Fortune Telling Collection - Fortune-telling birth date - Transformation of basic attributes in wow

Transformation of basic attributes in wow

Attack power = attack power.

1 Strength increases attack strength by 2 points (all classes except thieves).

1 Strength increases attack strength 1 (thieves and hunters).

Note: The increased attack intensity of hunter power is limited to melee weapons.

7 Strength = 14 Attack Strength = Increase damage per second (dps)+ 1 (under one-handed weapon/two-handed weapon)

With one-handed weapon/two-handed weapon, the attack strength will increase by+1(DPS) every second for every 14 points.

+1(DPS) every time the attack strength of two-handed weapons increases by 8 points per second.

Strength will not increase the blocking rate, but will increase the absorption value when blocking (the absorbed damage remains unchanged)

Dodge. You won't get hurt when blocking, but you will get hurt when blocking.

The damage you get will be deducted from your block to reduce the damage.

Then the damage you suffer is calculated by deducting a certain percentage from the armor.

Damage suffered by the player = physical attack damage of the enemy-block absorption damage value (fixed value) * armor absorption damage rate (percentage)

Block rate =5+ (defense skill points-player level *5)*0.04.

Note: Dodge, block and parry are all invalid for magic. Magic attacks are only affected by resistance.

Calculation formula of melee attack power

Warrior/Paladin: AP= role level *3+ strength *2-20

Hunter/Thief: AP= Character Level *2+ Strength+Agility -20

Shaman: AP= character level *2+ strength *2-20.

Druid: AP= strength *2-20

Mage/priest/warlock: AP= strength-10

1 Agility plus 2 armor.

1 Agility increases attack strength 1 (Rogue and Leopard melee weapon).

1 Agility increases attack strength by 2 points (hunter ranged weapon)

1 Agile increases evasion by 0.05%

1 agility increases dodge (thief) by 0.07%

20 Agility increases evasion rate 1% (all classes except thieves and hunters).

14.5 agile increase 1% evasion rate (thief)

26.5 Agility increases evasion rate 1% (Hunter)

20 Agility increases melee crit rate 1% (general formula for other professions except thieves and hunters)

Agility increases melee critical strike rate 1% (rogue)

Agility increases the critical strike rate of ranged attacks 1% (hunter)

1 increased intelligence 15MP (all occupations)

59.5 increased intelligence 1% spell critical strike rate (all spells)

Intelligence in wow does not increase the power of magic attacks (healing effect)

1 increased endurance 10HP (all occupations)

(Endurance does not increase the speed of blood return)

Warrior's health every 3 seconds = spirit /2.

(Thanks to the author of gto03030tt for providing the mental recovery formula)

Spirit /4+ 13= Mana Restoration (Priest. Master)

Spirit /5+ 13= Mana Restoration (Little D. Shaman, Paladin, Warlock)

1 Weapon proficiency increases critical strike rate by 0.04%.

1 Defensive skill reduces critical strike rate by 0.4%.

1 weapon proficiency increased by 0.4% to avoid evasion, block and evasion.

1 Defensive skill increases the probability of parry by 0.4%.

When attacking from behind, the opponent must have a 0% chance to parry and block.

Basic porosity

Sub-weapon 24%

Two-handed weapon 5%

One-handed weapon 5%

Equipment that increases the hit rate has no effect on deputies.

The damage of the auxiliary weapon is only half that of this weapon in the main weapon.

The critical strike rate of all magic foundations is related to level/intelligence.

(Please provide it to those who know)

In the 6-second rule pvp, if you don't attack the enemy or are attacked by the enemy for 6 seconds, you will automatically leave the combat state.

The 5-second rule mp will not automatically reply during casting and within 5 seconds after casting.

(I won't go back to HP in battle)

There are three kinds of equipment that can increase magic damage:

1. Adds xx damage to spells (indicating that all spells will increase xx damage).

2. Increase X ~xx spell damage (indicating that all magic will increase X ~xx damage).

3. Increase up to xx spell damage (the longest bonus of this equipment)

The magical 3.5 second rule

Magic casting time is more than 3.5 seconds, including 3.5 seconds (excluding the time of talent reduction)

In order to give full play to the magic damage increased by the equipment.

