*assault power or*s

*upport power*on items in

*WildStar*? If you do, that's great! If not you can check it out now and now.

#### Assault Power and Support Power on Weapons

As you may have noticed. If you compare the

*assault power*and support power on gear with weapons you may notice some huge differences. Some weapons have both*support power*and*assault power*on them. Secondly, the amount of*assault*and*support power*on weapons is so high it doesn't even compare to other items. So obviously these use a different calculation than the rest of the items.
However, before we're going to go into details of how it's calculated, let's see if there's a relation between them on said items.

#### Relation Between Assault and Support Power

We have a high number and a low number. If our weapon has

*support power*as primary stat this one is the higher one else its*assault power.*The interesting part is the same*item level*rewards the same amount of*assault*and*support power*. So the only difference on the same*item level*is whether or not it's a*healer*or*tank*weapon, or if it's a*damage dealer's*weapon.
If one would assume that the

*support power*and*assault power*are related to each other in a way that each represent one part of some kind of*power rating*stat that scales up with the*item level*this would mean that both*support power rating*and*assault power rating*will most likely represent a typical percentage. When I'm talking about typical percentages I'm talking about numbers like- every 10% (10%, 20%, 30% ... 90%, 100%)
- every third (33%, 66%)
- every quarter (25%, 50%, 75%, 100%)

and similar. The idea behind this is simple. If you see a clean percentage, no floating-point and doesn't seem odd, chances are high it has been set as a fixed value. So let's see what we have here.

In this example, I'm using

*Foreman Krause's Last Resorts Spellslinger*pistols, though any weapon should do. I've got several of these, so let's start with an*item level*100 weapon that has 8353*assault rating*(rounded) and 2784*support rating*(rounded). The good thing about an*item level*100 weapon is that dividing it through the*item level*to get the increase of each item level is literally just dividing by 100. This means the number gets smaller but the digits don't change. This can be really helpful as sometimes odd numbers may result from these calculations.
If we take the total

*power rating*of this weapon we sum up both*support*and*assault rating*which should give us*8353 + 2784 = 11137*. Now we can calculate how much weight each rating has on this total value by dividing the respective rating through the total rating like so:*8353 / 11137 = 0.75*. Now, of course, the actual number is 0.7500224476968663. Though we used the rounded value that stands on the weapon - technically speaking the value on the weapon is not actually rounded but cut off after the floating point instead. So we have to assume a certain error in our calculation. Taking this error into account we expect the*assault power rating*which is the*main stat*of this weapon to be 75% of the*power rating*. In return, this means the*support power rating*value must be 25%. Let's check it to make sure:*2784 / 11137 = 0.25*. Again rounded up from 0.2499775523031337.#### Getting the Exact Assault and Support Power

If you don't trust those floating-point numbers let's calculate the exact

*assault*and*support power rating.*If I haven't mentioned how to do this I'm gonna repeat the procedure now. It's quite simple you just have to follow these steps:- Unequip your current weapon
- Switch to a
*build*that doesn't push or increase*assault power rating*(the*AMPs*) - Use the chat command for
*assault power rating*:

/eval Print(GameLib.GetPlayerUnit():GetAssaultRating())

- Alternatively for
*support power rating*use:

/eval Print(GameLib.GetPlayerUnit():GetSupportRating())

- Equip the respective weapon and use the same command again
- Subtract the greater number from the smaller number

So let's do this.

Using the command with no weapon equipped I've got a 5312

*assault power rating*. No*AMP*bonus, using the*healer action set*right now. Equipping the weapon and redoing the command I now have 13665.125*assault power rating*. This means the weapon should have*13665.125 - 5312 = 8353.125**assault power rating*. Next to the*support power rating*, but the same procedure. Make sure to switch to a*build*that does not have the*support power rating AMPs*. I've got 1100*support power rating*currently with no weapon and 3884.375 with the weapon. So that's*3884.375 - 1100 = 2784.375 support power rating*on the weapon.
Now let's go for the total

*power*which is*8353.125 + 2784.375 = 11137.5.*That's a rather round number, which is good. It means we might be on the right path. Now let's calculate the percentages and see if they're round.*Assault power rating*percentage: 8353.125 / 11137.5 = 0.75

*Support power rating*percentage: 2784.375 / 11137.5 = 0.25

Now that's more how I like it. If this is solid proof for a relationship then I don't know.

