If you’ve logged into the PTS recently, you probably have already seen that the scaling is different from what is live in the game. Stats are usually around 50-70% of the character sheet value in live. Everyone on the PTS was aware that BioWare would be changing the scaling formula but we didn’t know exactly what that would be. Now with 2.0, you can tell what these changes are going to look like.
One user on the forum has taken the time to work from the old formula and try to build new co-efficients that will govern the stat scaling (yes, lots of math involved but it’s really interesting.) Here are some of his breakdowns:
- Defense Rating – Now scales roughly 118% slower
- Shield Rating – Now scales roughly 50% slower
- Absorb Rating – Now scales roughly 127% slower
- Armor – Now scales 2.5% slower, but remains on a linear progression
- HP – Buffed significantly at level 55 (base health is 4000, vs 2500 at 50 on live)
- Crit % (from crit) – Now scales roughly 122% slower
- Crit % (from main stat) – Now scales roughly 140% slower. The soft cap has also been reduced to 20% (from 30%)
- Surge % – Now scales roughly 100% slower
- Accuracy % – Now scales roughly 118% slower
- Alacrity % – Now scales roughly 127% slower
He goes on to then explain what some of these numbers mean. First, BioWare seems to be setting things up for a higher stat budget. It also looks like PvP tanks will get a very long-term critical buff in their shield rating scales. He also goes on to give us the formula he is using to get these numbers and percentages:
Defense Chance = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( DefenseRating / max(Level,20) ) / 1.2 ) )
Shield Chance = 50 * ( 1 – ( 1 – ( 0.01 / 0.5 ) )^( ( ShieldRating / max(Level,20) ) / 0.48 ) )
Absorb Percentage = 50 * ( 1 – ( 1 – ( 0.01 / 0.5 ) )^( ( AbsorptionRating / max(Level,20) ) / 0.41 ) )
Damage Reduction = ArmorRating / ( ArmorRating + 240 * Level + 800 ) * 100
Max Health = BaseHealth + Endurance * 10 (BaseHealth at 55 is 4000)
***** note, not quite correct! appears to be off by a small non-linear term *******
He’s asking for help on this formula which still seems to be a bit off.
Critical Chance (from crit rating) = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( CritRating / max(Level,20) ) / 1 ) )
Critical Chance (from main stat) = 20 * ( 1 – ( 1 – ( 0.01 / 0.2 ) )^( ( PrimaryStat / max(Level,20) ) / 6 ) )
Surge Percentage = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( SurgeRating / max(Level,20) ) / 0.22 ) )
Alacrity Percentage = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AlacrityRating / max(Level,20) ) / 1.25 ) ) )
Accuracy Percentage = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 1.2 ) )
Bonus Damage (from main stat) = (Strength or Willpower or Aim or Cunning) * 0.2
Bonus Damage (from force/tech power) = (Force or Tech Power) * 0.23
Bonus Damage (from power) = Power * 0.23
Bonus Healing (from main stat) = (Strength or Willpower or Aim or Cunning) * 0.14
Bonus Healing (from force/tech power) = (Force or Tech Power) * 0.17
Bonus Healing (from power) = Power * 0.17
Read more on the forums, chime in with your comments or offer to help with the max health formula.
Huge thank you to KeyboardNinja for doing all this wicked math for us!