When you build stats for weapons and armor, you never know what the outcome is exactly.
So I collected data for some stats in EE and with the exception of resistances, those values should be the same for classic. (But I did not look that up at all.)
Big thanks go to Raze for providing the upload space. Data Spreadsheet
It is a spreadsheet made with LibreOffice. You can open it in LibreOffice (and probably in OpenOffice), Excel I don't know, I don't have that.
The sheet contains the effects of stat boosts for armor and weapons: if you use them in an armor, weapon or shield stat, what do you get ?
(The data is by no means complete, it includes what I thought is the most important and most interesting stuff.)
The data contains the follwing
- abilities (Dual Wielding, Willpower etc.)
- attributes (Strength, Dexterity, ...)
- crit. damage
- crit. chance
- armor value
- blocking chance *
- weapon damage
- some samples for spell damage **
Stuff like APMaximum, APStart and APRecovery is not included because I assume those are 'flat values' that are not calculated. OffenseRatingBoost and DefenseRatingBoost seem to be flat values too. SightBoost and HearingBoost are not included because noone ever cared about them (including myself).
"Value" is a "PreciseQualifier" with around 100 possible inputs, I was too lazy to take that data.
"Durability" is a "Qualifier", the actual durability value is simply a multiplication of that value with 10. ("DurabilityDegradeSpeed" seems untestable.)
Data for experience values is missing, could be important but is hard to collect.
* Blocking on shields can have too many different values, so I only took data for those that are used in the game. A quick test showed that blocking values go 'crazy' if you use higher values than those existing (above 100%), so don't ever use them.
** There are only a few samples for spell damage, because it would be way too much work if all possible combinations were to be included. The sample data for "Damage Multiplier" 100 and "Damage Range" 0 shows, that a formula similar to the one used for weapon damage calculation is used.
All data was taken for items from Act Part 0 to Act Part 30 (item level). The spell samples were taken with 11 spells "Damage" 0 to "Damage" 10 learned by a player using a levelup script, from level 1 up to Level 30. (Because I did not find a way to start a character at level 0 ;-)
The possible input values were taken from Data\Public\Generated\Structure\Modifiers.txt together with Data\Public\Generated\Structure\Base\ValueLists.txt for the allowed values.
The sheet contains a second page where you can 'experiment' with weapon damage. You can add values for 12 different combinations of
- Damage Range
and see what the outcome will be. (DamageBoosts must be entered per level, same as the stats in Weapon.txt)
There is no formula behind the values on the experiment page, because I do not know it.
The data is filled in via simple data lookups.
Unfortunately, a data collection for potions is also missing, the effects of stats might be different there.