Hitpoints
The life meter. Hitpoints are typically determined by class and level and then modified by core stats such as constitution or stamina. For this simulator we will use a base HP and flat HP gain per level by archetype for simplicity. See reference for base values by archetype.
Note that this method has less alignment with WoW or FFXIV for very low level characters, which usually start with much lower HP. But this balances out at higher levels and is relatively aligned for character levels at the point at which they are able to join dungeon combat.
Mana
The magic meter. A casting archetype should generally have enough max mana to cast their "big nuke/heal" 10 to 12 times. At a standard 2.5s to 3.0s cast time, 10-12 spells represent roughly 30 to 35 seconds of continuous activity. After which they have to wait 12-15 seconds to regen and go again (see Mana Regen below).
Like HP, Mana will have a set base and fixed gain per level. See reference .
Mana Regen
Percent of total mana pool to regenerate every tick (2 seconds). This is a static percentage, varied by archetype, that does not scale with level (total mana will increase, this percentage increase rate will not). See .
The 2-Second Tick
MMORPGs typically handle mana and hp regeneration on a 2 second tick system, the heartbeat of resource recovery.
Passive Regeneration
In most MMORPGs, characters have a passive mana regen rate represented in Mana per Tick, or MpT. A level 60 Healer would have a regen rate of about 80 MpT. To simplify, we'll use a regeneration rate that is a flat percentage of the mana pool to represent MpT instead, which will vary by archetype. This will be a fixed stat called Mana Regen that does not need to adjust by level.
Example of Passive Regeneration
A level 60 Healer with a 3,180 Mana pool will have a passive regeneration rate of 2.5% per tick, thereby regenerating 79.5 mana (3,180 × .025) every 2 seconds.
Active Regeneration and the 5-Second Rule
The Passive Mana Regen rate applies to the character in a passive regeneration state, meaning not currently casting. While actively casting and for 5 seconds after casting stops, they are in an active regeneration state and take big penalties. Magic users typically can regenerate in an active state, but only up to about 15% of their passive regeneration rate.
Example of Active Regeneration
That same level 60 Healer while casting or 5 seconds after casting stops:
3,180 × .00375 (15% of the 2.5% passive regeneration, or .375%) = 11.93 mana every 2 seconds.
See for the complete table of passive and active rates.
Attack Power
Attack Power determines the player's damage bonus added to their weapon's base damage output (see Weapon Stats). It is a flat "Additive Floor" that pushes the damage range of the weapon up.
While games typically obfuscate this number through calculations on Strength and gear buffs, boiling it down to the flat number helps streamline simulation tests and simplify interpretation of results. This stat will have a fixed gain per level determined by archetype. See reference .
Normalization Constant 14
The AP number is actually inflated to simplify tuning, avoiding calculations with smaller, more tedious numbers and fractions. This is a common industry practice that also serves to make the stat seem bigger and more exciting to players. To normalize the raw AP number we divide it by normalization constant 14. The result gives us the AP Bonus damage per second (DPS).
See Weapon Damage Calculation in Combat to understand how this AP Bonus DPS is applied in a fight.
Spell Power
Spell power is also used to calculate a damage or healing bonus as an additive floor for damage or healing output, but unlike physical attacks, spells use coefficients to balance spell impact based on spell type and factors such as cast time and spell duration.
This stat will have a fixed gain per level determined by archetype. See reference .
Both damage and healing spells fall into three spell casting profiles each with their own coefficient: Direct Hit, Damage or Healing Over Time (DoT / HoT), and Area of Effect (AoE). See Spell Damage Calculation in Combat to understand how these coefficients are applied in a fight.
Direct Hit Coefficient
Uses a coefficient based on cast time to reduce effect of faster spells, giving players choice between quick but less damage or slow but greater damage strategies.
Area of Effect Coefficient
Uses the same coefficient as Direct Hit spells, but with an additional modifier to greatly reduce the coefficient by 1/3 (33.3%) due to the number of targets that can be affected.
