acnoj Posted December 21, 2011 Share Posted December 21, 2011 (edited) Updated: 5-18-2012 The purpose of this formula list to to assist the SW:ToR community in theorycrafting and making guides. Special thanks to LagunaD, Takira and the theorycrafting community at sithwarrior.com - Freehugs Note: Bonuses from Buffs and Skills are additive to whatever stat they apply. For example a 5% crit buff adds 5% to your total crit, there's no fancy math there. Multiplicative modifiers are summed then applied, e.g. +33% damage and +25% damage to an attack = +58% damage total. About the tooltip bug for Skill trees The tooltips of damage and healing abilities in the skill trees do not scale properly with level, but the abilities themselves do. So the formula's for damage and healing abilities below will give you high values than you will see on these tooltips until this bug is fixed. Ability Damage Min = ( AmountModifierPercent + 1 ) * MainHandMin + ( AmountModifierPercent + 1 ) * OffHandMin * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMin * StandardHealth Ability Damage Max = ( AmountModifierPercent + 1 ) * MainHandMax + ( AmountModifierPercent + 1 ) * OffHandMax * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMax * StandardHealth AmountModifierPercent is the weapon damage modifier for min and max values and all ranks of the ability Coefficient is the force/tech/melee/ranged damage bonus modifier for min and max values and all ranks of the ability StandardHealthPercent is the base damage modifier, which can vary for the min and max values of the ability StandardHealth is a damage number from the StandardHealth Lookup Table table near the bottom of this thread DamageBonus is on your character screen (e.g. Melee Damage Bonus for a melee attack) You can find all these values on your character screen or at TORHead if you expand the effect details on an ability page. Ability damage is always calculated per tick of a DoT or Flurry attack. Force and Tech attacks don't use main-hand or off-hand damage. OffHand is 0 is you have no off-hand to attack with or if the attack doesn't use the off-hand. Off-Hand damage is rolled as a separate attack to the main hand, so one hit will be x*MainHand + y*Bonus + z and the other x*OffHand*0.3. As a result the off-hand hit is much smaller than the main-hand hit. Attack and Damage Types (thanks Kore) There are four damage types: Kinetic, Energy, Internal, Elemental. The first two are mitigated by armor, the latter two are not. There are also four attack types: Melee, Ranged, Force, Tech. Attack type and damage type have no correlation, you can have any combination of the two sets (though not all combination exist in game). The first two are subject to defense (avoidance) and shield (partial mitigation), the latter two are subject to resistance. Resistances (which are just avoidance for Force and Tech attacks) are present as a mechanic, but very very few effects in the game grant them, so they can essentially be ignored. Thus you can very easily have an attack that bypasses armor yet can be dodged or shielded (an internal melee attack, for example), or an attack that bypasses defense and shield yet is armor mitigated (an energy force attack, for example). The Two-Roll System SW:ToR uses a two-roll system to determine attacks. The first roll determines hit or miss (or dodge/parry/resist, which are effectively just different names for miss). The second roll determines of a successful attack crit, was shielded, or was a normal hit. In the event that crit % + shield % is greater than 100%, crit chance overrides shield chance. Ability Healing Min = Coefficient * HealingBonus + StandardHealthPercentMin * StandardHealth Ability Healing Max = Coefficient * HealingBonus + StandardHealthPercentMax * StandardHealth Coefficient is the force/tech/melee/ranged healing bonus modifier for min and max values and all ranks of the ability StandardHealthPercent is the base healing modifier, which can vary for the min and max values of the ability StandardHealth is a healing number from the StandardHealth Lookup Table table near the bottom of this thread HealingBonus