4.8 KiB
Forge Master Game Model
This document is the source of truth for game-specific rules, stat assumptions, formulas, and known limitations used by the optimizer.
Equipment model
A build contains:
- 8 fixed core items
- 1 mount
- 3 pets
- 1 skill base-stat entry
Core item names and base stat types are fixed. Their base values are currently hardcoded from the player's known setup:
| Slot | Item | Base stat |
|---|---|---|
| Item 1 | Helmet | 1,930,000 health |
| Item 2 | Armor | 1,890,000 health |
| Item 3 | Gloves | 237,000 damage |
| Item 4 | Collar | 237,000 damage |
| Item 5 | Ring | 244,000 damage |
| Item 6 | Weapon | 398,000 damage |
| Item 7 | Boots | 1,850,000 health |
| Item 8 | Belt | 1,150,000 health |
Mounts and pets provide both damage and health base stats. Skill provides damage and health base stats only and has no effects.
Effects
Items, mounts, and pets may have zero, one, or two effects depending on rarity. Effects start at 1% and roll up to their cap.
| Effect | Maximum | Optimizer id |
|---|---|---|
| Crit chance | 12% | critChance |
| Crit damage | 80% | critDamage |
| Block chance | 5% | blockChance |
| Health regen | 4% | healthRegen |
| Lifesteal | 20% | lifesteal |
| Double chance | 20% | doubleChance |
| Damage | 15% | damage |
| Melee damage | 50% | meleeDamage |
| Ranged damage | 15% | rangedDamage |
| Attack speed | 40% | attackSpeed |
| Skill damage | 30% | skillDamage |
| Skill cooldown reduction | 7% | skillCooldown |
| Health | 15% | health |
Effects stack additively within their own effect type, then each type contributes as a multiplier in the formulas below.
DPS formula
The current DPS model is:
single hit = base damage
* (1 + damage%)
* (1 + selected style damage%)
crit hit = single hit * (1 + crit damage%)
DPS = single hit
* ((1 + attack speed%) / 2)
* (1 + double chance%)
* (1 + crit chance% * crit damage%)
* skill cooldown multiplier, only for Skill style
Attack speed assumption: base 100% attack speed means about one hit every two seconds, or 0.5 hits per second. Therefore the attack-rate term is (1 + attack speed%) / 2.
Crit damage has no effect until crit chance is above 0% because the crit multiplier is 1 + crit chance% * crit damage%.
The selected combat style controls which specialized damage bonus is used:
- Melee uses melee damage.
- Ranged uses ranged damage.
- Skill uses skill damage and skill cooldown reduction.
Skill cooldown multiplier:
1 / max(0.05, 1 - skill cooldown reduction%)
The 0.05 floor prevents division by zero or unrealistic infinite DPS if future inputs exceed known caps.
Regen formula
The Regen metric estimates healing from health regen and lifesteal:
max health = base health * (1 + health%)
health regen healing = max health * health regen%
lifesteal healing = DPS * lifesteal%
regen = health regen healing + lifesteal healing
The metric is a comparison estimate, not a full combat simulator.
Survivability estimate
Some effect-total comparisons still use an estimated survivability value:
survivability = max health
* (1 / max(0.05, 1 - block chance%))
* (1 + health regen%)
* (1 + lifesteal%)
This is used only to compare marginal defensive effects in the effect totals panel.
Additive stacking examples
If a build already has +100% melee damage, adding a max +50% melee damage changes the melee multiplier from 2.0x to 2.5x.
2.5 / 2.0 - 1 = +25% DPS
That is why the optimizer displays marginal value, not raw roll value.
Replacement model
Players cannot directly increment or adjust an existing effect. They roll replacement items and decide whether to swap.
The app models this with the New item comparison panel:
- Select what the new roll would replace.
- Enter the new roll's base stat and effects.
- The app shows DPS and Regen change separately.
- If
Petis selected, the app chooses the current worst pet by piece score as the replacement target. - Pressing
Swapexchanges the new roll with the current target. The replaced target becomes the New item candidate, so pressingSwapagain restores the previous state.
Profiles
Profiles change sacrifice scoring and tie-breaking weights:
- Lifesteal: prioritizes DPS and lifesteal-based healing.
- Regen: prioritizes health and health-regeneration based healing.
DPS and Regen calculations themselves do not change by profile.
Known limitations
- Exact Forge Master combat internals are not fully known.
- Enemy defense, uptime, overkill, proc timing, animation locks, and fight length are not modeled.
- Block chance is represented as effective-health style mitigation in survivability estimates only.
- Health regen timing is assumed to be comparable as a per-second-style value.
- Lifesteal assumes all displayed DPS can convert into healing.