So - I have seen so many questions out there asking "What is the best battle stat?" or some variant thereof. I figured - since Chedburn has told us the effect on battle stat ratios (see post here), there must be a way to determine this mathematically. Before you go on - understand that this is more of a thought exercise than a recommendation of what stat build you should choose. There are many factors such as temporary weapons, stat boosters, weapon accuracy and damage, overall strength, life, and much more.
This exercise effectively looks at two players with the same weapon with 50/50 accuracy and damage, and no armor, using no boosters, with the same effective stat totals, to determine who, on average, would do more damage under that specific scenario.
STOP HERE IF YOU ARE NOT A NERD LIKE ME AND SKIP TO THE END FOR THE RESULTS
The first step of course is taking his data, and putting it in excel format, as follows:
| Speed | Dexterity | Speed:Dex Ratio | Hit Chance |
| 1 | 10 | 0.1 | 11 |
| 5 | 10 | 0.5 | 33 |
| 10 | 10 | 1 | 50 |
| 15 | 10 | 1.5 | 60 |
| 20 | 10 | 2 | 67 |
| 30 | 10 | 3 | 74 |
| 40 | 10 | 4 | 78 |
| 50 | 10 | 5 | 81 |
| 60 | 10 | 6 | 84 |
| 70 | 10 | 7 | 85 |
| 80 | 10 | 8 | 87 |
| 90 | 10 | 9 | 88 |
| 100 | 10 | 10 | 89 |
| 110 | 10 | 11 | 90 |
| 120 | 10 | 12 | 90 |
| 130 | 10 | 13 | 91 |
| 140 | 10 | 14 | 92 |
| 150 | 10 | 15 | 92 |
| Defense | Strength | Def:Str Ratio | Damage Reduction |
| 1 | 10 | 0.1 | 16 |
| 5 | 10 | 0.5 | 40 |
| 10 | 10 | 1 | 50 |
| 15 | 10 | 1.5 | 57 |
| 20 | 10 | 2 | 63 |
| 30 | 10 | 3 | 71 |
| 40 | 10 | 4 | 75 |
| 50 | 10 | 5 | 80 |
| 60 | 10 | 6 | 83 |
| 70 | 10 | 7 | 86 |
| 80 | 10 | 8 | 89 |
| 90 | 10 | 9 | 91 |
| 100 | 10 | 10 | 93 |
| 110 | 10 | 11 | 95 |
| 120 | 10 | 12 | 96 |
| 130 | 10 | 13 | 98 |
| 140 | 10 | 14 | 100 |
| 150 | 10 | 15 | 100 |
Chance to Hit = 96.7400371 * e^(-0.871886852 / (SPDDEXRATIO + 0.3066613321))
Damage Reduction = 50.05976375 * DEFSTRRATIO^(0.3537365235 * DEFSTRRATIO^-0.1187762685)
I then extrapolated these out beyond the extremities of Ched's data and found that the Chance to hit formula holds up very very well, while the Damage Reduction formula holds up very well at very low Def:Str ratios but predicts >100 damage reduction at very high Def:Str ratios. That's ok - I will just limit it to 100 with an IF function.
I can plot these against Ched's Data to show that they predict fairly well:
[image: snag.gy]
So as you see - the formulas are pretty darn close. I'll call that good enough.
So now - how to use them in a way that helps to figure out which ratio of battle stats is the best? Well - for this, I did four iterations.
In each iteration, the attacks are against a defender with perfectly balanced stats (I used 25,000 in each for a total of 100,000, but the number doesn't actually matter, just the ratio). For the attacker, however:
Iteration #1: Vary speed between 1,000 and 99,000, then the remaining three stats are balanced to equal 100,000 total
Iteration #2: Vary dexterity between 1,000 and 99,000, then the remaining three stats are balanced to equal 100,000 total
and then the same for Defense and Strength.
In this way, we can take a look at an even fight from a stats total perspective, and get a look at way varying levels of imbalance in all the difference stats.
