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Do these Stack?

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Level 24
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Aug 1, 2013
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4,657
Boots of speed depend on gameplay constants.
All others... stack

However crit and evasion are different.

Critical strike chance runs separately so 2 abilities of 50% crit chance will sometimes crit twice or not crit at all.

Here are the calculations:
First of all calculate the amount of possibilities:
2^NumberOfCriticalChances

So if you have 3 critical strike abilities, you would have 2^3 = 8 possibilities:

Now separate the chances:

Ability A = 50%rate 200%dmg
Ability B = 70%rate 200%dmg
Ability C = 50%rate 250%dmg

There are 8 possibilities: (Crit = 1, No Crit = 0)
---ABC
1: 000
2: 001
3: 010
4: 100
5: 011
6: 101
7: 110
8: 111

The damage is this:
1: 100%
2: 250%
3: 200%
4: 200%
5: 350%
6: 350%
7: 300%
8: 450%

The calculation for success = Current Chance * (Chance/100) = New Chance
The calculation for failure = Current Chance * ((100-Chance)/100) = New Chance
The rates are these:
1: 100 * ((100-50)/100) * ((100-50)/100) * ((100-70)/100) = 7.5%
2: 100 * ((100-50)/100) * ((100-50)/100) * (70/100) = 17.5%
3: 100 * ((100-50)/100) * (50/100) * ((100-70)/100) = 7.5%
4: 100 * (50/100) * ((100-50)/100) * ((100-70)/100) = 7.5%
5: 100 * ((100-50)/100) * (50/100) * (70/100) = 17.5%
6: 100 * (50/100) * ((100-50)/100) * (70/100) = 17.5%
7: 100 * (50/100) * (50/100) * ((100-70)/100) = 7.5%
8: 100 * (50/100) * (50/100) * (70/100) = 17.5%
Total = 7.5 + 17.5 + 7.5 + 7.5 + 17.5 + 17.5 + 7.5 + 17.5 = 100%

*These calculations ONLY work when all chances are between 0 and 100.
All chances above 100 should be used as 100 and all chances below 0 should be used as 0.

The average damage output of this is calculated easier: DMG + ((ChancePercent/100) * (DamagePercent*100) - (DamagePercent*100))

So in this example:
DMG = 100
New DMG = 100 + (0.5*100) + (0.7*100) + (0.5*150) = 295 dpa (damage per attack)



Evasion works the same but when you evade an attack multiple times, you still have the same effect. So you have only two possibilities:

1: ALL failed.
2: ONE or more succeeded.

Calculation:
Not evaded = 100 * failure * failure * failure = chance%
Evaded = 100 - (100 * failure * failure * failure) = chance%



Attack speed also stacks weird if I am right but have to check it out myself.
 
Level 12
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Mar 13, 2012
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1,121
Short version:

Evasion? Mostly no
Critical Strike? Partially
Bash? Partially
Increased attack speed? Yes
Flat ms boni? No
Flat hp regen? Yes


Long version:


Evasion
:
There are two different ways of evading an attack by ability (the only other real way of evading an attack is the higher ground mechanic. Exceeding motion buffer range, hiding a unit, etc should not count as real evasion):

1. Normal evasion (Evasion, Drunken Brawler, Bash, Critical Strike), which is on the target
2. Blind (Curse, Cloud, Silence, Drunken Haze), which is on the attacking unit

Normal evasion does not stack, the highest value of the target will be used.
Blind does not stack, the highest value of the attacking unit will be used.

Normal evasion and blind (and higher ground) do stack in the normal diminishing returns sense:
1 - (1 - evasion chance) * (1 - blind chance) = overall chance to evade the attack

Critical Strike and Bash (Drunken Brawler, Bash, Critical Strike):
Quite complicated, you don't want the complete version. This gives a good overview though (you have to scroll down a bit). If you want you can read on with PRD, which is used by crits. This is still not the final truth but most of it is accurate.

Increased attack speed (Gloves of Haste, ...):
IAS add up and can range from -0.8 to +4, starting with a value of 0 for no bonuses. For a normal unit the following formula can be applied (with BAT being base attack time):
Attacks per second = (1 + IAS)/BAT

Flat movementspeed boni (Boots of Speed, ...):
Does not stack, independent from the gameplay constant "MoveSpeedBonusesStack". The constant has no known use.

Flat hp regeneration (Ring of Regeneration, ...):
Yes.
 
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