#### But How Does It Scale?

This is the last question. However, for this, we need more weapons. I've sold a lot of guns. I've collected all except four. Additionally, my current weapon is the same item with a different

*item level*. As you might be accustomed already - I'm gonna create a table with all the samples we have. Four samples and a bonus one.Item Name | Item Level |
Total Power Rating |
Assault Power Rating |
Support Power Rating |

Bardlet's Hair Triggers |
65 | 7239.375 | 5429.53125 | 1809.84375 |

Foreman Krause's Last Resorts |
100 | 11137.5 | 8353.125 | 2784.375 |

Bardlet's Hair Triggers |
105 | 11694.375 | 8770.78125 | 2923.59375 |

Bardlet's Hair Triggers |
110 | 12251.25 | 9188.4375 | 3062.8125 |

Foreman Krause's Last Resorts |
135 | 15035.625 | 11276.71875 | 3758.90625 |

So you should also be familiar with the next step. We can check whether or not this is linear by subtracting the next from the previous. If we get the same value for the same jump of

*item levels*it should be linear at that part. There are other ways to check this as well but that's the most straight forward in my opinion so let's go with it.

12251.25 - 11694.375 should be the same as 11694.375 - 11137.5

<=> 12251.25 - 11694.375 = 11694.375 - 11137.5

<=> 556.875 = 556.875 (true)

Great, that went fast. So the next step would be to check how much

*power rating*we get for each

*item level*. So let's divide the increase by the

*item level*. We had an increase of 556.875 for every 5

*item levels*. So we get

*556.875 / 5 = 111.375*for each

*item level*.

Since we know that the

*main stat*is 75% and the second stat is 25% we know that either

*assault*or

*support power rating*(in our case

*assault power rating*) changes by

*0.75 * 111.375 = 83.53125*and the other one (in our case

*support power rating*) changes by

*0.25 * 111.375 = 27.84375*.

#### The Formula for Power Rating

Since we know it's linear we can use our lovely linear function:

f(x): y = m * x + t

replaced with our nice labels:

f(

*itemLevel*):*powerRating*= m **itemLevel*+ t
m is the increase per step which we've already calculated. It's the 111.375 and the step is each

*item level*. So for the calculation of*t,*we can replace all the other variables. Let's take the stats of the*item level*135 weapon and put it into our formula.
f(135): 15035.625 = 111.375 * 135 + t

As you see we are missing the

*t*. No problem, if we subtract*(m * x)*we have t left out.
<=> 15035.625 = 111.375 * 135 + t | -(111.375 * 135)

<=> 15035.625 - (111.375 * 135) = t

<=> 15035.625 - 15035.625 = t

<=> t = 0

Oh, so we have a linear function that has no start value, as in, it starts at zero or you could say it has no offset. So to finish our formula off:

f(x): y = 111.375 * x

or

f(itemLevel): powerRating = 111.375 * itemLevel

#### Other Formulas

So the other formulas are quite simple. We know the main stat is 75% of the

*powerRating*. So we could say:
mainRating = 0.75 * powerRating

Multiplying both sides of our equation by 0.75 we get:

0.75 * powerRating = 0.75 * 111.375 * itemLevel

We can replace the left side with

*mainRating*and calculate a little on the right one. Doing this we get:
mainRating = 83.53125 * itemLevel

Doing the same with the secondary rating which is 25% of

*powerRating*we get:
secondaryRating = 0.25 * 111.375 * itemLevel

Calculating the right side we get:

secondaryRating = 27.84375 * itemLevel

#### So What's The Current Maximum Power?

As we know currently the maximum

*item level*is 170. So if we put 170 into our formulas we get:
f(170): y = 111.375 * 170 = 18933.75

g(170): y = 83.53125 * 170 = 14200.3125

h(170): y = 27.84375 * 170 = 4733.4375

And now we know a

*damage dealer*weapon of*item level*170 will have 14200*assault power rating*and 4733*support power rating*. A*tank*or*healer*weapon of*item level*170, on the other hand, will have 4733*assault power rating*and 4733 s*upport power rating*.