User:Capric/BWE2 data
To Do[edit]
- maybe try and figure out tooltip damage formula proper. seems unlikely at this point because tooltip damages are hideous dark magic.
Items[edit]
Lvl 80 PvP Armor[edit]
As of BWE2, level 80 PVP armor has the following values for light/medium/heavy
armor | light | medium | heavy |
chest | 320 | 344 | 369 |
leggings | 197 | 222 | 246 |
boots | 136 | 160 | 185 |
gloves | 136 | 160 | 185 |
helm | 74 | 99 | 123 |
shoulders | 74 | 99 | 123 |
This gives the following totals and then by slot proportion of total:
armor | light | medium | heavy |
total | 937 | 1084 | 1231 |
chest | .3415 | .3173 | .2998 |
leggings | .2102 | .2048 | .1998 |
boots | .1451 | .1476 | .1503 |
gloves | .1451 | .1476 | .1503 |
helm | .0790 | .0913 | .0999 |
shoulders | .0790 | .0913 | .0999 |
I believe you can probably round the heavy armor off and say: "chest is 30%, legs 20%, boots and gloves 15% each, helm and shoulders 10% each".
However, with light and medium armor the nubmers aren't as nice, and you can't really say anything about that other than chest armor becomes increasingly more important for lighter armors for some reason.
Basic Weapons[edit]
Each weapon has a characteristic range associated with it. The following table is of the lvl80 PvP weapons. The "range" column represents the percent difference of the min and the max from the mean. Damages are uniformly distributed across this range (data not shown).
Name | Type | low | high | Mid | RMid | Range |
Torch | offh | 801 | 940 | 870.5 | 871 | 8 |
Warhorn | offh | 827 | 914 | 870.5 | 871 | 5 |
Focus | offh | 845 | 897 | 871 | 871 | 3 |
Shield | offh | 819 | 923 | 871 | 871 | 6 |
Axe | 1h | 871 | 1064 | 967.5 | 968 | 10 |
Shortbow | 2h | 919 | 1016 | 967.5 | 968 | 5 |
Dagger | 1h | 938 | 997 | 967.5 | 968 | 3 |
Mace | 1h | 909 | 1026 | 967.5 | 968 | 6 |
Pistol | 1h | 890 | 1045 | 967.5 | 968 | 8 |
Scepter | 1h | 909 | 1026 | 967.5 | 968 | 6 |
Sword | 1h | 919 | 1016 | 967.5 | 968 | 5 |
Trident | 2h | 919 | 1016 | 967.5 | 968 | 5 |
Speargun | 2h | 919 | 1016 | 967.5 | 968 | 5 |
Harpoon | 2h | 919 | 1016 | 967.5 | 968 | 5 |
Longbow | 2h | 935 | 1097 | 1016 | 1016 | 8 |
Greatsword | 2h | 1011 | 1117 | 1064 | 1064 | 5 |
Hammer | 2h | 1000 | 1128 | 1064 | 1064 | 6 |
Staff | 2h | 1000 | 1128 | 1064 | 1064 | 6 |
Rifle | 2h | 1001 | 1224 | 1112.5 | 1113 | 10 |
Weapon vs Level[edit]
I wrote down the stats from some weapons on the trading post in BWE2. The following is the mean damage of daggers by level and quality:
Quality | ||||
Level | Basic | Fine | Masterwork | Rare |
1 | 146 | |||
4 | 141.5 | |||
5 | 155.5 | |||
6 | 158 | |||
7 | 162 | |||
8 | 152 | 166 | ||
9 | 170 | |||
10 | 159.5 | 174 | ||
11 | 178 | |||
12 | 167 | 182.5 | ||
13 | 186.5 | |||
14 | 190 | 206 | ||
15 | 178.5 | 194 | ||
16 | 182 | 198 | ||
17 | 203 | |||
18 | 207.5 | |||
19 | 212.5 | |||
20 | 199 | 236 | ||
21 | 222 | |||
22 | 227 | |||
23 | 232 | |||
24 | 217.5 | 236.5 | ||
25 | 241.5 | |||
26 | 246 | 268 | ||
27 | 252.5 | 275 | ||
28 | 237 | 259 | ||
29 | 265 | |||
30 | 248.5 | 272 | ||
31 | 278 | |||
32 | 261 | 284.5 | 309 | |
33 | 291 | |||
34 | 297 | |||
35 | 329.5 | |||
36 | 284.5 | 310 | ||
37 | 317.5 | |||
38 | 324.5 | 352.5 | ||
39 | 332 | 389.5 | ||
40 | 339 | 368 | 397 | |
41 | 346 | |||
42 | 355 | |||
43 | 360.5 | |||
44 | 398 | |||
45 | 375 | |||
46 | 382.5 | |||
50 | 452.5 | |||
51 | 426 |
There are a lot of holes in this dataset, but there are two obvious trends to take from this:
- Damage increases by 9% per quality tier. Fine is 9% above basic, masterwork is 18% above basic, and rare is 27% above basic.
- The overall damage scaling is quadratic with respect to level:
- Fun extrapolation: PVP weapons are legendary by the tooltip. The calculated level 80 damage of a basic dagger is 724; PVP daggers have 967.5 mean damage, +33% from basic quality. This means that either the 9% per tier rule changes with exotics and legendaries, or that the PvP weapons are not level 80.
