Talk:Stats/@comment-5094027-20141002163455/@comment-5094027-20141003102205

Great point on the Hydra, I added the Tempest staff to my tests. For the distance and speed, like I said, I'll leave it to someone with a stopwatch and some time on their hands or code access, it's bad enough working out the raw effect of a single stat at any level, since I swear it's moving the goal posts on me.

I also switched from laying torches to a platform ladder Jump to maximum height, land on a platform, mark it with a candle (alternating platforms to jutt out of the ladder on each side allows candle space, or again, torch on a wall), more reliable with less effort.

My next goal after my findings on Stat-Calcs is to get a level 65 human that's just changed class, and a level 130 human that's just changed class. In each case, to Fisherman. Since health gains at the same proportion as damage, and has a five times higher value, I think that assuming damage works on the same gain is a pretty safe bet, and will make working out the precise figures simpler.

By determining proportional stat gain with nothing added, hopefully what's going on with level gain stats will be a bit clearer.

Assuming it's working as 4.5 to the Power of L(evel)/2, it should be ~4.08 times base health at level 65, and ~17.48 at level 130. I'm not certain about Mana, but if it works the same way, maybe ~6.83 at level 130, or about 1365 MP, which sounds at least ballpark.

From there, 120 points in each stat and a full check of how much increase is given should show:

A: Raw amount gained from 120 Stat.

If increase from A is identical, then stats give a flat increment, if it's not, then check B:

B: Percentage gained from Stat compared to the new base values after level bonus.

If B is different, then Level in some way serves to multiply the impact of stats but does not do so by the same multiplier and more research is necessary. If it's the same, then stats apply a flat rate multiplier to the level based stats, and can be determined accordingly.

Finally, to determine if stats operate exponentially (as levels appear to, but I don't think stats do):

C: Growth from 60 in a stat will be compared to 120 in a stat. If it's exponential, then growth from 120 points should be 14 times larger than growth from 60 points.

Finally, for gits and shiggles:

D: Consume a Lifeforce potion.

This will determine if buffs (and I'm going to just assume equipment) stack with stats before multiplying, or are applied as separate multipliers after.

But this will probably take awhile for me to get around to, since I don't have the energy to level another test character to 65.