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Коэфициенты

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На классике у пала были коэффициенты на спелы от АП? Допустим лужа - у нее на бк ввели коэффициент скалирования от АП или он на классике тоже был? Вообще по палу все коэффициенты интересуют.

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нет это появилось только с БК ...это однозначно... тогда ,когда пошол пересчёт на крит,хит,додж и т.д поинты

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Ещё пара ссылок на тему про коэфициенты палов и не только:

 

http://www.wowgold3000.com/paladin/attributes-stats.html

 

оттуда:

 

Intellect:
+15 Mana per point
+1% Spell critical hit chance per ~30 points
Faster weapon skill increase (I don’t know how much faster)

There is dispute here, as some claim it is 59.5 intellect for +1% spell crit, but tests have shown that this value changes between classes and 30 is now generally recognised as the value for a Paladin. From personal experience I support this value being 30.

 

А так же про полные и частичные резисты спеллов:

 

http://www.wowgold3000.com/paladin/magic-resistances-tactics.html

Edited by Nait

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Насчет инты у паладинов:

 

http://www.wowwiki.com/User:Pauladin/Paladin_spell_critical_rates

 

Возьмем таблицу с воввики, де кастовали флешку с разнымм значениями интеллекта.

 

У нас есть выборка с 77 инты из 11 тестов по 2200+ кастов в каждом. Среднее значение крита в этих тестах = 4.532%

У нас есть выборка с 155 инты из 3 тестов по 3300+ кастов в каждом. Среднее значение крита в них = 5.726%

 

Теперь, путем нехитрых манипуляций:

 

155-77 = 78

5.726-4.532 = 1.194

78/1.194 ~ 65

 

Вот такие вот пироги с котятами. Так же можно заметить, что последующие тесты с инт 279 даёт рост в 2.2%, что вполне укладывается в данные результаты.

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HEALING/SPELL POWER COEFFICIENTS in patch 1.12.1.

10% Seal of Righteousness with 1 handed weapon
12,5% Seal of Righteousness with 2 handed weapon
50% Judgement of Righteousness
20% Seal of Command
29% Seal of Command (only with +holy damage bonuses)
43% Judgement of Command
33% Consecration
43% Holy Shock
43% Hammer of Wrath
43% Exorcism
19% Holy Wrath
00% Blessing of Sanctuary
20% Holy Shield
00% Retribution Aura
71% Holy Light
43% Flash of Light
100% Eye for an Eye

 

Изображение

BoL:

Изображение

Резисты:

Изображение

BoM:

Изображение

BoW:

Изображение

BoS:

Изображение

______________________________________________________

 

Просто слышал очень много жалоб на паладинов, решил может кто-нибудь услышит.
Сам лично много раз одевал паладина в спд, но так быть не должно =)

Edited by Lama_3.00 euros

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очень интересно, хотелось бы узнать откуда действительно взята инфармация

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http://paladin-guide.blogspot.ru/2005/12/stats.html

 

WEDNESDAY, DECEMBER 21, 2005
Stats

 

 
As you advance through levels your stats will increase automatically. But you can also raise stats with equipment. Unfortunately unlike most classes we need to raise all the stats. Obviously some choices have to be made according to your playstyle. Let’s see how the stats influences your character.(note that all the formulas reported are intended for paladin class and do not works on other classes).

Attributes

Изображение Strenght

Increases your attack power with melee weapons. (+2 atk power every point of strenght)
Increases the amount of damage you can block with a shield.
Strength does not affect critical hit chances at all. Strength does not improve your chance to block, but rather the amount of damage blocked when you succeed. This amount is determined in part by Strength (and the other part by your shield).

This is the attack power formula for paladin class:

(Character Level*3)+(Strength*2)-20

Considering that 14 attack power = 1 dps (damage per second) we see that every 7 point of strenght 1 dps is added to our damage output.

Изображение Agility

Increases your armor. (+2 every point of agility)
Increases your chance to score a critical hit with a weapon. (+1% every 20 pts)
Increases your chance to dodge attacks. (~+1% every 20 pts)

Изображение Stamina

Increases health points. Each point of Stamina gives you an additional 10 HP.

Изображение Intellect

Increases the rate at which you learn weapon skills.
Increases your Mana points. Each point of intellect gives you 15 Mana points.
Increases your chance to score a critical hit with spells. A number between 27,5 and 29, 5 points of Intellect equal 1% chance to crit with spells. See this post for details.

