Source
http://tkok.freeforums.org/heroes-of-kaliron-f2.html
Stats
All information based on TKoK version: 3.0.3d
Mainstats
Power:
+4 HP
+? Attack Power
+? Attack Crit Chance
+? Attack Crit Power
+? HP Regen (in combat)
Agility:
+? Armor (Stats say +1/6 ~0,166; but i believe its +0,15)
+? Attackspeed
+? Attack Power
+? Attack Crit Chance
+? Attack Crit Power
+? Dodge Chance
Energy:
+1 Mana
+? Spell Power
+? Spell Crit Chance
+? Spell Crit Power
+? Mana Regen (in combat)
Substats
Strength:
+0,15 Power
+? Attack Power
+? Attack Crit Power
Constitution:
+0,2 Power
+3 HP
Endurance:
+0,2 Power
+1/3 Armor
+? Block Chance
Dexterity:
+0,15 Agility
+? Attack Power
+? Attack Crit Chance
+? Block Chance
Reflexes:
+0,4 Agility
+? Attack Power
+? Attack Crit Power
+? Dodge Chance
Intelligence:
+0,15 Energy
+? Spell Power
+? Spell Crit Power
Wisdom:
+0,25 Energy
+1 Mana
+? Spell Power
Spirit:
+0,2 Energy
+? HP Regen (in combat)
+? Mana Regen (in combat)
+?% Base Mana Regen
Other Stuff
Attackspeed:
(1+AS)/BAT = Attacks Per second
BAT/(1+AS) = Seconds Per Attack
BAT stands for Base Attack Time. The BATs are different for each hero, heres a list:
1.70 - Pally
1.75 - CK, Warrior
1.80 - Hydro
1.85 - Pyro
1.90 - Arcanist, PS
2.00 - Barb, SB, Druid
2.25 - Ranger
2.50 - Cleric
Blockvalue:
30% for Warrior
25% for Chaotic Knight (37% with talents)
Armorvalue:
For Armorvalues above 0: (positive values)
+1 Armor = +1% EHP (Effective Hit Points)
%Damage Reduction = 1-1/(1+(Armor*0,01)) OR (Armor*0,01)/(1+(Armor*0,01))
For Armorvalues below 0: (negative values)
-Armor = -(1-1/(2-0.99^(-Armor)))% EHP (Effective Hit Points)
%Damage increase = 1-0.99^(-Armor)
Movespeed:
Default Movespeed: 300
Max Movespeed: 522
Damage Types:
I suggest you read this to really understand how WC3s damage system works: http://www.wc3c.net/showpost.php?p=1030046&postcount=19
As for TKoK i give a short summary:
Physical: Gets reduced by armortype and armorvalue and can be blocked and dodged (see below for more info).
This includes: All normal attacks (by right clicking), Warrior (all skills), Phantom Stalker (all skills), Ranger (Multishot and Hail of Arrows), creep skills like....
Spell: Can be reduced by a set value called spell ressistance (25% for Heroes) that can only be pushed by elixirs (+12%) to a maximum of 1-(1-0,25)*(1-0,12) = 0,34 --> 34% spell damage reduction. Spell damage can be blocked too right now even though this is not intended.
This includes: All hero skills (except the ones that are Physical ), creep skills like....
Attack Types:
Again, I suggest you read this to really understand how WC3s damage system works: http://www.wc3c.net/showpost.php?p=1030046&postcount=19
Hero: Hero (Does 100% to Heavy armor)
Creeps: Normal (Does 100% to Hero armor)
NPCs: Normal (Does 100% to Heavy armor)
Armor Types:
Hero: Hero (Take 100% from Normal attacks)
Creeps: Heavy (Take 100% from Hero and Normal attacks; Crizzy and Gnarlsnout in elwyn forest have Medium armor but noone gives a shit)
NPCs: Differs, most Heavy (Take 100% from Normal attacks) , some Medium (Take 150% from Normal attacks)
Not rly FAQ:
-Does the armorvalue reduce spelldmg?
-Nope. (See 'Damage Types' above for more info)
-How does Dodge and Block synergize?
-It stacks with diminishing return. So 1-(1-Dodge%)*(1-Block%) = Total % to Dodge or Block
-Does Block take effect before or after armor reduction?
-? (It doesn't matter as its effect stays the same each way because both values are percentage, but it's still nice to know.)
-Can i dodge/block spells?
-You can't dodge spells, but you can block them so far even though it is not intended.
-Can I dodge/block attacks from behind?
-Yes.
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