User:Dr ishmael/BWE Skill data collection
Goals[edit]
- Collect skill effect data at as many different data points as possible - different levels, different attribute scores, different trait allocations, etc.
- Use the data to derive the scaling constants for damage and healing.
Sign-up[edit]
My guildmates:
- Jink
- Phost
- Tati
- Will
Wiki volunteers:
- Capric; I sent wiki-mail, will do either warr, engineer, or necro. Lemme know which would be most useful. In light of Ee below (as well as other info indicating thief, mesmer, ranger, warrior and engineer will likely be covered by others), I'll primarily focus on elementalist.
- Ee; my main is a necro so i was about to test that anyway, though i don't know if i'll have enough time because i belong to a spvp team and we plan to try out team builds. I also plan to fraps the animations for every single skill from every profession.
- ...sign here...
Methods[edit]
Use this Google Spreadsheet to record data. Anyone who doesn't want to input the data directly can simply take videos/screenshots, upload them, and I can enter the data for you.
- Send me a wiki-mail so I can give you edit permission on the file.
- There will be tabs for each profession, each race, and a separate one for pets.
- On each sheet, skills and their effects are listed in column A as they appeared in the first BWE. I will work as quickly as possible after BWE2 goes live to update the skill/effect listings to match the new build.
- Left-aligned skill names are primary skills that slot directly into the skill bar. Right-aligned skill names are secondary skills - chains, toggles, transform/conjure skillbars, etc. that are linked to a primary skill.
- Record your character's stats at the top of a sheet to "claim" a column, then fill in the rest of the column with that character's skill effect data. If you wish, you can set a background color on your column so you don't get lost when entering numbers.
- On the pets tab, also remember to record the pet's attributes.
- I recommend that you also record the data with video or screenshots for later verification, if necessary (to resolve typos etc.).
I can easily capture all the Level 80 PvP data sets myself, so the rest of you have fun running through your personal stories or whatever. :)
- We will need at least 3 different PvE datasets just to determine the damage scaling - 2 sets that differ in Power at the same Level, and a 3rd set that also differs in Level (if we could somehow make that 3rd set have the same Power as one of the other two, that would be perfect).
- When unlocking skills in PvE, focus on those with secondary skills - warrior banners, elementalist conjures, guardian tomes, etc. (Engineers are unlucky in that every healing and utility skill has a secondary toolbelt skill, but kits should probably be top priority.) Locked skills will still show their tooltip on the hero panel (elites won't show until you are level 30, so we might not get a lot data on those), but the only way to see secondary skills is by using the primary skill.
Remember to use weapons WITHOUT STAT BOOSTS while logging your data. Since there is only one column to log your stats into, changing to a weapon with a different stat boost may change your data without appropriately changing your stats.
- If you only have weapons with stat boosts, use another column and record the new stats.
Notes[edit]
Let me know if I'm missing anything - I know that I still need to add the necromancer skills, but I'm sure there's something else I'm overlooking.
- Skills with --- have no scaling effects, I listed them to show that they were not overlooked.
- <Bracketed effects> are not shown explicitly in the tooltip but are inferred from the description (e.g. signet passive effects, attribute bonuses from banners, etc.). Record these if you can - attribute bonuses can be seen directly on the Hero panel, but others may be difficult to record.
- Racial skills are incomplete and inaccurate, since there is no easy way to see all their details in-game other than earning a crap-ton of skill points in PvE to unlock them all.
- Boons/Conditions that are not intensity-stacking can still display a "stack" number - this indicates that the skill "pulses" and applies the effect multiple times.
Known formulas[edit]
Boons and Conditions[edit]
- Boon and Condition durations are increased by the Boon/Condition Duration stats, but these bonuses are not reflected in the skill tooltips.
- Condition damage scales with Level and the Condition Damage stat.
- Effects of Might and Vulnerability scale with Level
- Might =
0.375 * Level + 5
bonus Power - Vulnerability =
0.3125 * Level + 5
reduced Defense
- Might =
- Regeneration healing scales with Level and Healing Power
- Regeneration =
1.5625 * Level + 0.125 * Healing Power
per second
- Regeneration =
Damage[edit]
- Damage scales with Level and Power.
Damage scaling can be fully quantified with 3 data points:
- Level 1, Power 24
- Level 80, Power 916
- Level 80, Power ??? (preferably as high as possible until we figure out what the "pegged" Power value is)
Healing[edit]
- Healing has a base value that scales with Level and a bonus value based on Healing Power.
- Scaling vs Level is quadratic with no linear term and a positive non-zero intercept, while Healing Power provides a bonus that is not dependent on Level —
a * Level2 + c + mH * Healing Power
- Scaling vs Level is quadratic with no linear term and a positive non-zero intercept, while Healing Power provides a bonus that is not dependent on Level —
Healing scaling can be fully quantified with 4 data points:
- Level 1, Healing Power 0
- Level 80, Healing Power 0
- Level 80, Healing Power 300
- Any Level between 1 and 80, Healing Power 0
Footnotes[edit]
- ^ The description for Confusion currently seems bugged as it displays "80 Damage, 1,200 health per skill used" (level 80, Condition Damage 0) but only the first number floats over the enemy when they use a skill (also, this is the only condition that mentions "health"). With durations > 1, the duration is factored into the second number, even though Confusion does not deal per-second damage.
- ^ Individual damage effects are defined by an integer value of Damage at a high Power value, but I don't know how to figure out where that point might be. Weren't people able to figure it out for GW1 by observing patterns of rounding or something?
- ^ "Base Power" is the character's innate Power attribute at a given level, without any bonuses from equipment, traits, or buffs. The formula is given at Attribute.
- ^ The intercept seems to be a constant percentage of the damage at 80/916, but I only have data for 2 professions and they don't agree (they also have high deviations, E gives 8±3 % while M gives 3±1 %), so I need a lot more PvE data.