Talk:Stats/@comment-5094027-20141002163455

Ignore this if you're not interested in the process of calculating stats, in the absence of developer participation I'll be rambling on to try and work through a reliable test to determine:


 * Specific areas each stat affects.


 * Exact effects of 1 point of each stat.


 * Exact stat gain per level.

And it makes more sense to keep it on the stat page than elsewhere just in case someone wants to check my work.

Initial tests to determine the particulars must involve a level 1 human with maxed stats - 500 HP, 400 MP, and a level 130 preparatory character.

Set up.

Melee Weapon: Paladin's Hammer

Ranged Weapon: Sniper Rifle

Magic Weapon: Spectre Staff + Venom Staff (highest mana cost spell for Mana Cost%)

Summon Weapon: Staff of the Frost Hydra

Shield: Hallow Shield

Almighty Stick

A wall (Any block type)

Torches

Equipment:

Five "Warding" accessories - Ankh Shield, Cobalt Shield, Obsidian Shield, Compass, Depth Meter.

With Beetle Armour (Shell) - 73 Defense + 20 Defense + 7 Defense = 100 total Defense for easy calculations.

Preliminary

With the preparatory character, add 130 points to each stat in turn, resetting with an Almighty Stick in between each. For each stat record presence of a change (value of change is unimportant except for Dodge/Accuracy and possibly Crit%) in:

Melee/Ranged/Magic/Summon Damage.

Mana Cost%

Health/Mana totals.

Displayed Attack Speed/Knockback/Critical changes. If Critical shows constant gain between different weapons, then a specific % growth may be extrapolated here.

Defense with items equipped and not blocking.

Block% when blocking.

Jump Height (Holding, and using, torch just beneath character's feet shall lay torches along the wall. With multiple jumps, exact height in blocks can be determined by counting torches. Reference point for mouse at the base of the wall - centre of a Gemspark Block for example, shall ensure consistent measurement)

This will allow precise determination of which stat affects what areas and set up further testing (which I'll work on next post).

Notes

I've currently no clue how I might accurately determine Move Speed, Attack Speed, Fishing%, Health Regen%, MP Regen%, Knockback% or Cast Time%. Knock yourselves out stopwatch/ruler fans!

Charisma's Summon Cap has been given as 25:1, any checks in this area are to determine effect of levelling and stat addition. If correct, this should work out to +6 summons at 130 points.

Accuracy% and Dodge% are displayed and give flat bonuses, they are easily verifiable by simply adding points. I believe Block% is the same.

Critical% may be the same as Accuracy/Dodge, or it may be based on current Crit%. This can be determined by adding points to each stat and determining Crit% growth.