After looking up the facts about many things, rather than taking the word of peoples claims, I have found some interesting facts...
1.1 Evasion Myths
There are a lot of myths for Evasion, including those :
Quote:
A unit with 50% evasion has 50% more hp.
Totally wrong. If 50% evasion does 50% more hp, 100% will do :
Quote:
A unit with 100% evasion has 100% more hp.
Won't it?
Also, there is a Myth that Evasion isn't stackable. It is since you can try to add as many evasion you want, they will all stack. But 2x 15% evasion isn't 30% evasion, the formula X+Y=Z doens't work.
Remember with Evasion : A missed attack that deal splashes stills dealing damage. It deals 50% of normal damages.
1.2 Calculating Effective Hp for Evasion
The formula you can use to calculate the effective hp for evasion is :
a = b*(100/(100-c))*(1+(d*e))
a = Effective Hp
b = Base Hp
c = Evasion Percentage
d = Armor
e = Armor Multiplier
But, wait. You do not know yet what is Effective Hp. It is the total damage a unit can handle before dying, excluding hp regeneration, excluding Spells, and damage modifiers (example : piercing vs divine, magic vs heavy...).
If you are using a hero to calculate the formula, it will do that formula :
a = (b*c)(100/(100-d))*(1+((e*f)*g))
a = Effective Hp
b = Strength of Hero
c = Hp given per Strength Point
d = Evasion Percentage
e = Agility
f = Armor per Agility point
g = Armor Multiplier
***In CHA, The Armor Multiplier is .04***
1.3 Effective Hp vs Base Hp
You can think that Effective Hp is better than Base Hp, but it can be sometimes wrong.
Quote:
Effective Hp Demon Hunter Lv 1 = 830 Hp
Base Hp Demon Hunter Lv 1 = 575 Hp
We will divide Effective Hp by Base Hp, and it will return a decimal value :
c = a/b ~ 1.4438
a = 830
b = 575
c = Spell Multiplier Dealt
With that "c", every spell that is focused on the hero will take :
e = d*c
c = Spell Multiplier Dealt
d = Damage Dealt of the Spell
e = Total Damage
So, the demon hunter with level 1 evasion will take (Damage*1.4438) damage from abilities. So does healing abilities.
Because that new value we called "c", the hero is less powerful against abilities (but if we do not learn evasion it still with only 575 hp without any multiplier), but can fight better against weapon battles (melee or ranged battle without any spell). Also, Heal and Holy Light powers are increased.
g = f*c
c = Spell Multiplier Dealt
f = Healed Amount
-> g = 25*1.4438 ~ 36.095 hp (heal)
-> g = 200*1.4438 ~ 288.76 hp (holy light)
g=f*c works only for weapon battles.
1.4 Stacking Evasion
Evasion is stackable, formulas can be found in these links :
http://www.thehelper.net/forums/show...44&postcount=9http://www.thehelper.net/forums/show...30&postcount=5http://www.thehelper.net/forums/show...65&postcount=62.1 Critical Strike Myths
There are a lot of myths for Critical Strike, including those :
Quote:
When a blademaster learns critical strike to level 1 he deals 2/0.15 (~13.33333....) more damage.
Quote:
When a blademaster acquires a Searing Blade he can't use the item critical strike.
The second myth is totally wrong, and there can be multiple critical strikes at same time, dealing a powerful hit.
We will see the first myth in some minutes.
2.2 Calculating Damage per Second
The formula used to calculate Dmg/s is :
a = ((b+c)/2)/d
a = Dmg/s
b = Minimal Damage
c = Maximal Damage
d = Attack Cooldown
This formula is easy to understand, it calculates the average of min~max damage, then divide it by cooldown.
2.3 Calculative Effective Attack Speed
The formula used to calculate the Effective Attack Speed is :
a = b*(100/(100+c))
a = Effective Attack Speed
b = Base Attack Cooldown
c = Bonuses
Bonuses are all values mixed in a number, which is equal to the sum of attack speed bonuses.
To calculate the Effective Attack Speed of a hero, you should use this formula :
a = b*(100/(100+c+(d*(e*100))))
a = Effective Attack Speed
b = Base Attack Cooldown
c = Bonuses
d = Agility
e = Attack Speed Bonus per Agility Point
Bonuses get less valuable as you get more it. Because that, you may want to boost an another effective value.