Изображение Spirit

Increases health regeneration. No regeneration in combat. There is 1 tick of regeneration every 2 seconds equal to Spirit * 0.25
Increases mana regeneration. Your mana regenerates all of the time, except for a period of five seconds after you cast a spell. In this five seconds, you have no regeneration. This is commonly called the five second rule. A spell here is defined as anything that costs mana to cast. So spells from items or aura doesn’t start the timer. Mana regenerates according to how much spirit you have. You do not mana regen faster if you are sitting down or standing up. You do not mana regen faster in battle or out of battle. There is 1 tick of regeneration every 2 seconds equal to (Spirit/4) + 8

Other stats

Изображение Armor

Armor reduces physical damage done against you. Thus isn’t protecting you from magic damage, that is what resistance are for.

Paladin Armor = 2 * Agility + objects armor + shield armor + devotion aura

Armor can be increased also with toughness and improved devotion aura talents.
When you are hit by physical damage armor grants a percentage reduction calculated as follows:

%Reduction = (Armor / (Armor + 400 + 85 * Enemy_Level)) * 100

Damage mitigation by armor is capped at 75%. This means 16500 armor vs a lvl 60 enemy. You can see your damage mitigation % from character sheet in game. Just go with mouse pointer over armor value.


Изображение Defense

Each point of +Defense skill adds:
+ 0.04% to be missed
+ 0.04% to Parry
+ 0.04% to Dodge
+ 0.04% to Block
- 0.04 to be affected by a critical hit
Thus +25 Defense = +1% to Parry, Dodge and Block, -1% to be affected by a crit and +1% to be missed.
Remember that miss and dodge chances works against physical and magic attacks while dodge and block only on physical ones.
Moreover decreases the chance of being affected by a "crushing blow". Creatures (not players) that are higher 3 or more levels than your character can land crushing blows that deal increased (150%) melee damage. Now you understand why that damned 63 elite Molten Destroyer in Molten Core hit a lot harder than that 62 elite Molten Giant >_^
Each point of defense will decrease the chance of being affected by a Crushing Blow by 2%. However this percentage will be added only if your actual defense is under your level cap (level * 5 so 300 max at 60). The minimum percentage of crushing blow is 15% so… stay away from level 63 mobs :P

So calculating our defenses we have:

Dodge chance [%] = Agility / 20 + (Defense * 0,04)

Block chance [%] = 5 - (Level * 5 - base defense)*0.04 + (global defense – character defense)*0.04

Parry chance [%] = 5 - (Level * 5 - base defense)*0.04 + (global defense – character defense)*0.04

The base defense is your level based unbuffed value.Is the one you see increase every level by five points and its capped at 300 at level 60. Global defense is your base defense + defense from items and is the one you see in your character sheet in game.
Block and parry chance can be raised from talents (redoubt and holy shield for block and deflection for parry) and items.
Defence can be raised from anticipation talent (up to ten) and items.

+% to Hit

Your +X% to hit is directly subtracted from your miss rate, as stated from blizzard developers.

+ x% Spell Hit

Increases chances that a spell will affect successfully your target. When a spell is casted the game performs 2 checks.
The first is based on level difference from you and your target. So if your target is
Same level 96%
1 lvl higher 95%
2 lvls higher 94%
3 lvls higher 83% on mobs 87% on players
4 lvls higher 72% on mobs 80% on players
and so on…
your +x% spell hit affects directly these chances. The second check done by the game is based on resistences. If you want to know more about this give a sight at the following magic resistances section.

Magic resistances 

After the first check based on opponents level there’s a roll based on your resistance against that kind of spell damage. Magic branch in wow are: fire, frost, arcane, shadow, nature and holy. You can raise resistance with items and auras. Dwarven paladins benefits from racial abilities +10 frost resistance also.
Your resistances to magic damage (except holy) can be seen in your character sheet in game. Holy is not represented because every player has zero resistance to holy damage and there isn’t any item in game that can raise it. Only defence in game against holy damage is an alchemist potion that absorbs a fixed amount of it. Notice that some mobs have holy resistance (especially bosses).
The paladin class spells deals holy damage so they are not influenced by resistences. However resistences counts when the enemy spell hits us so here’s the explanation:

%Resistance = (Target's Resistance / (Caster's Level * 5)) * 0.75

The cap to spell resistance is 75%. To reach the cap versus a level 60 caster spell requires 300 resist in that school. A paladin resistance aura (60 resist) grants 15% to avoid the spell vs a lvl 60 caster.

