*assault power*. Also on a side note..

*support power*is calculated the same way

*assault power*is. Thus I'm going to talk about two more stats here:

*Max Health*- Durability

####
*"The Same Procedure As Last* Time*?"*

*The same procedure as every*time or at least in this case too. First, we get our sample size. Oh, lucky us, since I wrote down all of the stats in my

*google sheets*(still not sponsored) I can just use the data I have here. I have my sheets accessible for everyone but I don't like sharing them, heh. :P

However, I don't mind writing the data down for you guys so here you go:

Name | Prime Level | Item Level | Max Health | Durability |

Gauntlet Gloves | 0 | 65 | 2925 | 85 |

Gauntlet Gloves | 1 | 70 | 3150 | 90 |

Gauntlet Gloves | 2 | 75 | 3375 | 95 |

Gauntlet Gloves | 3 | 80 | 3600 | 100 |

Gauntlet Gloves | 4 | 85 | 3825 | 105 |

Gauntlet Gloves | 7 | 100 | 4500 | 120 |

Gauntlet Gloves | 13 | 130 | 5850 | 150 |

#### Let's Start Healthy

Let's look at*max health*first. As already mentioned we're doing the same thing again. First, check the difference between each value and divide that one by the difference of

*item levels*:

- 3150 - 2925 = 225 => 225 / 5 = 45
- 3375 - 3150 = 225 => 225 / 5 = 45
- 3600 - 3375 = 225 => 225 / 5 = 45
- 3825 - 3600 = 225 => 225 / 5 = 45
- 4500 - 3825 = 675 => 675 / 15 = 45
- 5850 - 4500 = 1350 => 1350 / 30 = 45

Looks linear. Alright so we can work with our standard function for linear graphs again:

f(x): y = mx + t

Again since our

*max health*stat changes by 45 with each*item level*the slope*m*is 45.*y*represents our*max health*stat on our item and*x*is the*item level*.*t*is the shift or start value.
Now let's fill the function with our data from one sample to calculate

*t*:
f(65): 2925 = 45 * 65 + t

f(65): 2925 = 2925 + t |-2925

f(65): 2925 - 2925 = t

t = 0

Once again we have no shift so our start value is zero which means we can use the function:

f(x) = 45x

or less mathematical:

f(itemLevel): maxHealth = 45 * itemLevel

#### Applying To Different Items

Here's the result I got doing this for each item type:

Slot | Modifier |

Head | 60 * ItemLevel |

Shoulders | 60 * ItemLevel |

Breast | 75 * ItemLevel |

Gloves | 45 * ItemLevel |

Legs | 75 * ItemLevel |

Shoes | 45 * ItemLevel |

Pretty straight forward.

#### On With Durability!

Let's get it over with fast. It's the same principle again. So to shorten things. It's linear again and the difference is 5 for each 5

*item levels so*it increases by 1 per-item*level*.
Starting with our function

**f(x): y = mx + t**we have*m*= 1 so our function is**f(x): y = x + t**.
With values inserted we get:

f(80): 100 = 80 + t | -80

f(80): 100 - 80 = t

t = 20

Wait.

*t*is not 0? Wow, we actually have a function with a shift or start value! What does that mean? An item with*item level*0 (highly unlikely to get such an item I'd say) has a*durability*of 20. Or alternatively the*durability*is calculated by adding 20 to the*item level*:
f(x): y = x + 20

Or non-mathematically:

f(itemLevel): durability = itemLevel + 20

#### There We Go!

And another mystery solved. By now one might think I'm trying to teach people how functions of linear graphs work but I'm not kidding those graphs represent the stats of items in WildStar. Of course, there are more stats than

*support power, assault power, max health*and*durability*and I would love to make a post about those too but there is a reason I didn't put them into this one and it does not have to do with the length of the posts. It has to do with me not being able to figure out the pattern yet. So once I do I'll post them. Also if someone figures out first and tells me I'm happy to share as well. Same counts for the*assault power*of weapons. I've gotten a sample size of one so far... not really helpful.