2.4 Calculating Damage/s or Damage/Attack with Critical Strike
To calculate the Damage per Second with Critical Stirke, this formula will do it :
a = (b*(100/(100+c+(d*(e*100)))))*(((f*g-1)/100)+1)
a = Damage per Second
b = Base Attack Cooldown
c = Bonuses
d = Agility
e = Attack Speed Bonus per Agility Point
f = Critical Percentage
g = Critical Multiplier
If you want to calculate the Damage per Attack with Critical Strike, you will go on this :
a = (((b+c)/2)/d)*(((e*f-1)/100)+1)
a = Dmg/s
b = Minimal Damage
c = Maximal Damage
d = Attack Cooldown
e = Critical Percentage
f = Critical Multiplier
2.5 Calculating Damage on a Double Critical Strike
You can simply use this formula to calculate that :
a = (b*c*d...)
a = Total Multiplier
b = First Multiplier
c = Second Multiplier
d = Third Multiplier
...
Example : We have 4 critical strikes that deals respectivly 1.6x (b), 2.1x (c), 3.6x (d), and 2.6x (e).
Leading us to : a = (1.6*2.1*3.6*2.6) = 31.4496x
We can also calculate for each Critical Strike.
a = (b*c) = 1.6*2.1 = 3.36x
a = (b*d) = 1.6*3.6 = 5.76x
a = (b*e) = 1.6*2.6 = 4.16x
a = (c*d) = 2.1*3.6 = 7.56x
a = (c*e) = 2.1*2.6 = 5.46x
a = (d*e) = 3.6*2.6 = 9.36x
a = (b*c*d) = 1.6*2.1*3.6 = 12.096x
a = (b*c*e) = 1.6*2.1*2.6 = 8.736x
a = (b*d*e) = 1.6*3.6*2.6 = 14.976x
a = (c*d*e) = 2.1*3.6*2.6 = 19.656x
2.6 Calculating the percentage for a Double Critical Strike
The formula used to calculate a Double Critical Strike is :
a = (b*c*d...)
a = Percentage to perform the Double Critical Strike
b = First Percentage
c = Second Percentage
d = Third Percentage
....
Like Calculating damage on a Double Critical Strike.
Example : We have 3 critical strikes of 15% each, which leads us to :
a = (0.15*0.15*0.15) = 0.003375 = 0,3375%
And also.. : a = (0.15*0.15) = 0.0225 = 2.225% (2 criticals)
3.1 Bouncing Attack Myths
In Battle.Net, only a small amount of people research the Upgrade Moon Glaive, whereas a lot of people like learning Chain Lightning with the Far Seer.
Why? We will explain it in some seconds.
3.2 Calculating X's Bounce Damage
The formula used to calculate the damage dealt at a fixed bounce of your wants, you will go on this :
a = b * (c/100) ^ (d)
a = Damage Dealt at bounce d
b = Base Damage of the ability
c = Damage Reduction of the ability
d = Fixed bounce number you wanted
Example : A huntress attacks multiple units, dealing 17 damage to first target and 50% damage is reduced per bounce. We will find the damage at the second bounce.
We use the formula a=b(c/100)^d, a=17(50/100)^2 = 17(0.5)^2 = 17(0.25) = 4.25
The second bounce of the huntress deals only 4.25 damage to the third unit that is hurted by the moon glaive.
Whereas with Chain Lightning level 3 at the lastest bounce deals :
a=180(85/100)^7 = 180(0.85)^7 = 180(0.3205) ~ 57.703859
Chain Lightning deals at the 8st target around 57.703859 damage, which punishes easily a worker for only 120 mana.
4. Damage Dices
Damage Dices are used to generate a random value to extend the damage power. It is wrote like this formula : xdy
x = Amount of Dices
y = Sides per Dice
And, it is read as "x y-sided dice".
To calculate the minimal and maximal damage of a base damage, we will use this formula :
a = c + d
b = c + (d*e)
a = Minimal Damage
b = Maximal Damage
c = Base Damage
d = Number of Dices
e = Sides per Dice
***Credit to Chocobo***
All of his formulas are cited and proven to be true.