is on your character screen (e.g. Force Healing Bonus for a Sith Sorcerer) You can find all these values on your character screen or at TORHead if you expand the effect details on an ability page. Ability healing is always calculated per tick of a HoT. Strength/Willpower/Aim/Cunning Damage Bonus = (Strength or Willpower or Aim or Cunning) * 0.2 Force/Tech Power Damage Bonus = (Force or Tech Power) * 0.23 Power Damage Bonus = Power * 0.23 Willpower/Aim/Cunning Healing Bonus = (Willpower or Aim or Cunning) * 0.14 Force/Tech Power Healing Bonus = (Force or Tech Power) * 0.17 Power Healing Bonus = Power * 0.17 Crit Chance % = 5 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( PrimaryStat / max(Level,20) ) / 2.5 ) ) + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( CritRating / max(Level,20) ) / 0.45 ) ) Crit chance can also include a bonus from a secondary stat. Have a look at your damage or healing bonus on the character screen, if it includes a bonus from a secondary stat it will also have a small crit bonus from that stat calculated as + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( SecondaryStat / max(Level,20) ) / 2.5 ) ) Crit Size % = 50 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( SurgeRating / max(Level,20) ) / 0.11 ) ) Basic Accuracy % = 90 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) ) Accuracy over 100% reduces the Defense of the target. Only your free level 1 attack is Basic Basic Off-Hand Accuracy % = 57 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) ) Off-hand attacks are rolled separately to main hand attacks Special/Force/Tech Attack Accuracy % = 100 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) ) Accuracy over 100% reduces the Defense of the target Special/Force/Tech Off-Hand Accuracy % = 67 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) ) Off-hand attacks are rolled separately to main hand attacks Activation Speed = CastingTime * ( 1 - ( %AlacrityFromSkillsAndBuffs / 100 ) - 0.3 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AlacrityRating / max(Level,20) ) / 0.55 ) ) ) Alacrity does not affect instant cast spells or the rate at which DoT's and HoT's tick, but does improve all cast time spells and channeled spells. Armor Damage Reduction % = ArmorRating / ( ArmorRating + 200 * Level + 800 ) * 100 Caps at 75%, although this is not achievable with current gear and buffs Defense Chance % = 5 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( DefenseRating / max(Level,20) ) / 0.55 ) ) Shield/Glance Chance % = BonusOnSheildGenerator + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( GlanceRating / max(Level,20) ) / 0.32 ) ) Shield/Glance Absorption % = BonusOnShieldGenerator + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( AbsorbtionRating / max(Level,20) ) / 0.18 ) ) PvP Damage Boost = 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( (Expertise) / max(Level,20) ) / 0.8 ) ) PvP Damage Reduction = 100 - 100 / (1 + PvPDamageBoost / 100) PvP Healing Boost = 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( Expertise / max(Level,20) ) / 1.5 ) ) Healing boost overcomes the Trauma (-30% healing received) debuff that players get in PvP. Max Health = BaseHealth + Endurance * 10 Heath Regen = ? + Endurance * 0.03 Bonus Companion Health = Presence * 5 Bonus Companion Damage = Presence * 0.2 Bonus Companion Healing = Presence * 0.14 StandardHealth Lookup Table [i]Level[/i] in this table is the level the ability is trainable, not the level of the player level damage healing 1 180 375 2 210 430 3 240 505 4 270 585 5 305 675 6 340 770 7 380 880 8 420 1000 9 465 1140 10 500 1290 11 540 1405 12 580 1535 13 620 1665 14 655 1790 15 690 1915 16 720 2060 17 725 2150 18 750 2285 19 780 2435 20 790 2560 21 830 2680 22 870 2795 23 910 2915 24 945 3040 25 960 3105 26 975 3205 27 1005 3300 28 1050 3425 29 1085 3535 30 1130 3670 31 1175 3915 32 1215 4165 33 1220 4355 34 1255 4590 35 1280 4830 36 1305 5055 37 1320 5265 38 1335 5530 39 1350 5715 40 1380 5945 41 1400 6080 42 1430 6225 43 1440 6320 44 1480 6485 45 1490 6565 46 1540 6735 47 1545 6785 48 1560 6920 49 1575 6970 50 1610 7085 A Note on