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14 Attack Power = 1 Damage per Second Posted by Blizzard:
Agility
- Increases Armor Class by 2 for every point of AGI.
- Increases the chance of a critical hit with melee and ranged attacks. The amount of the increase is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your critical hit chance by approximately 1%. Rogues require 29 AGI for an additional 1% critical hit chance, and Hunters require 53 AGI for an additional 1% critical hit chance, but both of these classes also gain attack power from agility and the items available to them typically have much higher amounts of AGI.
- Increases the chance to dodge an attack. The amount increased is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your chance to dodge by approximately 1%. Rogues only require 14.5 AGI for an additional 1% dodge chance. Hunters require 26.5 AGI for an additional 1% dodge chance, but Hunters typically have a high amount of agility, as well as an Aspect spell that further increases their chance to dodge attacks.
Defense
- Increases the chance of being missed by an attack.
- Increases the chance to dodge, parry, and block.
- Decreases the chance of being affected by a critical hit.
- Decreases the chance of being affected by a "crushing blow". Creatures that are higher level than your character can land crushing blows that deal increased melee damage. The chance of a crushing blow increases as the level difference between you and the opposing creature increases. Players never deal "crushing blows", only creatures.
Attack Power
- Attack power increases your base melee DPS by 1 for every 14 attack power.
- Strength increases your melee attack power by 2, except for rogues and Hunters. Rogues and Hunters gain 1 attack power per point of Strength, and 1 per point of Agility.
Source
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More on defense: each point of defense increases miss, dodge, parry and block by 0.04%. Thus 100 defense is +4% chance to be missed, +4% dodge, +4% parry and +4% block, as well as the above mentioned reduction in crit/crush chance. XP Per Level
LevelXP = int((8*charlvl*mobxp)/100)*100
MobXP = (charlvl*5) + 45, for a mob of the same level as the character
XP formulas contributed by Vapn, Gnome Warrior Armor Damage Reduction
Pre-60: Damage Reduction % = (Armor / (Armor + 400 + 85*Level)
Post-60: DR % = Armor / (Armor + 400 + 85 * (Level + 4.5 * (Level - 59)))
Armor = Armor value displayed on paper doll, which is generally the sum of all worn armor, modified by talents, buffs and enchants.
Level = Level of attacker.
Calculator
Haste/Slow
From the 1.12 patch notes:
For those interested, the new haste and slow effects work mathematically in the following way. Each effect separately multiplies the attack timer of your weapon or casting time of your spell. They are multiplied in sequence (order doesn't matter) and the final result is the attack timer or casting time. The multipliers use the following equations:
Haste effects: multiplier=1/(1+percent/100)
Slow effects: multiplier=1*(1+percent/100)
As an example, a 50% haste generates a multiplier of 0.666; a 50% slow generates a multiplier of 1.5. If they are multiplied together the result is 1. A 50% haste on a 3.0 speed weapon makes it 2.0 speed, resulting in you getting 30 swings per minute instead of 20 swings per minute: 50% more swings. A 50% slow on a 3.0 casting time spell generates a casting time of 4.5. It took you 50% longer to finish casting the spell.
The deserter debuff will now continue to expire even while you are offline.
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