Most of these are kind of obvious, but will add here for safe keeping!
Equation: (attack speed / 1000
Equation: (damage / 3 * attack speed)
Remember to use HQ damage when determining Auto-Attack for HQ items.
Equation: (damage / 3)
HQ values are just the difference, the "additional number", if an item is Accuracy: 32, and HQ Accuracy: 35, the HQ value is listed as 3.
An example can be found at offsets: 34, 50, 75 = value, param, hq
class ItemLevel {
public int GetMaximum(BaseParam baseParam) {
const int Offset = -1;
return baseParam.Key == 0 ? 0 : Convert.ToInt32(this[Offset + baseParam.Key]);
}
}
class BaseParam {
public int GetMaximum(EquipSlotCategory category) {
const int Offset = 2;
return category.Key == 0 ? 0 : Convert.ToInt32(this[Offset + category.Key]);
}
public int GetModifier(int role) {
const int Offset = 24;
const int Maximum = 12;
if (role < 0 || role > Maximum)
return 0;
return Convert.ToInt32(this[Offset + role]);
}
}
class Equipment {
public int GetMaximumParamValue(BaseParam baseParam)
// Base value for the param based on the item's level
var maxBase = ItemLevel.GetMaximum(baseParam);
// Factor, in percent, for the param when applied to the item's equip slot
var slotFactor = baseParam.GetMaximum(EquipSlotCategory);
// Factor, in percent, for the param when used for the item's role
var roleModifier = baseParam.GetModifier(BaseParamModifier);
// Rounding appears to use AwayFromZero. Tested with:
// Velveteen Work Gloves (#3601) for gathering (34.5 -> 35)
// Gryphonskin Ring (#4526) for wind resistance (4.5 -> 5)
// Fingerless Goatskin Gloves of Gathering (#3578) for GP (2.5 -> 3)
return (int)Math.Round(maxBase * slotFactor * roleModifier / 10000.0, MidpointRounding.AwayFromZero);
}
}
This one is really for gearset applications.
Item level is *2
when involving two handed weapons, this is to compensate for off hand. You can test this by equipping only a Sword in game, then equip your Shield of the same item level and record the two values. Then equip a two handed weapon, your character will be the same overal item level as a Sword+Shield.
// slot id => cat id
[
// main hand
738 => [
1,2,3,4,5,6,7,8,9,10,84,87,88,89,
12,14,16,18,20,22,24,26,28,30,32,
],
// off hand
739 => [
13,15,17,10,21,23,25,27,29,31,11
],
// head, body, hands, waist, legs, feet, ears, neck, wrists, ring
740 => [34],
741 => [35],
742 => [37],
743 => [39],
744 => [36],
745 => [38],
746 => [41],
747 => [40],
748 => [42],
748 => [43],
];