the formula used for Ratings, which was worked out by LagunaD You'll notice that the formula's for ratings are all basically the same. Their values are not arbitrary but have specific meaning. Lets look at this example: PvP Damage Boost = 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( Expertise / max(Level,20) ) / 0.8 ) ) This first underlined section is the % cap for this rating and the second underlined section is the % cap divided by 100. In this case the cap is 50%. Remember this is the cap for the rating, not the stat, so you can't get more than 50% PvP Damage Boost from stacking Expertise but you may be able to get more from a skill or buff (if any exist). Since these formula's give diminishing returns, you will never actually achieve a 50% PvP Damage Bonus from Expertise. The third underlined section is 1/50th of the amount of rating needed to get 1% of the stat at level 50. So in this case 50 * 0.8 = 40 Expertise Rating to get 1% PvP Damage Boost at level 50. For calculation purposes, here's the base stats at Level 50 Class Level Strength Aim Endurance Cunning Willpower Presence BaseHealth Smuggler/Imperial Agent 50 50 100 225 250 50 225 2500 Trooper/Bounty Hunter 50 50 250 225 100 50 225 2500 Jedi Knight/Sith Warrior 50 250 50 225 50 100 225 2500 Jedi Consular/Sith Inquisitor 50 100 50 225 50 250 225 2500 To calculate the stats at lower levels you can use these formula's, and round the results DOWN to the nearest whole number: Primary Stat = 50 + Level * 4 i.e. Cunning for the Smuggler Secondary Stat = 20 + Level * 1.6 i.e. Willpower for the Sith Warrior Tertiary Stat = 10 + Level * 0.8 i.e. Strength for the Trooper Endurance = 45 + Level * 3.6 Edited May 18, 2012 by acnoj Link to comment Share on other sites More sharing options...
freakyinmate Posted January 4, 2012 Share Posted January 4, 2012 Helped a lot, thanks Link to comment Share on other sites More sharing options...
KaalaZimtari Posted January 6, 2012 Share Posted January 6, 2012 This post should have a million more thanks than it does. <3 Link to comment Share on other sites More sharing options...
Sun-Runner Posted January 6, 2012 Share Posted January 6, 2012 This post should have a million more thanks than it does. <3 I post stuff from that forum all the time. People look at it, go "maths ..." and then proceed to ignore it. Its' funny! Link to comment Share on other sites More sharing options...
Sandsz Posted January 9, 2012 Share Posted January 9, 2012 Some great info posted so thanks a lot to the OP but one thing i wanted to clarify for sure is does surge rating only apply to damaging attacks or does it also have any affect on healers spells? Link to comment Share on other sites More sharing options...
acnoj Posted January 9, 2012 Author Share Posted January 9, 2012 Thanks. I've updated today to fix the Activation Speed formula and the way it interacts with Alacrity. I've also added a note about the skill tree tooltip bug, and the fact that Alacrity does not affect instant cast spells. Link to comment Share on other sites More sharing options...
acnoj Posted January 10, 2012 Author Share Posted January 10, 2012 Some great info posted so thanks a lot to the OP but one thing i wanted to clarify for sure is does surge rating only apply to damaging attacks or does it also have any affect on healers spells? It's damage and healing. I've fixed that formula so that it's not so deceptive. Link to comment Share on other sites More sharing options...
Sandsz Posted January 10, 2012 Share Posted January 10, 2012 (edited) Shouldnt worry, i will facepalm myself as it says on the ingame charachter stats under the "Tech" pull down tab But thank you for clarifying here anyway, i will keep my eye on this post for more useful theorycraft info. Edited January 10, 2012 by Sandsz Link to comment Share on other sites More sharing options...
ndruo Posted January 10, 2012 Share Posted January 10, 2012 Incredible work. Really great job here, min/max players should be on their knees thanking you and all the number crunchers involved in this effort. Five stars! Link to comment Share on other sites More sharing options...
