One user on the forum has taken the time to work from the old formula and try to build new co-efficients that will govern the stat scaling (yes, lots of math involved but it’s really interesting.) Here are some of his breakdowns:
- Defensive
- Defense Rating – Now scales roughly 118% slower
- Shield Rating – Now scales roughly 50% slower
- Absorb Rating – Now scales roughly 127% slower
- Armor – Now scales 2.5% slower, but remains on a linear progression
- HP – Buffed significantly at level 55 (base health is 4000, vs 2500 at 50 on live)
- Offensive
- Crit % (from crit) – Now scales roughly 122% slower
- Crit % (from main stat) – Now scales roughly 140% slower. The soft cap has also been reduced to 20% (from 30%)
- Surge % – Now scales roughly 100% slower
- Accuracy % – Now scales roughly 118% slower
- General
- Alacrity % – Now scales roughly 127% slower
He goes on to then explain what some of these numbers mean. First, BioWare seems to be setting things up for a higher stat budget. It also looks like PvP tanks will get a very long-term critical buff in their shield rating scales. He also goes on to give us the formula he is using to get these numbers and percentages:
Defense Chance = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( DefenseRating / max(Level,20) ) / 1.2 ) )
Shield Chance = 50 * ( 1 – ( 1 – ( 0.01 / 0.5 ) )^( ( ShieldRating / max(Level,20) ) / 0.48 ) )
Absorb Percentage = 50 * ( 1 – ( 1 – ( 0.01 / 0.5 ) )^( ( AbsorptionRating / max(Level,20) ) / 0.41 ) )
Damage Reduction = ArmorRating / ( ArmorRating + 240 * Level + 800 ) * 100
Max Health = BaseHealth + Endurance * 10 (BaseHealth at 55 is 4000)
***** note, not quite correct! appears to be off by a small non-linear term *******
He’s asking for help on this formula which still seems to be a bit off.
Critical Chance (from crit rating) = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( CritRating / max(Level,20) ) / 1 ) )
Critical Chance (from main stat) = 20 * ( 1 – ( 1 – ( 0.01 / 0.2 ) )^( ( PrimaryStat / max(Level,20) ) / 6 ) )
Surge Percentage = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( SurgeRating / max(Level,20) ) / 0.22 ) )
Alacrity Percentage = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AlacrityRating / max(Level,20) ) / 1.25 ) ) )
Accuracy Percentage = 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 1.2 ) )
Bonus Damage (from main stat) = (Strength or Willpower or Aim or Cunning) * 0.2
Bonus Damage (from force/tech power) = (Force or Tech Power) * 0.23
Bonus Damage (from power) = Power * 0.23
Bonus Healing (from main stat) = (Strength or Willpower or Aim or Cunning) * 0.14
Bonus Healing (from force/tech power) = (Force or Tech Power) * 0.17
Bonus Healing (from power) = Power * 0.17
Read more on the forums, chime in with your comments or offer to help with the max health formula.