06 December 2017

Update: How To Calculate More Stats On Items In Wildstar

I've already explained How To Calculate Assault Power In WildStar and how I figured it out but there are more stats than just assault power. Also on a side note.. support power is calculated the same way assault power is. Thus I'm going to talk about two more stats here:

  • Max Health
  • Durability

"The Same Procedure As Last Time?"

The same procedure as every time or at least in this case too. First, we get our sample size. Oh, lucky us, since I wrote down all of the stats in my google sheets (still not sponsored) I can just use the data I have here. I have my sheets accessible for everyone but I don't like sharing them, heh. :P
However, I don't mind writing the data down for you guys so here you go:

Name Prime Level Item Level Max Health Durability
Gauntlet Gloves 0 65 2925 85
Gauntlet Gloves 1 70 3150 90
Gauntlet Gloves 2 75 3375 95
Gauntlet Gloves 3 80 3600 100
Gauntlet Gloves 4 85 3825 105
Gauntlet Gloves 7 100 4500 120
Gauntlet Gloves 13 130 5850 150

Let's Start Healthy

Let's look at max health first. As already mentioned we're doing the same thing again. First, check the difference between each value and divide that one by the difference of item levels:
  • 3150 - 2925 = 225 => 225 / 5 = 45
  • 3375 - 3150 = 225 => 225 / 5 = 45
  • 3600 - 3375 = 225 => 225 / 5 = 45
  • 3825 - 3600 = 225 => 225 / 5 = 45
  • 4500 - 3825 = 675 => 675 / 15 = 45
  • 5850 - 4500 = 1350 => 1350 / 30 = 45
Looks linear. Alright so we can work with our standard function for linear graphs again:

f(x): y = mx + t

Again since our max health stat changes by 45 with each item level the slope m is 45. y represents our max health stat on our item and x is the item level. t is the shift or start value.

Now let's fill the function with our data from one sample to calculate t:

f(65): 2925 = 45 * 65 + t
f(65): 2925 = 2925 + t |-2925
f(65): 2925 - 2925 = t
t = 0

Once again we have no shift so our start value is zero which means we can use the function:

f(x) = 45x

or less mathematical:

f(itemLevel): maxHealth = 45 * itemLevel

Applying To Different Items

Here's the result I got doing this for each item type:

Slot Modifier
Head 60 * ItemLevel
Shoulders 60 * ItemLevel
Breast 75 * ItemLevel
Gloves 45 * ItemLevel
Legs 75 * ItemLevel
Shoes 45 * ItemLevel

Pretty straight forward.

On With Durability!

Let's get it over with fast. It's the same principle again. So to shorten things. It's linear again and the difference is 5 for each 5 item levels so it increases by 1 per-item level.

Starting with our function f(x): y = mx + t we have m = 1 so our function is f(x): y = x + t.
With values inserted we get:

f(80): 100 = 80 + t | -80
f(80): 100 - 80 = t
t = 20

Wait. t is not 0? Wow, we actually have a function with a shift or start value! What does that mean? An item with item level 0 (highly unlikely to get such an item I'd say) has a durability of 20. Or alternatively the durability is calculated by adding 20 to the item level:

f(x): y = x + 20

Or non-mathematically:

f(itemLevel): durability = itemLevel + 20

There We Go!

And another mystery solved. By now one might think I'm trying to teach people how functions of linear graphs work but I'm not kidding those graphs represent the stats of items in WildStar. Of course, there are more stats than support power, assault power, max health and durability and I would love to make a post about those too but there is a reason I didn't put them into this one and it does not have to do with the length of the posts. It has to do with me not being able to figure out the pattern yet. So once I do I'll post them. Also if someone figures out first and tells me I'm happy to share as well. Same counts for the assault power of weapons. I've gotten a sample size of one so far... not really helpful.
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I'm a B.Sc. Games Engineer and I created this blog to share my ideas, theorycrafting, thoughts and whatever I'm working on or doing.