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Thread: Stat Growth Guide

  1. #16
    Diamond Member Contributor Level 9 Dindin's Avatar
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    Maybe there might be some base stats for every hero. A lvl1 ck stats would be good to compare.

  2. #17
    Platinum Member Contributor Level 8 Xrom's Avatar
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    Quote Originally Posted by Dindin View Post
    Maybe there might be some base stats for every hero. A lvl1 ck stats would be good to compare.
    Yes, there is base stats str int agi, but it doesn't matter.

  3. #18
    Universal Leader Contributor Level 10 [BG]Archon's Avatar
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    Quote Originally Posted by Xrom View Post
    Yes, there is base stats str int agi, but it doesn't matter.
    I noticed it as well in the excel I'm building - Int does influence armor, but very subtly - need to divide it by a number between 44-53, probably 49 from what I can tell but need to experiment further.

    Also, every hero has an armor base which is usually negative, in your example:

    Crossed Knight lvl42
    Base STR: 19.8
    Base INT: 12.5
    Base AGI: 13.2
    Base AC: -0.3

    STR = 19.8 + 42x4.5 = 208.8
    INT = 12.5 + 42x2.7 = 125.9
    AGI = 13.2 + 42x3 = 139.2

    AC = 208.8/7 + 139.2/14 + 125.9/49 - 0.3 = 42.04082

    The question is - Why do you need this accuracy? Are you working on something like me?
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  4. #19
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    Lol GG Archon!

    I'm more simple-minded, if you can link me where I can find out how armor penetration, interaction between physical/magical damage and resistances, that would be awesome

  5. #20
    Universal Leader Contributor Level 10 [BG]Archon's Avatar
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    Quote Originally Posted by FreshHope View Post
    Lol GG Archon!

    I'm more simple-minded, if you can link me where I can find out how armor penetration, interaction between physical/magical damage and resistances, that would be awesome
    There were a few threads here but nothing that really sums it up, All I know is how to get the accurate hero stats - how magic res and AC translates into eHP is beyond me.
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  6. #21
    Diamond Member Contributor Level 9 Dindin's Avatar
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    There are some weird things about stats too.

    I dont know why a ninja 4* O1 have +1 stats(i dont remember well, i guess it was phy att) at gear/enchant than a ninja 5* O1.

    Saw it once when i was looking at guild merc but didnt cared about.


    And by base stats i meant if there is any base armor with heroes.

    Because HC was based on dot arena while dot arena is based on dota, which have the base armor system.

  7. #22
    Universal Leader Contributor Level 10 [BG]Archon's Avatar
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    Quote Originally Posted by Dindin View Post
    There are some weird things about stats too.

    I dont know why a ninja 4* O1 have +1 stats(i dont remember well, i guess it was phy att) at gear/enchant than a ninja 5* O1.

    Saw it once when i was looking at guild merc but didnt cared about.


    And by base stats i meant if there is any base armor with heroes.

    Because HC was based on dot arena while dot arena is based on dota, which have the base armor system.
    Hmm, I didn't encounter that - if you have an image I'll be happy to explain why his stats are like that.
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  8. #23
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    Quote Originally Posted by [BG]Archon View Post
    There were a few threads here but nothing that really sums it up, All I know is how to get the accurate hero stats - how magic res and AC translates into eHP is beyond me.
    No worries Archon, eHP is the word. Thanks much

  9. #24
    Diamond Member Contributor Level 9 Dindin's Avatar
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    Quote Originally Posted by [BG]Archon View Post
    Hmm, I didn't encounter that - if you have an image I'll be happy to explain why his stats are like that.
    Sorry. My guild dont have ninja 4* anymore and i didnt took a picture. But someone else might have a O1 ninja 4*.

  10. #25
    Universal Leader Contributor Level 10 [BG]Archon's Avatar
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    Quote Originally Posted by [BG]Archon View Post
    I noticed it as well in the excel I'm building - Int does influence armor, but very subtly - need to divide it by a number between 44-53, probably 49 from what I can tell but need to experiment further.

