Oh Lord, so there's someone who tried to calculate that thing out
Verifying the numbers. (When i checked the numbers, i only try to see if the current data fits in. Round-off errors exist)
Attack Damage Multiplier: 0.359 (0.308 should be out of date, since Tenboro altered that in 0.5.2)
Attack Accuracy Bonus: 0.8 (correct)
Attack Critical Bonus: 0.21 (correct)
Magic Damage Multiplier: 0.302 (correct)
Magic Accuracy Bonus: 0.997 (correct)
Magic Critical Bonus: 0.228 (correct)
Burden: 0.502 (just calculated)
Interference: 0.508 - 0.509 (around that)
Parry Chance: 0.495
Block Chance: 0.998 (correct)
Evade Chance: 0.25 (correct)
Resist Chance: 0.505
Physical Absorption: 0.029
Physical Mitigation: 0.104
Magical Absorption: 0.031
Magical Mitigation: 0.101
Proficiency Bonuses: 0.306 (correct)
Elemental Damage Bonuses: 0.299 (calculated by sayo, should be more accurate)
Primary Attribute Bonuses: 0.1 (calculated by sayo, assume the scaling factor)
Piercing/Crushing/Slashing Mitigation: 0.08
Elemental Mitigation: 2 (calculated by sayo)
I am thinking what we can do with these scaling factors.
I can think of some uses:
1. Tenboro have
said that the quality prefix of the equipment depends on the average value of all the stats of an equipment.
So what should be the average value for a fine equipment? Why we have so many equipments that we simply cannot understand its fineness?
If we can have a set of base numbers for equipments, we can probably try to find out how the quality prefix is calculated.
2. With those base numbers we know from patch 0.5.0 and 0.5.3, we can deduce some of the maximum and minimum values for equipments. For those we don't have numbers, we can try to check with current data to estimate how high it may go.
This post has been edited by varst: Jun 9 2011, 20:16