Over Time Coefficient
The coefficient for a DoT/HoT is based on its duration. Shorter duration deals higher damage in the initial burst but lower overall damage, the pressure play requiring more re-casts, favoring damage throughput. Longer duration deals less damage initially but higher overall damage, the value play requiring fewer casts, favoring mana efficiency.
About Healing and Spell Power
I've chosen to scale healing SP exactly the same as damage SP, but this is often not the case. The primary reason is that you can inadvertently make a healer an OP dps or vice versa. Or players want to have higher damage gear while leveling and higher healing gear while playing dungeons, making them maintain 2 sets of gear which is tedious and costly. It's easier to treat them differently to balance things out. Since we control the simulation and are focused on dungeon boss fights, this is a non-issue.
However, healing is different in one key way. If a DPS misses a hit, it's no big deal, but if a Healer misses, the Tank falls. Rather than maintain separate coefficients to give healers a safety net boost, healing spells should have higher base ranges than damage spells to account for this, particularly for higher mana cost spells, in order to justify that cost.
Tempo
A percentage to adjust the attack/cast intervals used by weapons or spells directly. This is a streamlined stat to use rather than relying on gear for this type of buff (and replaces the usual "Haste" stat, which obfuscates the impact of the effect with an abstract formula). Tempo has a default base of 100%, does not scale by level, and is only intended to be adjustable as a stat buff option.
Examples
120% tempo applied to a 2s interval dagger: 2 × 1.20 = 2.4 second interval
90% tempo applied to a 3s interval axe: 3 × .9 = 2.7 second interval
Tempo and the Global Cooldown (GCD)
For instant cast spells and physical weapons, there is typically a Global Cooldown time of 1.5 seconds that locks the player out from insta-spamming the spell/weapon. The Tempo stat DOES get applied to the GCD, but with a hard floor of 1.0s minimum GCD, effectively capping the Tempo reduction at 66.6% (1.5 × .66 = ~1s).
Example
98% tempo applied to 1.5s GCD = 1.47s GCD
For spells with non-instant cast times, the player is locked out for whichever is longer, the final adjusted cast time or the final adjusted GCD.
Armor (%DR)
The percentage that received damage is reduced (also % Damage Reduction, or %DR). Armor will have a set base percentage, fixed increase per level and a hard cap by archetype. This cap (75% for a tank) is necessary to maintain game stability. See reference below.
Dodge %
Percent chance that the player avoids a hit altogether. This is intentionally a relatively low amount, as higher amounts can lead to great unpredictability in a fight. Dodge will have a set base percentage and fixed gain per level for melee only. Ranged and mage archetypes have a fixed percentage. See reference .
Parry %
Percent chance that the player avoids a hit via weapon parry. This is identical to Dodge, providing additional protection for close combat melee archetypes. Parry will have a set base percentage and fixed gain per level for melee only. Ranged and mage archetypes cannot parry (0.0% chance). See reference .
Crit
Percent chance that the player performs a critical hit or heal. Crit will have a set base percentage and fixed gain per level by archetype. There is a hard cap of 50% for buffs, at which point the game would become pure RNG, but the base and gains per level are very low. Even at level 90, the max crit for DPS (before buffs) would be 14%.
Effective Health Pool (EHP)
The Effective Health Pool (EHP) is the amount of raw, pre-mitigation damage a tank can take before falling over. It essentially answers: "How big of a hit can I take before the Healer's reaction time doesn't matter?". It is not a stat used actively as part of the battle loop, but one that should be considered in the context of how the AI controls the actions of the Tank and Healer under different circumstances.
Example
A Tank has 3,450 HP and 50% Damage Reduction from Armor.
3,450 ÷ 0.5 = 6,900 EHP
A boss would have to hit for a total of 6,900 raw damage to K.O. this tank.
Why does this matter? If the Boss's next two hits (un-dodged) exceed the Tank's current EHP, the Healer must begin casting a heal.
