User:Capric/BWE2 data

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To Do[edit]

  • maybe try and figure out tooltip damage formula proper. seems unlikely at this point because tooltip damages are hideous dark magic.


Items[edit]

Lvl 80 PvP Armor[edit]

As of BWE2, level 80 PVP armor has the following values for light/medium/heavy

armor light medium heavy
chest 320 344 369
leggings 197 222 246
boots 136 160 185
gloves 136 160 185
helm 74 99 123
shoulders 74 99 123

This gives the following totals and then by slot proportion of total:

armor light medium heavy
total 937 1084 1231
chest .3415 .3173 .2998
leggings .2102 .2048 .1998
boots .1451 .1476 .1503
gloves .1451 .1476 .1503
helm .0790 .0913 .0999
shoulders .0790 .0913 .0999

I believe you can probably round the heavy armor off and say: "chest is 30%, legs 20%, boots and gloves 15% each, helm and shoulders 10% each".

However, with light and medium armor the nubmers aren't as nice, and you can't really say anything about that other than chest armor becomes increasingly more important for lighter armors for some reason.

Basic Weapons[edit]

Each weapon has a characteristic range associated with it. The following table is of the lvl80 PvP weapons. The "range" column represents the percent difference of the min and the max from the mean. Damages are uniformly distributed across this range (data not shown).

Name Type low high Mid RMid Range
Torch offh 801 940 870.5 871 8
Warhorn offh 827 914 870.5 871 5
Focus offh 845 897 871 871 3
Shield offh 819 923 871 871 6
Axe 1h 871 1064 967.5 968 10
Shortbow 2h 919 1016 967.5 968 5
Dagger 1h 938 997 967.5 968 3
Mace 1h 909 1026 967.5 968 6
Pistol 1h 890 1045 967.5 968 8
Scepter 1h 909 1026 967.5 968 6
Sword 1h 919 1016 967.5 968 5
Trident 2h 919 1016 967.5 968 5
Speargun 2h 919 1016 967.5 968 5
Harpoon 2h 919 1016 967.5 968 5
Longbow 2h 935 1097 1016 1016 8
Greatsword 2h 1011 1117 1064 1064 5
Hammer 2h 1000 1128 1064 1064 6
Staff 2h 1000 1128 1064 1064 6
Rifle 2h 1001 1224 1112.5 1113 10

Weapon vs Level[edit]

I wrote down the stats from some weapons on the trading post in BWE2. The following is the mean damage of daggers by level and quality:

Quality
Level Basic Fine Masterwork Rare
1 146
4 141.5
5 155.5
6 158
7 162
8 152 166
9 170
10 159.5 174
11 178
12 167 182.5
13 186.5
14 190 206
15 178.5 194
16 182 198
17 203
18 207.5
19 212.5
20 199 236
21 222
22 227
23 232
24 217.5 236.5
25 241.5
26 246 268
27 252.5 275
28 237 259
29 265
30 248.5 272
31 278
32 261 284.5 309
33 291
34 297
35 329.5
36 284.5 310
37 317.5
38 324.5 352.5
39 332 389.5
40 339 368 397
41 346
42 355
43 360.5
44 398
45 375
46 382.5
50 452.5
51 426

There are a lot of holes in this dataset, but there are two obvious trends to take from this:

  • Damage increases by 9% per quality tier. Fine is 9% above basic, masterwork is 18% above basic, and rare is 27% above basic.
  • The overall damage scaling is quadratic with respect to level:

User Capric Fine dagger dvl regression.gif

  • Fun extrapolation: PVP weapons are legendary by the tooltip. The calculated level 80 damage of a basic dagger is 724; PVP daggers have 967.5 mean damage, +33% from basic quality. This means that either the 9% per tier rule changes with exotics and legendaries, or that the PvP weapons are not level 80.

Armor vs Level[edit]

Same thing as above, but looking at heavy chests.

Level Basic Fine Masterwork
2 30
4 32
5 37
6 34 37
7 39
8 37 41
9 43
10 40 44
11 46
12 43 48
13 49
14 46 51 56
15 52
16 49 54
17 56
18 53 58
19 60
20 56 68
21 64
22 60 66
23 68
24 64 10
26 68 74 82
27 77 85
28 72 80
29 82
30 77
32 82 99
33 101
34 87
35 107
36 92
38 97 117
39 120
40 103 123
44 114

Not much to say there except seems like armor increases by 10% per tier. Weird. Need to get full armor sets so I can get the numbers high enough to minimize rounding errors.


Weapon Comparison[edit]

Minimal data set, but it appears as though the relative damage of weapons is constant through levels:

Level Axe Dagger Focus
1 146
5 155.5 155.5 140
6 158
7 162
8 166
9 170
10 174 174 156.5
11 178
12 182.5
13 186.5
14 190
15 194 194 175
16 198
17 203
18 207.5
19 212.5
21 222 222 200
22 227
23 232
24 236.5
25 241 241.5 217.5
26 246
27 252.5
28 259
29 265
30 272 272 244.5
31 278
32 284.5
33 291
34 297
36 310 310 279
37 317.5
38 324.5
39 332
40 339 339 305
41 346
42 355
43 360.5
45 374.5 375 337.5
46 382.5
51 426


Secondary Stats on Weapons[edit]

Most stats seem to carry the same weight in itemization. However, things which grant +1% to stuff (crit damage, condition length, magic find, etc) do not, and I don't have a good idea what the various equivalencies are there. However, a basic rundown of what sort of stats you can expect to see (...on daggers) is:

Level Basic Fine Masterwork Rare
1 4
4 5
5 6
6 6
7 6
8 6 7
9 7
10 7 7
11 8
12 7 8
13 9
14 9 10
15 8 9
16 9 10
17 10
18 11
19 11
20 11 13
21 12
22 13
23 14
24 13 14
25 15
26 15 17
27 16 18
28 15 17
29 17
30 16 18
31 19
32 17 19 21
33 20
34 21
35 23
36 20 22
37 23
38 24 26
39 24 29
40 25 28 30
41 26
42 27
43 28
44 31
45 29
46 30 33
50 37
51 35

Skills[edit]

Skills vs Level[edit]

I looked at the elementalist skill set (as that's the one with the best ranges of levels with recorded skill info), and looked at how damage scales with level at base stats (ie, no equipment or traits etc). Aside from probably having more typos than I would like to believe there's a couple of interesting things to note.

  • If you hold power constant, tooltip damage actually decreases with level.
  • If you don't hold power constant, tooltip damage is... probably quadratic with level. It's hard to say with any real certainty because I only have 4 data points, but it's clearly not linear.

If you do make the assumption that base tooltip damage scales quadratically with level, then you can make some more interesting conclusions:

  • Most skills scale relatively similarly. You're gonna have ~10x the tooltip damage at level 80 vs level 1.
  • But some skills really don't! And I have no idea why this is, but it's a pretty dramatic difference. More like ~8x the tooltip damage at level 80 vs level 1. There's nothing that comes out and punches me in the face about what makes these skills different from the other ones.