    Also, every hero has an armor base which is usually negative, in your example:

    Crossed Knight lvl42
    Base STR: 19.8
    Base INT: 12.5
    Base AGI: 13.2
    Base AC: -0.3

    STR = 19.8 + 42x4.5 = 208.8
    INT = 12.5 + 42x2.7 = 125.9
    AGI = 13.2 + 42x3 = 139.2

    AC = 208.8/7 + 139.2/14 + 125.9/49 - 0.3 = 42.04082

    The question is - Why do you need this accuracy? Are you working on something like me?

    After checking a few more heroes (ie, fd and adm at o+2) the armor isn't influenced by int at all, the correct formula:

    AC = STR*0.15 + AGI*0.08 + BaseAC

    So for Crossed Knight:
    AC = 208.8*0.15 + 139.2*0.08 - 0.3 = 42.156
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  11. #26
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    I'd like to point out that stat growth is a static measurement and does not change between your hero and opponents hero. If we were assigning points ourselves, then it certainly would matter. But any hero maxed will be the same as everyone else's hero maxed. So I wouldn't delve too far into it. What's more important, and I still have not gotten the answers for, are how does Magic Resist and Armor effect incoming damage exactly? 1 point of magic resist negates X magic damage and so on.

  12. #27
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    Quote Originally Posted by Xrom View Post
    If I calc by Your formula:
    Armor = 209*0,14 + 139*0.07 =38,99

    But he have 42

    Where is mistake?
    I have run some more numbers, and I make it:

    Armor = STR x 0.16 + AGI x 0.06 + BaseArmor

    Quote Originally Posted by [BG]Archon View Post
    I noticed it as well in the excel I'm building - Int does influence armor, but very subtly - need to divide it by a number between 44-53, probably 49 from what I can tell but need to experiment further.

    Also, every hero has an armor base which is usually negative, in your example:

    Crossed Knight lvl42
    Base STR: 19.8
    Base INT: 12.5
    Base AGI: 13.2
    Base AC: -0.3

    STR = 19.8 + 42x4.5 = 208.8
    INT = 12.5 + 42x2.7 = 125.9
    AGI = 13.2 + 42x3 = 139.2

    AC = 208.8/7 + 139.2/14 + 125.9/49 - 0.3 = 42.04082

    The question is - Why do you need this accuracy? Are you working on something like me?

    For the Crossed Knight I get:

    Crossed Knight lvl 42
    Promotion White
    Base STR: 20
    Base INT: 12.5
    Base AGI: 13
    Base AC: 0

    STR = 20 + 42 x 4.5 = 209
    INT = 12.5 + 42 x 2.7 = 125.9
    AGI = 13 + 42 x 3 = 139

    Armor = 209 x 0.16 + 139 x 0.06 + 0 = 41.78


    And yep, I guess I'm working on something like you.
    Oh and btw, no negative Base AC.

  13. #28
    Universal Leader Contributor Level 10 [BG]Archon's Avatar
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    See my corrected formula above, checked it for a dozen or so heroes and it's correct for all promotion levels.

  14. #29
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    Yes, if you look at the Javascript for the duibi site, you can see the 0.15 * STR + 0.08 * AGI + baseAC formula. You can also scrape the baseAC, base STR, etc. values used by that calculator with e.g. Chrome's debugger.

  15. #30
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    Quote Originally Posted by [BG]Archon View Post
    See my corrected formula above, checked it for a dozen or so heroes and it's correct for all promotion levels.
    I guess I did the same thing - checked it for a dozen heroes with 3-6 sets of numbers for every hero on the same promotion level.
    If I fill in your numbers, it gives about the same result, so I can't really say which one is correct, or if the actual numbers are yet slightly different.
    Hmm... how to find out for sure...

    Oh, and for the record, in my set of heroes, the Enchantress really starts out with a negative BaseAC of -2.
    There's a couple with BaseAC of -1 at White, but that might still be a rounding error in STR or AGI.

    Quote Originally Posted by GGDoJ View Post
    Yes, if you look at the Javascript for the duibi site, you can see the 0.15 * STR + 0.08 * AGI + baseAC formula. You can also scrape the baseAC, base STR, etc. values used by that calculator with e.g. Chrome's debugger.
    Where is that exactly?
    Anyway, that might simply mean that those numbers were taken from this page.

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