For each of these cases, in each iteration, I used the formula to come up with the hit chance for the attack and defender, and the damage reduction for both the attacker and defender. I then use these in the following way, to come up with "damage" values that I can use to compare:
Attacker Damage Done = (AttackerHitChance / 100) * (100 - DefenderDamageReduction)
and then the reverse for the defender. Using these, you can then come up with 4 sets of plots that compare the unbalanced attackers against the balanced defender
SPEED COMPARISON
From the data, the maximum advantage that the unbalanced attacker had against the balanced defender (both with 100k total stats) was 100.66% relative damage, occurring at 28% speed.
You can also see that you really should have at least 15% of your stats in speed, otherwise you're taking a big hit.
[image: snag.gy]
[image: snag.gy]
DEXTERITY COMPARISON
From the data, the maximum advantage that the unbalanced attacker had against the balanced defender (both with 100k total stats) was 101.34% relative damage, occurring at 32% dexterity.
You can also see clearly that being a dexterity whore is a bad idea... increasing dexterity much above this point does not buy you much - your opponents damage goes down to a point and then actually INCREASES at high levels of imbalance because when they do hit you, they hit you for much more.
[image: snag.gy]
[image: snag.gy]
DEFENSE COMPARISON
From the data, the maximum advantage that the unbalanced attacker had against the balanced defender (both with 100k total stats) was 101.42% relative damage, occurring at 18% defense.
Again, you can see clearly that whoring defense (which it might get you stalemates against unsuspecting individuals) will make you lose horribly against anyone with even stats. Increasing it to high levels actually INCREASES the damage your opponent will do, since they can hit you more often.
[image: snag.gy]
[image: snag.gy]STRENGTH COMPARISON
From the data, the maximum advantage that the unbalanced attacker had against the balanced defender (both with 100k total stats) was 100.74% relative damage, occurring at 22% strength.
As with the other four stats... whoring is clearly not a good strategy.
[image: snag.gy]
[image: snag.gy]
SO - WHAT IS THE BEST RATIO?
Using these data sets, the best ratio appears to be the following:
32% Dexterity
28% Speed
22% Strength
18% Defense
I expected after I did the calculations for each statistic that I would get a relative idea of which stats were more valuable and would have to play with the data, but as it turns out, the maximum points in each calculation perfectly added to 100%. So... when I run the simulation with these statistic values against someone with perfectly balances stats, I calculate an advantage of... Drum Roll Please.... 3.62%.
I know... not much of an advantage, but still an interesting result.
But Vladar, you are saying - this must be wrong because I like the way my stats are, or I lost to a ::FILL IN STAT HERE:: whore, or blah blah blah. I have news for you - THIS PROBABLY IS NOT THE BEST REAL WORLD STAT BUILD. Many things happen in real fights that I cannot account for, I am simply looking a theoretically perfect, balanced case to see what the results are.
So, a couple notes and disclaimers:
1) This is negating the effect of weapons (or assumes a 50/50 weapon is used) and negates the effect of armor. It also assumes that the person you are attacking has perfectly balanced stats, has the same effective stat total as you, and negates plenty of other things as well such as crit rate and other modifiers.
2) This data is going to be the AVERAGE result over many attacks. There is a HUGE variation in randomness with each individual attack. You can obviously get lucky or unlucky in any given attack, so results will vary considerably on a single fight basis.
3) This does not take into account game mechanics such as temporary boosters, smoke grenades, multiple players in an attack, etc. Obviously those can have a HUGE effect on the outcome.
4) As several people have commented - life obviously plays a huge roll in attack success. This is looking at the expected damage ratios over a large number of fights, not anticipated outcome of the battle.
5) As Alexstrasza pointed out, your base damage increases the higher your strength gets. This also does not account for other than the extreme case of someone with almost no strength, the ratios aren't so out of whack that I think this probably makes a big difference in the result.
5) This could of course be totally wrong! But I think the math behind it is as sound as it could be, so without doing some seriously large scale difficult testing, I think this is as close as we're going to get to an answer.
Just as a little bit of extra fun... I made a google spreadsheet for you guys to play around with and break! Enter the % of each stat (make sure they total to 100%!) and the see what the result is against someone with the same effective overall stats, but perfectly balanced.
Play around with it HERE
Mentions: Addiction, Plushies & Attacking