Roxiey Posted January 10, 2012 Share Posted January 10, 2012 Thank you for nabbing this from Sithwarrior.com. I'm having a horrible brain moment atm and I'm attempting to see how much 1 point of defense and 1 point of shield rating contribute to their percentages and how many points it takes to get 1% of said rating. If my defense has 19 points and grants an additional 1.38% then does each point contribute 0.07263%, and 13.xx points gives roughly 1% defense rating? Link to comment Share on other sites More sharing options...
acnoj Posted January 10, 2012 Author Share Posted January 10, 2012 (edited) Thank you for nabbing this from Sithwarrior.com. I'm having a horrible brain moment atm and I'm attempting to see how much 1 point of defense and 1 point of shield rating contribute to their percentages and how many points it takes to get 1% of said rating. If my defense has 19 points and grants an additional 1.38% then does each point contribute 0.07263%, and 13.xx points gives roughly 1% defense rating? It's not that simple. For one thing it matters what level you are. Also, all ratings have diminishing returns so you can't calculate it's value accurately per point: each point is worth less than the one before it. People discussing tanking at sithwarrior.com are saying that defense is stronger than shield or absorption, but you can't stack one stat too heavily because of the diminishing returns. Edited January 10, 2012 by acnoj Link to comment Share on other sites More sharing options...
Roxiey Posted January 10, 2012 Share Posted January 10, 2012 It's not that simple. For one thing it matters what level you are. Also, all ratings have diminishing returns so you can't calculate it's value accurately per point: each point is worth less than the one before it. People discussing tanking at sithwarrior.com are saying that defense is stronger than shield or absorption, but you can't stack one stack too heavily because of the diminishing returns. That is what I thought, btw lvl 50, but I was just trying out some napkin math without a DR formula so that would be why my results weren't correct. Thanks for the reply. Link to comment Share on other sites More sharing options...
KaalaZimtari Posted January 12, 2012 Share Posted January 12, 2012 I post stuff from that forum all the time. People look at it, go "maths ..." and then proceed to ignore it. Its' funny! Not to mention a little sad... =) Link to comment Share on other sites More sharing options...
acnoj Posted January 13, 2012 Author Share Posted January 13, 2012 Updated today to include: Info about the two roll system.Info about attack and damage types.The fact that Basic attack accuracy is only for your free level 1 attack. Link to comment Share on other sites More sharing options...
acnoj Posted January 17, 2012 Author Share Posted January 17, 2012 Not to mention a little sad... =) Well so long as we get through to a few people. Link to comment Share on other sites More sharing options...
acnoj Posted January 18, 2012 Author Share Posted January 18, 2012 Updated to clarify that the StandardHealth Lookup Table is split into Damage and Healing columns, not Damage and Health. Link to comment Share on other sites More sharing options...
TheRabbit Posted January 27, 2012 Share Posted January 27, 2012 (edited) Ok, so I'm a little confused. Could we do an example to help things out? Here's the example I came up with: Trooper: HP: 16810 Aim: 1382 Endurance: 1431 Accuracy: 306 Critical: 398 Power: 185 Shield: 0 Defense: 0 Absorbtion: 0 Surge: 153 Alacrity: 0 Expertise: 352 Tech P: 1224 Calculated Bonuses: Crit Chance: 26.46 Surge: 73.05 Basic Accuracy: 99.43 Tech Accuracy: 109.43 PvP Damage Bonus: 7.89 Tech Power Bonus: 281.52 Aim Damage Bonus: 276.40 Power Damage Bonus: 42.55 Battlemaster Eliminator's Rifle 306 min 459 max Using the skill High Impact Bolt Rank 8 (ranged, weapon damage) to calculate min and max damage: Min = ( AmountModifierPercent + 1 ) * MainHandMin + ( AmountModifierPercent + 1 ) * OffHandMin * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMin * StandardHealth Max = ( AmountModifierPercent + 1 ) * MainHandMax + ( AmountModifierPercent + 1 ) * OffHandMax * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMax * StandardHealth From http://www.torhead.com/ability/egiqnSx/high-impact-bolt : AmountModifierPercent = 0.27 Coefficient = 1.9 StandardHealthPercentMin = 0.19 StandardHealthpercentMax = 0.19 So from looking at this, you can see that your mainhand has a significant effect on damage, 1.27 multiplier, but your damage bonus has an even bigger impact, with a 1.9 multiplier. And the level of the skill itself has little effect with a 0.19 multiplier. Min = ( 0.27 + 1) * 306 + (nothing because I have no offhand weapon) + 1.9 * DamageBonus? + 0.19 * (level 45 I think?) 