General

Hero

Guidelines on spending hyper stats point as a Hero

April 2 update: https://jsfiddle.net/Rexaar/homqdpm2/23/embedded/result/
Added calculation detailing raging blow.

Dec 11 update: http://jsfiddle.net/Rexaar/homqdpm2/20/embedded/result/
Added buttons to save more time, revised hyper STR calculation to account for DEX
This calculator should be compatible with most class assuming enrage and ACA is unchecked.

Main formula used to compare damage.
(new) / (old) = %overall damage improvement
%overall damage increase / points required to level = %overall damage increase per point spent
How to use this: The ideal build to optimize damage is based on your current stats at that time and the number of points required to level up the hyper stats. This deal only with total, boss, str, crit rate, min/max crit.
1. Make a tally of your current stats
2. Calculate or interpolate the �"%overall damage increase” for all option
3. Divide the �"%overall damage increase” by the �"number of points required�" for all option
4. Level the hyper stat that is the most efficient in term of �"%overall damage increase per point spent” (the biggest value)
5. Go to step 1 if you still have points remaining
Basically spend most of your points in either str/boss/total, spend points in hyper critical only if is efficient to do so.
If your stats has changed significantly, consider reallocating your hyper stats.
http://jsfiddle.net/Rexaar/homqdpm2/20/embedded/result/ Calculator I made based on my calculation.

---Hyper "Str": Max lv 10, each level adds 15 str, up to 150, not affected by %str---
Total str is the value you see in your character stats window.
Dex = 400. (4 * str + dex)
Total str is 750, adding 1 level result in 765 str, 3460/3400 = 1.76% overall damage increase
Total str is 1000, adding 1 level result in 1015 str, 4460/4400 = 1.36% overall damage increase
Total str is 1500, adding 1 level result in 1515 str, 6460/6400 = 0.9375% overall damage increase
Total str is 2000, adding 1 level result in 2015 str, 8460/8400 = 0.7143% overall damage increase
Total str is 3000, adding 1 level result in 3015 str, 12460/12400 = 0.484% overall damage increase
Total str is 4000, adding 1 level result in 4015 str, 16460/16400 = 0.365% overall damage increase
Total str is 5000, adding 1 level result in 5015 str, 20460/20400 = 0.294% overall damage increase
Total str is 7500, adding 1 level result in 7515 str, 30460/30400 = 0.197% overall damage increase
Total str is 10000, adding 1 level result in 10015 str, 40460/40400 = 0.148% overall damage increase
Total str is 20000, adding 1 level result in 20015 str, 80460/80400 = 0.075% overall damage increase
---Hyper Total Damage and %Boss Damage---
Hyper Total Damage: max lv 10, each level add 3% total damage, up to 30% total damage.
Hyper Boss Damage: max lv 10, Lv 1-5 add 3% boss damage per level, Lv 6-10 add 4% boss damage per level.
(1 + new %Total + new %Boss) / (1 + old %Total + old %Boss) = %overall damage improvement
*note* number in bracket at the end is for 4% increase of boss damage
Combined amount is 0%, adding 1 level result in 3%, 3% overall damage increase
Combined amount is 25%, adding 1 level result in 28%, 1.28/1.25 = 2.4% overall damage increase. (1.29/1.25 = 3.2%)
Combined amount is 50%, adding 1 level result in 53%, 1.53/1.50 = 2% overall damage increase. (1.54/1.50 = 2.666%)
Combined amount is 75%, adding 1 level result in 78%, 1.78/1.75 = 1.714% overall damage increase. (1.79/1.75 = 2.229%)
Combined amount is 100%, adding 1 level result in 103%, 2.03/2.00 = 1.5% overall damage increase. (2.04/2.00 = 2%)
Combined amount is 150%, adding 1 level result in 153%, 2.53/2.50 = 1.2% overall damage increase. (2.54/2.50 = 1.6%)
Combined amount is 200%, adding 1 level result in 203%, 3.03/3.00 = 1% overall damage increase. (3.04/3.00 = 1.333%)
Combined amount is 250%, adding 1 level result in 203%, 3.53/3.50 = 0.857% overall damage increase. (3.54/3.50 = 1.011%)
Combined amount is 300%, adding 1 level result in 303%, 4.03/4.00 = 0.75% overall damage increase. (4.04/4.00 = 1%)
Combined amount is 350%, adding 1 level result in 353%, 4.53/4.50 = 0.666% overall damage increase. (4.54/4.50 = 0.888%)