For spells that don't cause immediate damage, you'll either totally take the hit or totally avoid the hit. The % resistance is the chance you'll totally avoid the hit. Against direct-damage spells (spells that deliver their full damage upon impact, such as Fireball, Mind Blast, and Earth Shock), this resistance is the percentage of damage you will resist on average.

When you are hit by a direct-damage spell, you have a chance to resist 100%, 75%, 50%, 25%, or 0% of the spell's damage, depending on your resistance score in relation to the level of the attacking caster. Your average percentage of damage resisted is the weighted average of your resistance percentages for each level of damage resistance (100%, 75%, 50%, 25%, and 0%).






Изображение
+ x%Crit and +x%Spell Crit

Base chances of a crit are as follows:

Spells = [5 + INT/X*]%

Melee = [5 + AGI/18]%

X* should be a number in the 27,5 - 29,5 range

So crit chances are directly related to intellect and agility stats. They can also be increased with items with +X% crit o +X% spell crit or also with talents (holy power for spells and conviction for melee).
Melee crits are 200% normal damage while spells crits are 150% normal damage.
Important: your weapon skill affect crit chances. If your weapon skill is under your level cap (5 * level, 300 at level 60) subtracts 0.04% every point under the cap. Also if your weaponskill is higher than your level cap (from items or racial abilities) your crit chance is raised 0.04% every point. So i.e. if you are a human paladin you’re guaranteed +5 weaponskill in swords and maces that means a +0.2% to crit (if you have your weaponskill capped).
You can see your melee %crit in game calling your spellbook (p key) and going with mouse over the attack icon.
Critical hits can't be blocked, dodged or parried.

+ healing and + spell damage

These items add a bonus to heals or damage spells. However the number advertised on the item doesn’t represent reality. Only a fraction of the total bonus is added on the spell depending on factor like casting time, etc.
From patch 1.10 we have this coefficients :

10% Seal of Righteousness with 1 handed weapon
12,5% Seal of Righteousness with 2 handed weapon
50% Judgement of Righteousness
20% Seal of Command
29% Seal of Command (only with +holy damage bonuses)
43% Judgement of Command
33% Consecration
43% Holy Shock
43% Hammer of Wrath
43% Exorcism
19% Holy Wrath
00% Blessing of Sanctuary ;_;
20% Holy Shield
00% Retribution Aura ;_;
71% Holy Light
43% Flash of Light
100% Eye for an Eye
 

This means for example that if you have +100 healing from items your holy light spell will get an increase of 71 hitpoints healed.

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НЕ ужели ты нашел, а то килгора 70инты засунуть бы ему по глубже, Килгор тут про тя уже шутки на форуме ходят, килгора убил хантер килгор пошел писать на форум что ханты багнуты у них завышен демаг фиксите их!

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пруфы пруфные, из архивов начиная со времён 2006 Патч 1.9.0 - The Gates of Ahn`Qiraj, когда паладинов полностью переломали, и начались крики из патча в патч
 
Paladins:
 
