determine the chance of striking a critical hit with a spell.

Dodge

Agility will determine the chances of dodging an attack. Rogues gain is greater than any other class.

Main/Offhand weapon use

Dual wielding will inflict more damage than a single weapon plus a shield but as the weapon in the Off-hand deals 50% of the displayed damage you usually end up dealing about the same as you would with a two-handed weapon. Be sure to put the weapon with the highest damage in you 'Main Hand' when dual wielding.

Regenerates X mana per x seconds

Mana regeneration in and out of combat.

How do Resistances Work?

Resistances consist of Arcane, Fire, Nature, Frost, Shadow {protection against dark skills, demonic magiks, the kind you see the Warlock has access to}. They can be augmented with equipment and certain Talents. Some races begin with a +10 to a single resistance as a racial bonus. (Dwarves have +10 Cold Resistance. Gnomes have +10 to Arcane Resistance. Night Elves have +10 to Nature Resistance. Tauren have +10 to Nature Resistance. Undead have +10 to Shadow Resistance.)

When attacked with a magical attack there are two sets of parameters which determine if and how much damage you will take. The first set is based on your character level. If it's:

much higher than caster = you have a significant chance to resist and take no damage from magic attack

much lower than caster = you have minimal chance to resist (minimum can be 1%) and take no damage from magic attack

If you are affected then the 2nd set of parameters determine if and how much magical damage you will end up taking and they are based on your resistance % and level of caster.

The higher your resist % in relation to caster's level = higher your average resist % (max 75%) to completely resist the magical attack.

However, with direct damage spells (such as the Shaman's Lightning Bolt, Warlock's Shadow Bolt and Searing Pain and the Priest's Smite) you have a chance to resist a % (0%, 35%, 50%, 75% & 100%) of the magical attack (rather than a % chance to completely resist it) and this is determined by your resist % compared to the caster's level.

Against level-50 Direct Damage Spells

Resistance Score 50 100 150 200 250
Chance to resist spell 0 1 1 11 25
Change to resist 100% damage 0 1 1 11 25
Chance to resist 75% damage 2 6 18 34 55
Chance to resist 50% 11 24 48 40 16
Chance to resist 25% damage 33 46 26 14 3
Chance to take full damage 54 20 7 1 1
Against Other Level 50 Spells
Chance to resist Spell 15 30 45 60 75

How is Rest Credit calculated?

The resting system has been calculated so that eight hours of rest at an actual Inn will allow players to gain one bubble’s worth of rest bonus. Players that log off outside of an Inn or rest city will gain one bubble’s worth of rest bonus after 32 hours (4 times as slow). This calculation is also proportional, if you only rest for 4 hours in an inn, you will gain half a bubble of bonuses. If you leave the inn, you will simply stop resting, and if you then return, you will start resting again.

Note that the Rest bonuses only apply to experience points gained from killing monsters, it does not affect or adjust the amount of experience points for completing quests. Similarly, completing quests will also not affect the amount of rest bonus you have remaining, the indicator on the experience bar will shift forward accordingly.

When players reach the level cap, they no longer gain experience points. Even so, players will still continue to accumulate rest bonuses.

Combat Ratings Formula

The following formulas give the amount of rating required to achieve a 1% bonus. They can be derived from two sources. They are from the values stored in the client, and from extensive testing done by the author of the Rating Buster addon, both of which gives the same values and the formulas below used to model the combat system gives an error margin of around 10^-7, which is within the margin of error for 32-bit floating point precision.

Level 1 to 60 (level 1-9 uses level=10):
base * (level - 8) / 52

Level 60 to 70:
base * 82 / (262 - 3 * level)

Where base is the rating value at level 60:

Weapon skill: 2.5
Haste: 10
Hit (melee): 10
Hit (spells): 8
Crit (melee and spells): 14
Defense: 1.5
Dodge: 12
Parry: 20
Block: 5
Resilience: 25


=====================================


Please add more to this thread and let me know of anything you see that's wrong and I'll change it. You can PM or email (elly@worldofwar.net)me if you don't have a forum account.

Thanks.

Contributors: from Daemon, callum, Eyeonix

Caradok
10-08-2006, 01:53 PM
Agility:

For hunters 1 Agility = 2 Ranged Attack Power

DesecratoR
25-09-2006, 03:36 PM
Hi can some one tell me is it true that at every level gained you gain only 1 stat point per level!For example:
1 lvl gain=+1str +1 agi +1spirit +1 stamina etc.

Or is it random?For example:
Per lvl gained you gain +1 agi +3 str +2spirit etc.

bud
25-09-2006, 05:52 PM
hmm... may i request that + spell damage calculations be included in the sticky?
oh, come to think of it, it also lacks an explanation of the normalized attack speed for instant attacks thing :) something many people dont know about.

pretty please?
thank you :D :flowers:

edit:

instead of asking, i decided i can be a contributive member, do my research, and add the info to the thread for all to see, so here goes:

What does + spell damage do?

+ spell damage appears on items as:
Increases damage and healing done by magical spells and effects by up to X.
Increases damage done by shadow spells and effects by up to X.

The former bonus is added to ALL spells and effects that you cast.
The latter is only added to school specified in the description.
(Though i have never seen "increases healing done by holy ...")

So what does that "up to" bit mean. The bonus from + spell damage is not added to your spells directly. For the sake of fairness, different spells are affected differently from this bonus. It functions much like the way your AP is added to your swings. Well, let's not go down that road and confuse things.