Miss %
Percent chance the player misses a physical hit, and applies to both melee and ranged physical attacks. Miss% is not scaled by level, rather is dependent on the delta between the player's level and the level of the targeted opponent. See by target level delta.
After a delta of 3 levels (Bosses are typically +3 levels from players) a steep incline "wall" on penalties exists to prevent low level characters from just chipping away at high level enemies for greater loot and experience.
Spell Resistance
Percent chance player misses a magic attack (i.e. opponent "resists" spell damage). Like Miss%, Spell resistance is dependent on level delta with the opponent. The chance is lower with low level difference (under 3) but a much steeper incline for greater deltas. See by target level delta.
Glancing Blow
Percent chance a melee player hits a target that is 3 or more levels higher and inflicts only partial damage. Applies to melee only attacks (tank, melee dps). This is a 40% (flat) chance where only 70% (flat) damage is inflicted. This acts as a primary balancing lever against physical DPS scaling by suppressing 30% of the damage on nearly half of all successful hits.
Gear Quality and Buff System
Not technically a stat, but to handle stat enhancements (buffs) typically granted to the player through gear without actually implementing a gear system, the simulator will allow adjustment modifiers to be applied to the stats, either individually or through the use of presets for quickly tuning all stats (e.g. Basic Party, Dungeon Ready).
See the reference table. It also provides constraints on where buffs should cap out in order to maintain game balance.
Additionally, the provides sample stats across all archetypes and gear presets to get a sense of how gear buffs scale.
Reference Tables
Summary of Character Stats
| Stat | Mechanic |
|---|---|
| HP | Base + (Lvl × Gain) |
| AP / SP | Base + (Lvl × Gain). Pushes damage/healing through coefficients. |
| Armor (%DR) | Diminishes incoming physical damage. |
| Dodge | Binary 0/1 check. Low and steady growth to avoid "spiky" RNG. Primarily for Tank resilience. |
| Parry | Mirror of dodge but only for additional front-line melee protection. |
| Crit | Binary 0/1 check. 200% (Phys) or 150% (Spell) multiplier. Primarily for DPS variance. |
| Mana | Base + (Lvl × Gain). The "Battery" for the fight duration. |
| Mana Regen | Fixed % of Max Pool. Toggles between Passive (100%) and Active (15%). |
| Effective Health Pool (EHP) | Raw damage a tank can take given their HP and damage reduction from armor before dying. |
| Miss % | Probability that a physical attack fails to connect with a target, increasing when target level is greater than player level. |
| Spell Resistance | Probability that a magical action is negated by the target's inherent defenses, increasing when target level is greater than player level. |
| Glancing Blow | A "clipped" melee hit caused by the target's superior level/defense. (40% chance at target level +3 or more, 70% damage inflicted) |
Stat Scaling by Level
| Archetype | Base HP | HP/Lvl | AP/Lvl | SP/Lvl | Base Armor | Armor/Lvl | Armor Cap | Base Mana | Mana/Lvl | Dodge Base | Dodge/Lvl | Parry Base | Parry/Lvl | Crit Base | Crit/Lvl | Crit Dmg/Heal |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tank | 150 | +55 | 2.5 AP | 1.0 SP | 10% | +1.0% | +75% | 100 | +10 | 5% | 0.1% | 5% | 0.1% | 5% | fixed | 200% |
| DPS Melee | 120 | +40 | 4.0 AP | 1.0 SP | 5% | +0.5% | +40% | 100 | +10 | 5% | 0.05% | 5% | 0.05% | 5% | 0.1% | 200% |
| DPS Ranged (Physical) | 100 | +30 | 4.0 AP | 1.0 SP | 4% | +0.35% | +40% | 120 | +30 | 3% | fixed | n/a | n/a | 5% | 0.1% | 200% |
| DPS Ranged (Magic) | 100 | +30 | 1.0 AP | 4.0 SP | 2% | +0.2% | +20% | 150 | +50 | 2% | fixed | n/a | n/a | 5% | 0.05% | 150% |
| Healer | 90 | +25 | 1.0 AP | 4.0 SP | 2% | +0.2% | +20% | 180 | +50 | 2% | fixed | n/a | n/a | 5% | fixed* | 150% |
* If fixed crits for the healer feels too grindy, consider a 0.05% increase by level.