Armor vs Level[edit]
Same thing as above, but looking at heavy chests.
Level | Basic | Fine | Masterwork |
2 | 30 | ||
4 | 32 | ||
5 | 37 | ||
6 | 34 | 37 | |
7 | 39 | ||
8 | 37 | 41 | |
9 | 43 | ||
10 | 40 | 44 | |
11 | 46 | ||
12 | 43 | 48 | |
13 | 49 | ||
14 | 46 | 51 | 56 |
15 | 52 | ||
16 | 49 | 54 | |
17 | 56 | ||
18 | 53 | 58 | |
19 | 60 | ||
20 | 56 | 68 | |
21 | 64 | ||
22 | 60 | 66 | |
23 | 68 | ||
24 | 64 | 10 | |
26 | 68 | 74 | 82 |
27 | 77 | 85 | |
28 | 72 | 80 | |
29 | 82 | ||
30 | 77 | ||
32 | 82 | 99 | |
33 | 101 | ||
34 | 87 | ||
35 | 107 | ||
36 | 92 | ||
38 | 97 | 117 | |
39 | 120 | ||
40 | 103 | 123 | |
44 | 114 |
Not much to say there except seems like armor increases by 10% per tier. Weird. Need to get full armor sets so I can get the numbers high enough to minimize rounding errors.
Weapon Comparison[edit]
Minimal data set, but it appears as though the relative damage of weapons is constant through levels:
Level | Axe | Dagger | Focus |
1 | 146 | ||
5 | 155.5 | 155.5 | 140 |
6 | 158 | ||
7 | 162 | ||
8 | 166 | ||
9 | 170 | ||
10 | 174 | 174 | 156.5 |
11 | 178 | ||
12 | 182.5 | ||
13 | 186.5 | ||
14 | 190 | ||
15 | 194 | 194 | 175 |
16 | 198 | ||
17 | 203 | ||
18 | 207.5 | ||
19 | 212.5 | ||
21 | 222 | 222 | 200 |
22 | 227 | ||
23 | 232 | ||
24 | 236.5 | ||
25 | 241 | 241.5 | 217.5 |
26 | 246 | ||
27 | 252.5 | ||
28 | 259 | ||
29 | 265 | ||
30 | 272 | 272 | 244.5 |
31 | 278 | ||
32 | 284.5 | ||
33 | 291 | ||
34 | 297 | ||
36 | 310 | 310 | 279 |
37 | 317.5 | ||
38 | 324.5 | ||
39 | 332 | ||
40 | 339 | 339 | 305 |
41 | 346 | ||
42 | 355 | ||
43 | 360.5 | ||
45 | 374.5 | 375 | 337.5 |
46 | 382.5 | ||
51 | 426 |
Secondary Stats on Weapons[edit]
Most stats seem to carry the same weight in itemization. However, things which grant +1% to stuff (crit damage, condition length, magic find, etc) do not, and I don't have a good idea what the various equivalencies are there. However, a basic rundown of what sort of stats you can expect to see (...on daggers) is:
Level | Basic | Fine | Masterwork | Rare |
1 | 4 | |||
4 | 5 | |||
5 | 6 | |||
6 | 6 | |||
7 | 6 | |||
8 | 6 | 7 | ||
9 | 7 | |||
10 | 7 | 7 | ||
11 | 8 | |||
12 | 7 | 8 | ||
13 | 9 | |||
14 | 9 | 10 | ||
15 | 8 | 9 | ||
16 | 9 | 10 | ||
17 | 10 | |||
18 | 11 | |||
19 | 11 | |||
20 | 11 | 13 | ||
21 | 12 | |||
22 | 13 | |||
23 | 14 | |||
24 | 13 | 14 | ||
25 | 15 | |||
26 | 15 | 17 | ||
27 | 16 | 18 | ||
28 | 15 | 17 | ||
29 | 17 | |||
30 | 16 | 18 | ||
31 | 19 | |||
32 | 17 | 19 | 21 | |
33 | 20 | |||
34 | 21 | |||
35 | 23 | |||
36 | 20 | 22 | ||
37 | 23 | |||
38 | 24 | 26 | ||
39 | 24 | 29 | ||
40 | 25 | 28 | 30 | |
41 | 26 | |||
42 | 27 | |||
43 | 28 | |||
44 | 31 | |||
45 | 29 | |||
46 | 30 | 33 | ||
50 | 37 | |||
51 | 35 |
Skills[edit]
Skills vs Level[edit]
I looked at the elementalist skill set (as that's the one with the best ranges of levels with recorded skill info), and looked at how damage scales with level at base stats (ie, no equipment or traits etc). Aside from probably having more typos than I would like to believe there's a couple of interesting things to note.
- If you hold power constant, tooltip damage actually decreases with level.
- If you don't hold power constant, tooltip damage is... probably quadratic with level. It's hard to say with any real certainty because I only have 4 data points, but it's clearly not linear.
If you do make the assumption that base tooltip damage scales quadratically with level, then you can make some more interesting conclusions:
- Most skills scale relatively similarly. You're gonna have ~10x the tooltip damage at level 80 vs level 1.
- But some skills really don't! And I have no idea why this is, but it's a pretty dramatic difference. More like ~8x the tooltip damage at level 80 vs level 1. There's nothing that comes out and punches me in the face about what makes these skills different from the other ones.