Some calculations in this section might be incorrect! This section will be updated with (probably) correct calculations in the near future.
Damage range calculation
(Lowest Damage on a Weapon + Highest Damage on a Weapon) / 2
Damage range of a normal hit
(Base Damage + Bonus Damage * Weapon Bonus Damage%) * (70%-130%)
Damage range of a critical hit
((Base Damage + Bonus Damage * Weapon Bonus Damage%) * (70%-130%)) * (100% + Bonus Critical Damage%)
Damage of a weapon 100-200 Bonus damage: 200 Bonus critical damage: 50% Base damage: (100 + 200) / 2 = 150 Normal hit: (150 + 200 * 100%) * (70%-130%) = 350 * (0.7-1.3) = 245-455 damage Critical hit: (245-455) * (100% + 50%) = (245-455) * 1.5 = 367-683 damage
Average Damage calculation
Average damage is harder to calculate, as you need to know the probability of a critical hit.
((Base Damage + Bonus Damage * Weapon Bonus Damage%) * (100% + Bonus Critical Damage%) * Critical Damage Chance%) + ((Base Damage + Bonus Damage * Weapon Bonus Damage%) * (100% - Critical Damage Chance%))
Damage of a weapon 100-200 Bonus damage: 200 Bonus critical damage: 50% Critical Chance = 10% Base damage: (100 + 200) / 2 = 150 Average damage: ((150 + 200 * 100%) * (100% + 50%) * 10%) + ((150 + 200 * 100%) * (100% - 10%)) = = (350 * 150% * 10%) + (350 * 90%) = = 52,5 + 315 = = 367,5 damage
Average Damage per Mana usage
Average Damage / Mana usage
Average Damage per Second
Average Damage / (Weapon Cooldown * (100% - Cooldown Reduction%))
Mana Potion Regeneration
When player is constantly using Mana potions, it works similarly to Bonus Mana Regeneration. Mana can be replaced with energy for physical fighters.
Potion Restored Mana/Mana Potion Cooldown+(Mana Potion Casttime*Mana Regen while holding weapon)/Mana Potion Cooldown
Average Continuous Damage per Second
Average Damage per Mana usage * (Mana Regeneration while holding Weapon + Mana Potion Regeneration + (Mana Regeneration while holding weapon * Mana Potion Casttime)/Mana Potion Cooldown)
Note, if you're not using potions, the Mana generation is just the Mana Generation when the player holds his weapon
Average Burst Time
Burst Time using a single weapon
All calculations are made with the assumption that the player has instant switching time between Mana potions and weapons. If a player casts a weapon with low Mana Regeneration and instanly switches to a weapon with higher Mana Regeneration, it would be as if the player was always holding the weapon with the higher Mana Regeneration.
(Mana Regeneration while holding Weapon + Mana Potion Regeneration + (Mana Regeneration while holding weapon * Mana Potion Casttime)/Mana Potion Cooldown) - (Mana of weapon used / Weapon Cooldown) = Mana Gained or Lost per Second
If Mana gained is above or equal to 0 per second then the player can use that weapon indefinitely. If Mana is lost then the player cannot burst that weapon indefinitely.
Total Mana pool / Mana Lost per Second = Average Burst Time in seconds
Burst Time using multuiple Weapons
Mana Regeneration-Mana Usage per second for multiple weapons=Mana gained or lost per second
How to calculate the the Mana usage per second for multiple weapons:
(Weapon1 Mana Usage+Weapon2 Mana Usage+Weapon3 Mana Usage…)/How long to repeat cycle
Note, the "How long to repeat cycle" is the time intervals the shots fired from a weapon in the cycle, it is often just the cooldown of the first weapon.
Then you can take the mana Lost or Gained per second to calculate the time for how long you can burst multiple weapons.
Threat is an invisible statistic that only works when multiple players are involved in a fight.
To put it simply, the player with the highest Threat gets prioritized to be attacked by Enemies.
Threat is generated by dealing damage and healing. Tank players use it to get aggro of the Enemies on themselves. It can be increased by holding weapons with Bonus Threat (it works only when the Item with Bonus Threat is currently selected in the quickbar).
Enemies atttack the person who first got in their aggro range. The aggro gets passed to another player if they generate more Threat (by dealing more damage and / or healing).
Weapon without Threat
Base damage 100-200 -> 150 average damage Average Threat generation per hit: 150
Weapon with Threat
Base damage 80-160 -> 120 average damage Threat bonus +150% Average Threat generation per hit: 120 + 120 * 150% = 120 + 180 = 300
Need or Greed
It's a drop system that works only when multiple players are in a group.
After an Enemy is defeated and it drops an Item, every player in the group gets the same loot window with the dropped Item, a timer, and two buttons labeled "Need" and "Greed". This works only for items of quality green or higher.
If all players in the group press Need, the Item goes to a randomly chosen player.
If some players pressed Need, and others pressed Greed, the Item goes to a randomly chosen player who picked Need.
If all players in the group press Greed, the Item goes to a randomly chosen player.
Not pressing any of those buttons after the timer runs out, counts as pressing Greed.
The messages in group chat saying [N=(random number)] or [G=(random number)] means how much someone has rolled out of 100 (N-need G-greed). The person who rolled the highest N number, gets the Item.
Need - I want the item.
Greed - I don't need the Item.