1490 Now, for the DamageBonus part. I assume that because this is a Ranged Weapon damage attack, we ignore the tech bonus, and just look at the aim and power bonus. Yes? So Aim Bonus is Aim * 0.2 or 276.4, and Power bonus is Power * 0.23 or 42.55, so together they would be 318.95. Correct so far? Min = 1.27 * 306 + 1.9 * 318.95 + 0.19 * 1490 = 1278 Max = 1.27 * 459 + 1.9 * 318.95 + 0.19 * 1490 = 1472 So the HIB will initially get rolled at 1278-1472 damage. If it's hitting another player it will get a PvP bonus of 7.89%, and it has a 26.46% chance to crit. If it crits it will do an additional 73.05% damage. Ok, now lets look at another ability, Ion Pulse (Tech, Elemental Damage). From http://www.torhead.com/ability/ahZ7MYb/ion-pulse : AmountModifierPercent = 0.01 Coefficient = 1.07 StandardHealthPercentMin = 0.086 StandardHealthPercentMax = 0.126 So your weapon has pretty much the absolute minimum effect it can with a 1.01 multiplier. Your bonus damage fares slightly better with 1.07. The level of the skill affects it decently with a 0.09 multiplier on the low end and 0.126 on the high end. Now, how do we caculate bonus damage for a elemental tech skill? It's a combination of your primary skill, Cunning, Power and Tech Power. 276.40 + 20 + 42.55 + 281.52 = 620.47. Min = 1.01 * 306 + 1.07 * 620.47 + 0.086 * 1490 = 1101 Max = 1.01 * 459 + 1.07 * 620.47 + 0.126 * 1490 = 1315 So Ion Pulse will do 1101-1315 damage and completely ignores armor, can't be blocked, shielded, deflected, etc. Are all my calculations above correct? Except for the StandardHealth portion of it, because I have no idea what level I got the final rank of those skills at, but otherwise, is it all correct? Also, one final question, what about skills that unlock from within the skill tree? For example, Assault Plastique (http://www.torhead.com/ability/eDDetYw/assault-plastique). That skill has an insane coefficient, but looks like it doesn't use weapon damage at all? Also, for the lookup table, would it count as a level 1 skill? Edited January 27, 2012 by TheRabbit Link to comment Share on other sites More sharing options...
Garagolth Posted January 27, 2012 Share Posted January 27, 2012 Ok, so I'm a little confused. Ok, now lets look at another ability, Ion Pulse (Tech, Elemental Damage). From http://www.torhead.com/ability/ahZ7MYb/ion-pulse : AmountModifierPercent = 0.01 Coefficient = 1.07 StandardHealthPercentMin = 0.086 StandardHealthPercentMax = 0.126 So your weapon has pretty much the absolute minimum effect it can with a 1.01 multiplier. Your bonus damage fares slightly better with 1.07. The level of the skill affects it decently with a 0.09 multiplier on the low end and 0.126 on the high end. Now, how do we caculate bonus damage for a elemental tech skill? It's a combination of your primary skill, Cunning, Power and Tech Power. 276.40 + 20 + 42.55 + 281.52 = 620.47. Min = 1.01 * 306 + 1.07 * 620.47 + 0.086 * 1490 = 1101 Max = 1.01 * 459 + 1.07 * 620.47 + 0.126 * 1490 = 1315 So Ion Pulse will do 1101-1315 damage and completely ignores armor, can't be blocked, shielded, deflected, etc. Are all my calculations above correct? Except for the StandardHealth portion of it, because I have no idea what level I got the final rank of those skills at, but otherwise, is it all correct? Also, one final question, what about skills that unlock from within the skill tree? For example, Assault Plastique (http://www.torhead.com/ability/eDDetYw/assault-plastique). That skill has an insane coefficient, but looks like it doesn't use weapon damage at all? Also, for the lookup table, would it count as a level 1 skill? I'm a little confused by this. The OP specifically says that weapon damage is not included in force or tech abilities, but many of these abilities have an AmountModifierPercent. When I include weapon damage with the ability, the damage seems too high in comparison to the tooltip or my other abilities, but when I don't include the weapon, the damage seems too low. Is it possible that this modifier applies to something else for force and tech abilities? Link to comment Share on other sites More sharing options...
slonep Posted January 27, 2012 Share Posted January 27, 2012 This information is amazing (almost too amazing) but I think I have the dumb now... Also, THANK YOU! Link to comment Share on other sites More sharing options...