To cut a long story short, longer cast time spells get a bigger bonus and shorter cast time spells get a lower bonus, in such a way that your dps is increased by a constant amount if you keep casting damage spells non-stop.

To be more specific:
* If you cast a spell with a casting time of 3.5 seconds or longer, your spell's damage is increased by X.
* If you cast a spell with a casting time, T, shorter than 3.5 seconds, your spell's damage is increased by (T/3.5)*X.
* If you cast an instant spell, your spell's damage is increased by (1.5/3.5)*X. (Note that the global cooldown is 1.5 seconds).

So if you cast damage spells non-stop, your dps is increased by X/3.5.

Notes:
- This all applies the same way to healing spells.
- Spells' base casting times are used in these calculations. So if a talent or some other effect reduces or increases the casting time of your spells, your damage bonus remains the same.
- DoTs and HoTs are affected in a different way, that I couldn't really understand. But from what I can make out from here (http://forums.worldofwar.net/showthread.php?t=369990) I believe that, you ignore the spell's casting time, and istead look at its duration, then you use a duration of 15 seconds as a normalizing factor. Unfortunately, I could not find another post on the subject to clarify things.
- If a spell has both a direct damage/heal and HoT/DoT component, consider them two different spells and apply X/2 to each of them.
- If a spell has an area of effect, use X/3.
- If a spell has a secondary effect, like the snare from a Frost Nova, use X*0.95.
- All credit for the info in this post goes to Havoc Jack, thank you.

ps: if i had the time, i would look up the normalized AP bla bla and add it, too, but alas i have to leave my computer. but if no one does it till tomorrow morning, i'll prolly add that info too, work permitting.

tratilus
16-11-2006, 02:38 PM
Does anyone know the calculations/tables of attribute increases per level (i.e. +1 STR +1 AGI at level 2, +1 STR at level 3)?

Deltoran
26-11-2006, 10:23 PM
it is not a random increase, but the increase can be more or less than 1 of each attribute, i.e. a priest may gain 2 spirit upon leveling but a warrior might gain 1.

also, does anyone know how channeled damage spells like the mage's Arcane Missiles work? i would think it would be determined by the channeled time, but i would like to make sure

myusernameistaken
13-02-2007, 03:36 PM
Good thread!

How does increasing Defense improve blocking? E.g if I increase Defnese by X, can I calculate that my chance to block (specifically) will go up by Y%?

Your Average WoW Player
09-03-2007, 04:50 AM
The stats that increase per level, and the amount each stat that increases per level is based on your class. Rogues and Hunters will usually get agility during a level up while Mages will get intellect and spirit, while at the same time a Warrior will get strength and stamina. There is a rough end point in flat stats (no improvements) that is based on your race/class combo. I don't know what they are.

And the highest I've seen a stat increase per level is three points.

faisalero
09-03-2007, 02:30 PM
HI guyz ^^ can some one explain this formula for a warrior atack power

AP = (Strength x 2) + (Character Level x 3) - 20


i know that Strength increases your melee attack power by 2

but whay is there a 20 subtraction frome the formula ?

i red theis formula frome wowwik web site and each class has a 20 subtraction frome the formula but exept for the mage prist walock it was

Strength - 10

:ponder:

Arlique
29-04-2007, 04:02 AM
I just tested the "15 Mana per Int" formula on my 70 Warlock. Stripped naked, debuffed, no pet, and then added Int items one at a time. The effect on mana ranged between 13.02 and 18.35 mana per point of Int.

So, what else is impacting the formula?

Leord
20-07-2007, 01:22 PM
Hi everyone! I will be trying to fire up this forum a bit, as the new moderator, and perhaps explaining a few old things first. Personally, I kind of like math, and I know a good deal about the WoW statistics, but I have no fresh knowledge, and will have to do some research before giving a proper answer. If others also are interested in statistics, you are more than welcome to help me out to fill this FAQ out more!

For today, bringing up this old question:

HI guyz ^^ can some one explain this formula for a warrior atack power

AP = (Strength x 2) + (Character Level x 3) - 20


i know that Strength increases your melee attack power by 2

but whay is there a 20 subtraction frome the formula ?

i red theis formula frome wowwik web site and each class has a 20 subtraction frome the formula but exept for the mage prist walock it was

Strength - 10

:ponder:

The reason behind the -20 at the end of the formula is a lot more logical if you know a bit about algebra. The point here is that your attack power should increase with a) Strength (to the biggest extent), b) You Character Level (to a small extent), and c) Not be super big at lvl 1.

So, for a Dwarven Warrior, he starts with (http://wow.incgamers.com/wiki/index.php/Warrior#Starting_Statistics) 25 Strength, meaning:
(Strength=25 x 2) + (Character Level=1 x 3) - 20 = 33 AP
The higher level he gets, the -20 will make a smaller part of the whole equation, and at level 70, will be basically unoticed. Blizzard could have done this with a formula that stays the same from the start, but this makes it easier to balance on the first levels. Casters get a smaller minus to the stat, because they actually might use some AP in the first few levels, hitting things, and have less strength.

The short answer is:
It is just a modification to make one formula fit through the entire game.

Stigg
21-07-2007, 01:41 AM
I just tested the "15 Mana per Int" formula on my 70 Warlock. Stripped naked, debuffed, no pet, and then added Int items one at a time. The effect on mana ranged between 13.02 and 18.35 mana per point of Int.

So, what else is impacting the formula?

Dont know anything about warlocks...but possibly talents? It IS 15 mana per 1 int....so something you have is changing those numbers.