ARK: Survival Evolved Wiki
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This page explains how the value of the stats of creatures is calculated.

Constants and variables[]

Species[]

Following constants and variables affect the final stat value:

For each stat:
  • Base value: B
  • Increase per wild-level (as % of B): Iw
  • Increase per domesticated level (as % of Vpt): Id
  • Additive taming bonus: Ta
  • Multiplicative taming bonus: Tm
Global constant:
  • Tamed base health multiplier: TBHM[1]
Variables specific to a specimen:
  • Number of wild level ups: Lw
  • Number of domesticated level ups: Ld
  • Taming effectiveness: TE (when tamed)
  • Imprinting bonus: IB (when bred)

Values of the constants can be checked in respective articles of the species.

Server settings[]

Following variables are global and can be configured by the player:

Name Symbol Default (and official) values
For each stat:
Increase per wild level modifier[2] IwM 1
Increase per domesticated level modifier[3] IdM
Additive taming bonus modifier TaM
Multiplicative taming bonus modifier TmM

Three of the four modifiers can be found in the TestGameMode.uasset file located in Game/PrimalEarth/CoreBlueprints/

  • TaM as property PerLevelStatsMultiplier_DinoTamed_Add
  • TmM as property PerLevelStatsMultiplier_DinoTamed_Affinity
  • IdM as property PerLevelStatsMultiplier_DinoTamed

The imprinting bonus is scaled by the global variable (default: 1)

  • BabyImprintingStatScaleMultiplier: IBM

Formula[]

The final value V of that stat (as seen in-game) is:

Explanation of the parts[]

The value you can see before taming Vw (Value wild) is the first part of that equation without the additive taming-bonus:

Vw = B × ( 1 + Lw × Iw × IwM)

After taming, dependant on the taming effectiveness (TE), the creature gets bonus levels, changing the value of Lw (the levels in the wild). After these are applied, the additive taming bonus is added, then the multiplicative taming-bonus is applied, making the value post-tamed (Vpt):

Vpt = (Vw × TBHM + Ta × TaM) × (1 + TE × Tm × TmM)

For bred creatures there is the possibility to add an imprinting-bonus by interact with the creature during its growing. The stat-values can be increased then according to

Vpt = (Vw × TBHM × (1 + IB × 0.2 × IBM) + Ta × TaM) × (1 + TE × Tm × TmM)

Then every level you level the creature up increases that stat again, making the final value (V, that you see on the creature) to

V = Vpt × (1 + Ld × Id × IdM)

To find out how many levels a creature has spend in wild levels (or in domesticated levels, if you forgot this), you can use this tool to extract them and see what values their offspring can inherit. The tool also has a file that contains all the values discussed above for most of the creatures (the newest may be missing).

Example[]

A Rex Rex has the following values for health

  • B = 1000
  • Iw = 20% = 0.2
  • Id = 27% = 0.27
  • Ta = 0.5
  • Tm = 0

Assuming that the Rex has 5 levels on health in the wild (Lw = 5), was leveled up 12 times after taming in health (Ld = 12) and was tamed with a taming effectiveness of 82% (TE = 0.82). The value you can see now is

V = (B * ( 1 + Lw * Iw * IwM) + Ta * TaM) * (1 + TE * Tm * TmM) * (1 + Ld * Id * IdM)
V = (1000 * ( 1 + 5 * 0.2 * 1) + 0.5 * 0.14) * (1 + 0.82 * 0 * 0.44) * (1 + 12 * 0.27 * 0.2)
V = 3296.1

Another example with the melee damage of a Rex

  • B = 100%
  • Iw = 5% = 0.05
  • Id = 10% = 0.1
  • Ta = 0.5
  • Tm = 0.4

Assuming that the Rex has 5 levels on melee damage in the wild (Lw = 5), was leveled up 12 times after taming in melee damage (Ld = 12) and was tamed with a taming effectiveness of 82% (TE = 0.82). The value you can see now is

V = (B * ( 1 + Lw * Iw * IwM) + Ta * TaM) * (1 + TE * Tm * TmM) * (1 + Ld * Id * IdM)
V = (100% * ( 1 + 5 * 0.05 * 1) + 0.5 * 0.14) * (1 + 0.82 * 0.4 * 0.44) * (1 + 12 * 0.1 * 0.17)
V = 181.9%

Notes[]

  • The Tm and TmM are only affected by the TE if Tm > 0, i.e. a malus won't get less bad if the TE is lower. The Tm is negative for aberrant-variants (-0.04).
  • The imprinting bonus IB only affects bred creatures, and all stat-values except of stamina and oxygen (it does affect the torpor-value).

Note on the bonuses[]

Ta and Tm are 0 in the most cases. For Health Ta is mostly 0.5 (exceptions are for example the Giganotosaurus with -63000 and the Griffin with -1000), for Damage in most cases Ta = 0.5 and Tm = 0.4 (that gives the creature a +50pp (percentage point) bonus, and after this the value is multiplied by (1 + 0.4 * TmM * TE), so it get's another 40% * 0.45 = 18% of the current value, dependent on the taming effectiveness).

The TBHM (Tamed Base Health Multiplier) is 1 for most species, i.e. doesn't change anything. Exceptions are for example the Brontosaurus, Doedicurus, Carbonemys, Pteranodon which each have a value of 0.9, and the Quetzal having 0.85. Most of the species from Aberration seem to have a multiplier of 0.96, so tamed dinos have slightly less Health than wild ones.

References[]

  1. Introduced in 256.0
  2. Can be configured via the PerLevelStatsMultiplier_DinoWild property.
  3. Can be configured via the PerLevelStatsMultiplier_DinoTamed property.
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