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Create a sticky for attribute formulas, hit cap, and such

Lopherus

Authorized
Joined
Jul 17, 2016
I"m finding it hard to find precise information on how ratings such as AP were calculated in vanilla. The "vanilla wow wiki" is clearly none; it discusses hit rating, dks, later expansions, and such, and presents the appropriate formulas as they were (or are) at a later time. As an example, I know that the basic cat AP formula is *roughly*

Strength*2 + Agility + 20,

but I think, more precisely, it is

Strength*(Level factor +2) + Agility +20.

In the case of my lvl 24 druid, it appears level factor is a flat 4; but when trying to reconcile my bear AP, it would have to be a different number. So what is "level factor," and how does it vary by class (or within a class, cat vs bear, say)?

From looking at how AP translates to DPS, and going over a couple of cases, I also get varying results - 13.9 to about 14.1 (it's probably 14 AP = 1 dps).

(1) Is there a link to an organized and trustworthy collection of such calculations?

(2) If not, could we create a sticky here where people who theory-crafted in retail vanilla can add what they remember? (I've been around since early beta, but didn't care about such calculations for much of vanilla). Topics I think that should be covered could include:

AP
Crit (melee and magic)
Hit
Being critted (working towards being uncrittable)
Being uncrushable
(add what you think is important)

Edit: I added some based on my understanding; pls do add what you know, and correct if anything I added is not quite right.
 
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Spell Hit (base chance to miss):
- Same level: 4%
- minus 1 level: 5%
- minus 2 levels: 6%
- minus 3 levels: 17% PVE, 13% PVP

For even greater level differences, chance to miss increases rapidly.

------------------------------------

Melee Chance to Miss (D: defense skill, WS: weapon skill):

(A) (D - WS) <= 10
5% + (D-WS)*0.1% if not dual-wielded
24% + (D-WS)*0.1% dual-wield

(B) (D-WS) > 10
7% + (D-WS-10)*0.4% if not dual-wielded
26% + (D-WS-10)*0.4% dual-wield

------------------------------------

Spell Crit % at lvl 60:

(Intellect/60) + Class Constant

It seems the class constant is such that for most classes ~60 int equal +1% crit; except for pallies where it might be as low as 54 int. Note also that the same int amount provides more crit at lower levels.
 
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Glancing Blow:

Chance for a Glancing Blow:

10% + (D-WS)*2%

Increased WS from talents, etc., disregarded.

Damage reduction from a Glancing Blow:

(D-WS)*2%

Increased WS taken into account.

Example white damage calculations for a melee class:

Lvl 60 with maxed WS vs raid boss (lvl 63):

Chance for a Glancing Blow: 40% (= 10% + (315 - 300)*2%)
Damage reduction on Glancing Blow: 30% (= (315 - 300)*2%)
Effective white damage: 88% of stated (=60% + 40%*70%)

Level 60 with +5 WS vs raid boss:

Chance for a Glancing Blow: 40% (= 10% + (315 - 300)*2%)
Damage reduction on Glancing Blow: 20% (= (315 - 305)*2%)
Effective white damage: 92% of stated (=60% + 40%*80%)
 
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Impact of Agility on Melee Crit Chance:

added Crit Chance = Agility/Class Agility Crit Factor (CACF)

CACF is about as follows:
- 29 for rogues
- 53 for hunters
- 20 for all other classes

Example + crit%:
Warrior with 100 agility: +5% (=(100/20)%)
Rogue with 200 agility: +6.9% (=(200/29)%)

--------------------------------------------

Player Dodge%:

Dodge Class Base Chance (DCBC) + Agility/Class Agility Dodge Factor (CADF) + (D - WS)*0.04

Note that the level of the attacked mob influences dodge chance (by the last term).

DCBC seems to range between 0 and 3% for the different classes.

CADF is about as follows:
- 14.5 for rogues
- 26.5 for hunters
- 20 for all other classes

This means that, as a rule of thumb, +20 agility give you +1% dodge; for rogues you get about 1/3 more, and for hunters about 1/3 less.

Example - lvl 60 warrior with 150 agility attacking a raid boss (lvl 63):

Assume a DCBC of 1%. Then:
Dodge Chance = 1% + 150/20 + (300 - 315)*0.04 = 6.9%
 
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Mob chance to Dodge/Parry/Block a player attack:

5% + (D-WS)*0.04

Note:
- this means that a lvl 60 melee attack on a raid boss from the front allows the raid boss a 5.6% chance to either dodge, parry, or block the attack (=5% + (315-300)*0.04))
- when attacking from behind, parry and block chances are removed from the hit table
 
^

This, but a sticky thread by the devs (if they find time) would be nice, also to include things like base crit, etc., to have 100% confirmed information how it works on THIS server.
 
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