* Due to significant talent changes, all Paladins' talent points will be refunded and can be respent. Training costs for all talent spell/ability replacements have been significantly reduced.
* Paladins can now learn Greater Blessings for the following spells:
o Blessing of Might
o Blessing of Wisdom
o Blessing of Kings
o Blessing of Sanctuary
o Blessing of Salvation
* Greater Blessings will cast the associated blessing on all raid members that share the same class as the target. For example, if you cast Greater Blessing of Might on a warrior in your raid, all warriors in the raid party will receive Blessing of Might from you. Additionally, Greater Blessings have an increased duration of 15 minutes. These blessings require twice as much mana as the single target version, as well as a reagent. Paladins can purchase these new Greater Blessing spells from their class trainers.
* Seals and Judgements — Added or increased damage per level so that these spells keep pace between replacements.
* Judgements — Judgements that place a debuff on their victim will now all have their duration refreshed when the judging paladin strikes the victim with his or her melee swings. All these debuffs have had their duration decreased to 10 seconds. In addition, Judgements that place debuffs can no longer be resisted.
* Seal of Righteousness — Now does holy damage on every swing. It can now proc correctly as well. The Judgement effect has been renamed "Judgement of Righteousness" to differentiate it from the Seal damage in the combat log.
* Judgement of the Crusader — The holy damage bonus has been decreased as part of rebalancing paladin damage (which is still increased overall).
* Seal of Command — The proc will occur more often, but will only do 70% of weapon-swing damage.
* Judgement of Command — Instead of placing a debuff on the victim, this spell now does immediate damage. If the victim is not stunned, they only take 50% of the total damage. The damage on this Judgement was increased significantly.
* Judgement of Wisdom — Arcane Shot will no longer cause this to proc twice on one shot. Channeling spells can now trigger this proc as well.
* Vengeance — Special ability critical hits can now trigger Vengeance.
* Judgement of Righteousness — The damage of this judgement was increased significantly. This judgement can now trigger procs. The bonus from spell damage items has been increased slightly.
* Holy Shock — Now heals friendly targets and damages enemy targets. Mana cost reduced. Bonus from spell damage and healing items increased.

* All Seals and Judgements have had their bonus coefficient from plus spell damage re-evaluated. Some holy damage effects had no coefficient before and now have a coefficient.

* Vengeance — Clarified the tooltip to indicate procs will not trigger Vengeance.
* Summon Warhorse — Mana cost reduced.
* Summon Charger — Mana cost reduced.
* Consecration — No longer displays a debuff icon on targets in the area of effect.
* Updated Aura tooltips to be more clear (include radius, fix grammatical errors etc...).
* Judgement — Range increased, cooldown decreased, mana cost decreased. Using Judgement will now initiate melee combat.
* Exorcism — Now usable on Demon targets in addition to Undead targets.
* Holy Wrath — Now usable on Demon targets in addition to Undead targets.
* Seal of Justice — Mana cost slightly increased. The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc...).
* Seal of Righteousness — The damage bonus from +Holy damage has been reevaluated on this seal. Since the damage is delivered on every swing, the bonus has been reduced. However, paladins attacking with faster weapons should see an overall increase in the bonus from + spell damage gear. Mana Cost slightly increased.
* Seal of Command — Damage bonus from +Holy damage items slightly increased.
* Seal of the Crusader — Mana cost slightly increased.
* Seal of Fury — The seal and judgement have been removed and replaced with a new self-buff, Righteous Fury, which will increase threat from holy damage.
* Seal of Light — Mana cost slightly increased.
* Seal of Wisdom — Mana cost slightly increased.
* Seal of Command — Mana cost slightly increased.
* Hammer of Wrath — Missile speed of the flying hammer increased.
* Divine Protection, Divine Shield and Blessing of Protection — Targets of these spells will now receive the "Forbearance" effect, preventing another of these three spells from being applied to that target for one minute.
* New Spell: Righteous Fury (level 16) — Increases the threat generated by the Paladin's Holy attacks by 60%. Lasts 30 minutes.
* Blessing of Sanctuary — Now causes Holy damage to the attacker when the blessed target blocks an attack in addition to the current effect.
* Hammer of Justice — Is now a Protection spell.
* Repentance — Is now considered an Incapacitate effect.
* Blessing of Wisdom — Mana regeneration over time will no longer generate threat.
* Purify — Mana cost now based on a percentage of base mana.
* Cleanse — Mana cost now based on a percentage of base mana.

 

Тогда началась паника и крики, это был финальный рекалькулейт коэфициентов у паладинов, больше значимых изменений не было.

Edited by Lama_3.00 euros

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Кроме шанса резиста 100% дамага известно что-нибудь о резисте контролей? Слишком часто резистится спелл лок и фир по шадоу протекту, вряд ли близзы задумывали резисты как иммун к контроллю.

Шанс резиста контроля это и есть шанс 100% резиста спела. Пусть роются в базе, смотрят что к чему.

Edited by Lama_3.00 euros

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Increases your chance to score a critical hit with spells. A number between 27,5 and 29, 5 points of Intellect equal 1% chance to crit with spells. See this post for details.

 

 

Ссылка битая, я больше доверяю http://www.wowwiki.com/User:Pauladin/Paladin_spell_critical_rates тестам на 3к+ кастов, чем битым ссылкам.