---Hyper Criticals---
Hyper Critical Rate: Max lv 10, Lv 1-5 add 1% crit rate per level, Lv 6-10 add 2% crit rate per level, up to 15% critical rate.
Hyper Minimum Critical Damage: Max lv 10, each lv add 1% min crit, up to 10% minimum crit.
Hyper Maximum Critical Damage: Max lv 10, Lv 1-5 add 1% max crit per level, Lv 6-10 add 2% max crit per level, up to 15% maximum crit.
Enraged, puncture, combo attack, 1v1, (25% crit rate, 55% min crit, 70% max crit)
Assume 10000 base damage. (This can be any number, result will still be the same)
Average crit damage = (%min +% max) / 2 * %crit rate * base damage = (0.55 + 0.70) / 2 * 0.25 * 10000 = 1562.5
Final Damage = base damage * ACA * Enrage + average crit damage = 10000 * 2.2 * 1.6 + average crit damage = 35200 + average crit damage = 36762.5

*note* Just double the overall damage increase if adding 1 level increase the stat by 2%
If (%min + %max) = 1.25 and crit rate = 0.25, adding 1 level in min/max crit result in 1.26,
^^new final damage = 1575 + 35200 = 36775, old final damage = 1562.5 + 35200 = 36762.5: 36775/36762.5 = 0.034% overall damage increase
If (%min + %max) = 1.50 and crit rate = 0.25, adding 1 level in min/max crit result in 1.51,
^^new final damage = 1887.5+ 35200 = 37087.5, old final damage = 1875 + 35200 = 36762.5: 37087.5/37075 = 0.0337% overall damage increase
If (%min + %max) = 1.50 and crit rate = 0.60, adding 1 level in min/max crit result in 1.51,
^^new final damage = 4530 + 35200 = 39730, old final damage = 4500 + 35200 = 39700: 39730/39700 = 0.0755% overall damage increase
If (%min + %max) = 1.50 and crit rate = 1, adding 1 level in min/max crit result in 1.51,
^^new final damage = 7550 + 35200 = 42750, old final damage = 7500 + 35200 = 42700: 39730/42700 = 0.117% overall damage increase

*note* Just double the overall damage increase if adding 1 level increase the stat by 2%
If (%min + %max) = 1.25 and crit rate = 0.25, adding 1 level in crit rate result in 0.26,
^^new final damage = 1625 + 35200 = 36825, old final damage = 1562.5 + 35200 = 36762.5: 36825/36762.5 = 0.17% overall damage increase
If (%min + %max) = 1.25 and crit rate = 0.40, adding 1 level in crit rate result in 0.41,
^^new final damage = 2562.5 + 35200 = 37762.5, old final damage = 2500 + 35200 = 37700: 37762.5/37700 = 0.1658% overall damage increase
If (%min + %max) = 1.25 and crit rate = 0.60, adding 1 level in crit rate result in 0.61,
^^new final damage = 3812.5 + 35200 = 39012.5, old final damage = 3750 + 35200 = 38950: 39012.5/38950 = 0.16% overall damage increase
If (%min + %max) = 1.50 and crit rate = 0.40, adding 1 level in crit rate result in 0.61,
^^new final damage = 3075 + 35200 = 38275, old final damage = 3000 + 35200 = 38200: 38275/38200 = 0.1963% overall damage increase
If (%min + %max) = 1.50 and crit rate = 0.60, adding 1 level in crit rate result in 0.61,
^^new final damage = 4575 + 35200 = 39775, old final damage = 4500 + 35200 = 39700: 39775/39700 = 0.1889% overall damage increase

December 5, 2015

8 Comments • Newest first

Kuraisenshi

@pxxb0: Hi there. Well damage used to be called total damage. There is no % attack in the hyper stats as I am aware. Hmmmm pdr well ask one of the other heroes. I wouldn't say putting points into ignore defence is bad.

Reply December 8, 2015
pxxb0

Sorry I'm new to this. Is putting points into ignore defense bad? Also where do I find %total attack? Is it the 'damage' hyper stat?

Reply December 7, 2015
Rexaar

http://jsfiddle.net/Rexaar/homqdpm2/20/embedded/result/
Just sharing this code that does the calculation for you. Unchecking Enrage and ACA will allow this to work with most class.

Reply December 6, 2015 - edited
cb000

I just put points into some of my deficient stats (needed some extra speed/hp/crit) and then concentrated on MinCrit/TD/Boss. Then dumped the remainder into strength.

Reply December 5, 2015 - edited
Solate

Quick question! Did they change the combo orbs animation back to the old animation yet ?

Reply December 5, 2015 - edited
Kuraisenshi

@dannyj: Though the revamp + the stat points did increase my range to about 1.97 self buffed. While I would like to put into % critical the only thing not sure of is how many points would we actually have by the time from 140 to 250. Cause it would be good to know how many of the hyper stats could we max by the time we reach 250. Cause was also tempted to kinda do the pdr hyper

Reply December 5, 2015 - edited
DannyJ

@kuraisenshi: i find it a lot more effective to keep certain stats at lvl 9. You can then level up another stat to a decent amount.

But rexaar, thanks for your continuous efforts. Very much appreciated

Reply December 5, 2015 - edited
Kuraisenshi

In regards to points I know at lvl211 you have enough points to max 2 lvl 10 stats and 1 lvl9 with 25points leftover

Reply December 5, 2015 - edited