Dominoris Posted January 27, 2012 Share Posted January 27, 2012 I post stuff from that forum all the time. People look at it, go "maths ..." and then proceed to ignore it. Its' funny! I have already seen all this, tho. I just look at it and go "spam for another web site" ... then proceed to ignore it. Link to comment Share on other sites More sharing options...
TheRabbit Posted January 27, 2012 Share Posted January 27, 2012 I'm a little confused by this. The OP specifically says that weapon damage is not included in force or tech abilities, but many of these abilities have an AmountModifierPercent. When I include weapon damage with the ability, the damage seems too high in comparison to the tooltip or my other abilities, but when I don't include the weapon, the damage seems too low. Is it possible that this modifier applies to something else for force and tech abilities? Well, as I showed in my post the skill Ion Pulse specifically has a weapon damage modifier in it's attributes, wheras the skill Assault Plastique does not list a weapon damage modifier. Which leads me to believe that some Tech/Force skills do use weapon damage to modify the total damage, and some don't. However, from my calculations on Ion Pulse they seem fairly accurate as far as damage range is concerned if I completely leave out the weapon damage addition. My calculations show damage range to be 740-867 before talents with my equipment, and my talents add an additional 4% damage bonus to elemental attacks. I regularly see Ion pulse doing something like 800-900 damage in game. So the calculation seems fairly accurate. Link to comment Share on other sites More sharing options...
acnoj Posted February 1, 2012 Author Share Posted February 1, 2012 1) Now, for the DamageBonus part. I assume that because this is a Ranged Weapon damage attack, we ignore the tech bonus, and just look at the aim and power bonus. Yes? 2) Ok, now lets look at another ability, Ion Pulse (Tech, Elemental Damage). AmountModifierPercent = 0.01 3) Are all my calculations above correct? 4) For example, Assault Plastique (http://www.torhead.com/ability/eDDetYw/assault-plastique). For the lookup table, would it count as a level 1 skill? 1) Correct, Tech power only applies to Tech attacks. 2) Tech attacks never use AmountModifierPercent or Weapon Damage. They may have a AmountModifierPercent value, and it's often 0.01, but it's not used. 3) A good way to check to see if you're getting it right is to see if you can calculate your tooltip values. When you can get those 100% accurate you can then apply damage reduction from armor, expertise, etc. 4) Abilities from the skill trees use your characters level for the lookup table. There was a bug, not sure if it's still in effect, that caused the tooltips of those attacks to use the level the ability becomes available, but the actual damage used the correct level. So you if you calculate the damage of these attacks you may find them doing more damage than the tooltip indicates. Link to comment Share on other sites More sharing options...
TheRabbit Posted February 1, 2012 Share Posted February 1, 2012 1) Correct, Tech power only applies to Tech attacks. 2) Tech attacks never use AmountModifierPercent or Weapon Damage. They may have a AmountModifierPercent value, and it's often 0.01, but it's not used. 3) A good way to check to see if you're getting it right is to see if you can calculate your tooltip values. When you can get those 100% accurate you can then apply damage reduction from armor, expertise, etc. 4) Abilities from the skill trees use your characters level for the lookup table. There was a bug, not sure if it's still in effect, that caused the tooltips of those attacks to use the level the ability becomes available, but the actual damage used the correct level. So you if you calculate the damage of these attacks you may find them doing more damage than the tooltip indicates. Thanks for the clarifications! That helps my calculations out a lot. Link to comment Share on other sites More sharing options...
Gankstah Posted February 1, 2012 Share Posted February 1, 2012 My only question is... what happened to your old account? Link to comment Share on other sites More sharing options...
acnoj Posted February 5, 2012 Author Share Posted February 5, 2012 My only question is... what happened to your old account? I entered my pre-order code into this account about 3 months before making the Freehugs one, and you can no longer post with an account that hasn't been activated. Link to comment Share on other sites More sharing options...
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