 

НЕ ужели ты нашел, а то килгора 70инты засунуть бы ему по глубже, Килгор тут про тя уже шутки на форуме ходят, килгора убил хантер килгор пошел писать на форум что ханты багнуты у них завышен демаг фиксите их!

 

 

Не кукарекай ;-)

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Шанс резиста контроля это и есть шанс 100% резиста спела. Пусть роются в базе, смотрят что к чему.

 Бредите товарищ, мне так помнится на контроль как и на бинарные спеллы формула несколько другая. А у нас она точно другая от того и столько резистов контроля. Как я понимаю у нас это дело недавно чинили, а вот на основании чего чинили, информации не припомню... 

 

http://wowpedia.org/index.php?title=Resistance&oldid=286680

 Хотя вот это вполне покатит - за счет того что у таких спеллов только попадание или резист полные резисты случаются гораздо чаще. Но в среднем дамаг от резистов уменьшается одинаково для бинарных спеллов и для небинарных. Где-то там вроде есть и про то что спеллхит для бинарных спеллов помогает и против резистов, а вот остальные будут частично резиститься полюбому и поможет только пенетрейшн.

Edited by levran

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Бредите товарищ, мне так помнится на контроль как и на бинарные спеллы формула несколько другая. А у нас она точно другая от того и столько резистов контроля. Как я понимаю у нас это дело недавно чинили, а вот на основании чего чинили, информации не припомню...

 

 

У нас шанс резиста контроля такой же, как у бинарных спеллов.

 

У нас фикс резистов был основан на этой статье

 

http://forums.gamegrin.com/showthread.php?t=22583

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Приветы) Кто может сказать Seal of Light скалируется от спд? Я весь инет перерыл, никто даже словом не обмолвился про него ни тогда ни сейчас.

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Приветы) Кто может сказать Seal of Light скалируется от спд? Я весь инет перерыл, никто даже словом не обмолвился про него ни тогда ни сейчас.

 

Oh the possibilities

Score 1.1     Vote: [-] [+]by horhayj, 9.8 months ago
First off; yes Desk, YOU have to be the one to maintain the judgement.  

Second; wouldn't it be cool if Blizz decided to show a little pally love and made it so that +healing equip effected judgement of light?  +healing gear does say "adds +blank to healing spells AND EFFECTS".  Imagine having +200 total to your healing gear, then judging light, 261 healing on every procc, oh it would be amazing.  Rogues would never need a heal.  It would be so uber, which is probably why it will never happen.  Oh well, we can dream.

http://web.archive.org/web/20070503012414/http://www.thottbot.com/s20349

 

Конец ваниллы, если скрин за май 2007, то 10 месяцев назад то это лето 2006

Edited by фткyн

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Это я так понимаю, никак не скалируется и сколько есть столько и лечит?

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Тоже порылся на тотботе, глянув другие ранги, да и спелла в конце концов два - скидываемая печать на цель, и печать на паладине.

http://web.archive.org/web/20080329183433/http://thottbot.com/s20165

 

  Report  Quote Reply Re: Spell 20165
Score 1.8     Vote: [-] [+] by Enorats, 6.7 months ago
 
I've got jewelry that adds +6-20 HP to healing spells and EFFECTS. Why don't they work with this seal? Technically it is a healing effect, so they should increase the healing.. but so far they haven't.
 

http://web.archive.org/web/20080313183453/http://thottbot.com/s27160

  Report  Quote Reply proc %
Score 1.8     Vote: [-] [+] by hairytank, 10.7 months ago
 
For Judgement of Light: The proc rate appears to be a fixed chance of around 40% per strike, regardless of the attacker's weapon speed. Therefore, attacking a target that has the Judgement of Light debuff in place with a slow weapon will generate less healing per minute than attacking with a fast weapon. 
Edited by shuraken007

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Возможно оно должно критовать(как пристовский вампирик) и/или скалироваться с баффами которые висят на том кто бьет цель под силом, которые увеличивают хил(только я не припомню таких)

И бонус от т1 последний тоже не ясно как должен работать.

Edited by фткyн

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ну щас т1 работает так хорошо, что я его продал вендору не задумываясь, не знаю насколько оно верно работает, но профита 0

Edited by shuraken007

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Ничего никогда не продавай вдруг чтото сломают починят.

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