Gear Quality Tier Presets & Buff Multipliers
The following stats may be buffed at simulation time within the constraints provided. Below are also presets which can be used to simplify the simulation configuration or provide a starting point for additional adjustments.
| Stat | Basic Party | Dungeon Ready | Elite Party | Raid BiS* | Max Buff | Rationale |
|---|---|---|---|---|---|---|
| HP | 1.0× | 1.2× | 1.6× | 1.30×–2.0× | 2.0× (100%) | High variance is fine; the boss just needs to hit harder. |
| AP/SP | 1.0× | 1.25× | 2.0× | 1.50×–2.5× | 2.5× (150%) | End-game gear often triples your damage from base levels. |
| Armor (%DR) | 1.0× (by lvl) | ~1.05× | ~1.06× | ~1.07× | 75% (hard) | Exceeding 75% makes a tank effectively immortal. |
| Dodge | 5%–11% | Base +5% | Base +12% | Base +15% | 35% | Higher than this makes play "spikiness" too extreme. |
| Parry | 5%–11% | Base +5% | Base +12% | Base +15% | 35% | Mirrors Dodge; Only applicable to Melee (Tank/DPS). |
| Crit | 5%–11% | Base +5% | Base +12% | Base +20% | 50% (hard) | Above 50% shifts the game from strategy to pure RNG. |
| Tempo | 100% | 90% | 80% | 75% | 66.6% | You cannot cast faster than the 1.0s GCD floor (1.5s × .66 = ~1.0s). |
* BiS: Best in Slot gear, i.e. the best possible gear achievable.
Level 60 Stat Lookup Reference
Applying the level scaling with different gear levels to demonstrate level 60 stats across archetypes. Editor's Note: the simulation may not include all gear presets listed.
| Gear Preset | HP | AP | SP | Armor | Mana | Dodge | Parry | Crit |
|---|---|---|---|---|---|---|---|---|
| Tank | ||||||||
| Leveling | 3,450 | 150 | 60 | 70% | 700 | 11.0% | 11.0% | 5.0% |
| Dungeon Ready | 4,140 | 187.5 | 75 | 72.8% | 840 | 16% | 16% | 10% |
| Elite | 5,520 | 300 | 120 | 74.2% | 1,120 | 23% | 23% | 17% |
| Max | 6,900 | 375 | 150 | 75% cap | 1,400 | 35% cap | 35% cap | 50% cap |
| DPS Melee | ||||||||
| Leveling | 2,520 | 240 | 60 | 35% | 700 | 8.0% | 8.0% | 11% |
| Dungeon Ready | 3,024 | 300 | 75 | 36.4% | 840 | 13% | 13% | 16% |
| Elite | 4,032 | 480 | 120 | 37.1% | 1,120 | 20% | 20% | 23% |
| Max | 5,040 | 600 | 150 | 37.5% | 1,400 | 35% cap | 35% cap | 50% cap |
| DPS Ranged (Phys) | ||||||||
| Leveling | 1,900 | 240 | 60 | 25% | 1,920 | 3.0% | n/a | 11% |
| Dungeon Ready | 2,280 | 300 | 75 | 26% | 2,304 | 8.0% | n/a | 16% |
| Elite | 3,040 | 480 | 120 | 26.5% | 3,072 | 15% | n/a | 23% |
| Max | 3,800 | 600 | 150 | 26.8% | 3,840 | 35% cap | n/a | 50% cap |
| DPS Ranged (Mag) | ||||||||
| Leveling | 1,900 | 60 | 240 | 14.0% | 3,150 | 2.0% | n/a | 8.0% |
| Dungeon Ready | 2,280 | 75 | 300 | 14.6% | 3,780 | 7.0% | n/a | 13% |
