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The truth about stats (Old article)
Posted 11 years ago by
DannyD G    
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As the title says, I`m going to try to explain the value of each stat. Since the implementation of the equipment module, I`ve seen lots of theories about the stat value, and neither of them was good enough.

So here it is:

Avoid>miss>+max dmg>+dmg=+crit

This is the general order considering one fact- you are going to try to have as much avoid as possible ( limited to 40% ). The main idea of this, is that avoid keeps geting better and better. But more about this a little later.
Now let`s see how every stat acts. For the ease of explanation I`ll transform each stat into “increase damage” ( for a general comparation).

1.) Reduce miss chance

This is one of the most valued stats among players, from what I`ve seen- and they are generally right, but it isn`t such a good stat as you might think.
1% reduce miss = 1% dmg
To keep it simple imagine this situation: you have 100 hits with an average of 1k/hit; If all hits would do dmg, you`ll do 100k dmg; 1% miss means you`ll miss 1hit in 100 resulting in 99hits of 1k dmg = 99k, which is exaclty 99% of the total; 10% miss means you`ll miss 10hits in 100 resulting in 90hits of 1k dmg = 90k, which is exaclty 90% of the total dmg.
Reduce miss chance is a better stat than dmg, because on every item there is around 20% more reduce miss than any other stat ( excepting increase maximum dmg)

2.) Increase maximum dmg

To calculate the effectiveness of increase maximum dmg I`ll take my own dmg interval without any items equiped:
3225-4838 which means an average of 4031.5/hit
Now, if we increase the value of the maximum dmg by 1% we`ll obtain the following numbers:
3225-4886.38 which means an average of 4055.69/hit
The new average is around 6% higher than the old one ( game doesn`t show decimals, but it should be exaclty 6% higher);
This means that increasing maximum dmg by 1% we`ll practically increase our dmg by 0.6%; but on items we find that there is twice the amount of maximum dmg than any other stat (except miss), resulting that maximum dmg is more effective.

3.) Increase crit chance ( crit multiplier is 2)

A stat that sounds good for most of the players, but is the weakest ( only equaled by increased dmg);
I will demonstrate this same like in the calculus for reduce miss chance: you have 100 hits with an average of 1k/hit, which will transform into 100k dmg; Having 1% crit chance means you`ll have 99hits for 1k and 1hit for 2k, which means 99k+2k=101k- exaclty 1% increase dmg; Having 10% crit chance means you`ll have 90hits for 1k and 10hit for 2k, which means 90k+20k=110k- exaclty 10% increase dmg. Thus, increase crit chance equals increase dmg.

4.) Increase dmg- self explained

5.) Increase avoid chance

Now this is the interesting stat. As I have observed, most of players tend to think that avoid is just a bad crit ( same effectiveness, but costing more gold to use)- THEY ARE WRONG. The effectiveness of avoid gets better and better the more you`ll have. While it`s true that at low ratings avoid is worse than miss and maximum dmg, it`s always better than critical chance and increase dmg. Every point of avoidance will increase the effectiveness by more than the precedent. 1% avoid means 1.02% dmg;
5% avoid means 5.26% dmg;
10% avoid means 11.11% dmg;
15% avoid means 17. 64%dmg;
20% avoid means 25% dmg;
25% avoid means 33.33% dmg;
30% avoid means 42.85% dmg;
35% avoid means 53.84% dmg;
40% avoid means 66.66% dmg;
Increase avoid becomes better than maximum dmg at around 17% avoid ( compared to 34% max dmg).
I`ve lost lots of time trying to explain people how I got to these numbers, and I consider useless to present the method here. You`ll have to trust me (I`m 101% sure I`m right about them).

Finaly I`ll put some graphs to see these numbers easier:



All stats presented ( max dmg x2 is used to compare the exaclty amount of max dmg you find on items )



Avoid vs max dmg

This is the theory about it. In practice you`ll see different things from time to time depending on your "luck"- because the 155hits/day it`s a pretty small sample and tend to deviate pretty much from the average.

Hope this article explained everything it is about stats ( I`ve ignored str and hit, because they value doesn`t increase with str increase of an account- which means they`ll be worse and worse as time passes).

Thank you for your time,
Have a nice day,

DannyD G

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