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Hi Everyone!

Through reading the appendix and other documentation is have grasp on as to how most of the other skills work. But for Health, Speed and Resistance I'm either unable to find any information or unable to find the information that I'm searching for specifically. So hopefully somebody here knows!

Health - Does this give diminishing returns, or does this have a linear scale? I know Magery has a nice little table showing what you get per point you invest into it. Does something exist for Health as well?
Speed - Kind of the same thing. Does this skill scale linear as well? Is there documentation on this. I only was able to find a page for WBC3 on this.
Resistance - So I know that for per 2 points in the resistance skill, your hero gets 1 added resistance in game. Does this mean with no ability's adding 1 resistance to all defenses you'll a resistance of 80 to get the full 80% reduction in all defenses? 2 points * 5 for each defense * 8 to bring it to max defense (80%)

Thanks for anyone replying!
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Sadly these skills are not further explained in the documentation, I'm trying to figure them out as well.

Speed is really hard to tell as you can't read any numbers and have to judge just by observing movement and attacking speed. Plus there is an unkown base speed (that even may differ for specialties/races) while speed is an additional buff to that. Also attacking and movement speed may be affected differently. I can only gues but I'd say it doesn't scale linear all to 99 - perhaps the returns start to dimnish around a value of 20-30 (the usual step for dimnishing returns).

HP seems to have a base value of 100 HP for every race and specialty. Up to level 30 every point in Health adds 20 HP and from 31 onwards this drops to +10 HP per point in Health. I don't know if this rate drops later on again, but I think it's highly propable.

Resistance is a weird one. Apart from armor it also helps to avoid assassination, poison, disease and psychological effects but again the game/documentation doesn't tell any numbers. Armor has base stats, which highly differ for the specialties (races can also have a little influence, like undead having a bonus against piercing). Some specialties have really high base armor values, Rune Lords and Death Knights being the tankiest ones. These base values make a massive difference, e.g. I have a Daemon Death Knight with Resistance 30 and Armor values of 7-7-5-7-6, while my Human Alchemist with Res 30 has values of 2-2-1-1-4. These numbers seem to imply, that armor values also grow with different speed for the specialties. Maybe some values even get skipped in a "cycle" (i.e. the ~5 Res points you need at least to raise every armor value once), for example warriors may skip some magic armor upgrades to preserve their inbuilt weakness against that damage type.

Most warrior classes are low on magic defense (apart from Death Knights) while most wizard classes have low over all armor values but especially low physical armor (slashing, piercing, crushing). However, shield spells do have a high impact on this and the +3 (or even +4) to every armor type with max mastery shield spells is massive. Taking the shield into account, the Daemon Death Knight is already close to max armor with resistance 30 (crushing damage is the only non 8 armor but it's still a 7). Rune Lords with their high base armor and +4 for Stone Skin are maxed pretty early.