| Elite | 3,040 | 120 | 480 | 14.8% | 5,040 | 14% | n/a | 20% |
| Max | 3,800 | 150 | 600 | 15% | 6,300 | 35% cap | n/a | 50% cap |
| Healer | ||||||||
| Leveling | 1,590 | 60 | 240 | 14.0% | 3,180 | 2.0% | n/a | 5.0% |
| Dungeon Ready | 1,908 | 75 | 300 | 14.6% | 3,816 | 7.0% | n/a | 10% |
| Elite | 2,544 | 120 | 480 | 14.8% | 5,088 | 14% | n/a | 17% |
| Max | 3,180 | 150 | 600 | 15% | 6,360 | 35% cap | n/a | 50% cap |
Fixed Mana Regen Rates
Passive and Active
| Archetype | Passive Regen/Tick | Active Regen/Tick |
|---|---|---|
| Tank | 1.1% | 0% |
| DPS Melee | 1.1% | 0% |
| DPS Ranged (Physical) | 1.5% | 0% |
| DPS Ranged (Magic) | 2.1% | 0.315% |
| Healer | 2.5% | 0.375% |
Ability Damage Rotation Modifier
Account for physical damage done by the player using an active ability rotation. Modifier is applied to the base weapon damage, aka. white damage, for total damage (yellow+white). We'll give each of these standard yellow attack abilities a name for quick reference.
| Archetype | Ability Name | Modifier |
|---|---|---|
| Tank | Mortal Strike | 1.4 |
| DPS Melee | Sinister Strike | 2.0 |
| DPS Ranged (Physical) | Auto Shot | 2.0 |
| DPS Ranged (Magic) | — | n/a |
| Healer | — | n/a |
* We should play with these. Expected damage from abilities is 80%–100% more than white damage, so 2.0 (white damage × 2) may need to dial back to 1.8 or so. Could include as a buff-able stat.
Level Friction by Target Level Delta
Miss% and Spell Resist Penalties
| Level Diff. | Player Miss % | Spell Resistance | Boss Dodge % | Boss Parry % | Glance | Defense Suppression (Boss vs. Player) | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Calculation | Result | Calculation | Result | Calculation | Result | Calculation | Result | Glance % / Dmg % | Shield Block % | Dodge % | Parry % | |
| ΔL = 0 | 5.0% (flat) | 5.0% | 1.0% + (ΔL × 1.0%) | 1.0% | 5.0% | 5.0% | 5.0% | 5.0% | N/A | Block % by Gear Quality | Base Dodge % × Gear Mult. | Base Parry % × Gear Mult. |
| ΔL = 1 | 5.0% + (ΔL × 0.5%) | 5.5% | Same as above | 2.0% | 5.0% + (ΔL × 0.5%) | 5.5% | 5.0% + (ΔL × 0.5%) | 5.5% | N/A | ΔL0 − (ΔL × 0.6%) | ΔL0 − (ΔL × 0.6%) | ΔL0 − (ΔL × 0.6%) |
| ΔL = 2 | Same as above | 6.0% | Same as above | 3.0% | Same as above | 6.0% | Same as above | 6.0% | N/A | Same as above | Same as above | Same as above |
| ΔL = 3 | 7.0% + ((ΔL−2) × 2%) | 9.0% | 17% Flat | 17% | Same as above | 6.5% | Same as above | 6.5% | 40% / 70% Dmg | Same as above | Same as above | Same as above |
| ΔL > 3 | Same as above | 23% @ ΔL10 | 17% + ((ΔL−3) × 11%) | 94% @ ΔL10 | Same as above | 10% @ ΔL10 | Same as above | 10% @ ΔL10 | Same as above | Same as above | Same as above | Same as above |