Instant magic, only equipment increases the damage by 35% and adds xx points.

Other spells with casting time have a proportional bonus.

However, aoe magic of magic storm and fire storm only increases 10% magic damage by xx points.

Leading magic rate 100% magic damage bonus (including snowstorm)

Attachment: spell formula/rule: damage/healing bonus

3.5 the second law equipment bonus damage formula

Magic damage increased by all equipment * casting seconds /3.5= actual damage bonus of equipment spells.

Table of relationship between casting time and effect addition

3 seconds, 2.5 seconds, 2 seconds 1.5 seconds.

85% 7 1% 57% 42% 35%

Spell critical strike bonus damage 150%

Melee crit damage increased by 200%

Fear, metamorphosis, soul screaming and root entanglement in pvp

Will be based on the principle of three times decreasing, and will be exempted after three times.

The first cast transformation (level 4) has an effect of 50 seconds, the second effect of 25 seconds, and the third effect of 13 seconds.

Play the above magic for the third time 16 seconds and then recalculate.

Armor damage reduction formula

DR=AC/(AC+85*LV+400)

(doctor: damage reduction AC: armor LV: level)

The relationship table of how much armor is reduced or how much is reduced.

The armor value decreases and the damage rate increases. When 100 damage is given, the reduced damage value.

2500 3 1.25% 68.75

3500 38.89% 7.64% 6 1. 1 1

4500 45.00% 6. 1 1% 55.00

5500 50.00% 5.00% 50.00

6500 54. 17% 4. 17% 45.83

7500 57.69% 3.52% 42.3 1

8500 60.7 1% 3.02% 39.29

9500 63.33% 2.62% 36.67

10500 65.63% 2.30% 34.37

1 1500 67.65% 2.02% 32.35

12500 69.44% 1.79% 30.56

13500 7 1.05% 1.6 1% 28.95

14500 72.50% 1.45% 27.50

15500 73.8 1% 1.3 1% 26. 19

16500 75.00% 1. 19% 25.00

resist

When a player is attacked by magic, there are two different ways to verify it.

Look at the level gap between the two sides first. When both sides have the same level,

There will be a 96% chance of hitting you.

The bigger the grade gap, the lower the hit probability.

Differential resistance =96%- the square of the differential.

For example, level 56 players are 4 levels worse than level 60 players.

Hit rate =96%-4*4=80%, which means the hit rate is 80%.

The level gap keeps the lowest hit rate 1% in most magic attacks.

Spell resistance will take effect after the level check.

The relationship between spell resistance and damage

Resistor 50 100 150 200 250

Systemic resistance 0%1%1%11%25%

Resist 75% damage, 2% 6% 18% 34% 55%

Resist 50% damage11%24% 48% 40%16%

Resist 25% damage, 33% 49% 26% 14% 3%

Completely damaged 54% 20% 7% 1% 1%

Resistance probability 15% 30% 45% 60% 75%

Calculation of attack damage of melee skills

Damage = (attack power+weapon damage+skill plus damage) * weapon speed

Fixed value of weapon speed:

Two-handed weapon: 3.3

Dagger: 1.7

All other one-handed weapons: 2.4

(Level 60/Level 70):

2.5/3.9 point weapon skill level is converted into 1 weapon skill.

10/ 15.8 point hit level conversion 1 hit probability.

8/ 12.6 spell hit level is converted into 1% spell hit probability.

14/22. 1 crit level is converted into 1% crit probability.

14/22. 1 spell critical strike probability is converted into 1% spell critical strike probability.

10/ 15.8 point acceleration level conversion 1% acceleration

10/ 15.8 spell acceleration level conversion 1% spell acceleration

1.5/2.4 defense skill level conversion 1 defense skill.

12/ 18.9 point evasion level conversion 1% evasion

20/3 1.5 parry level conversion 1% parry.

5/7.9 point grid level conversion 1% grid probability

The defense level of 25/39.4 points is converted into 1% defense (reducing 1% critical hit probability and 2% critical damage).

Respondent: Zong Libin