Creature stats calculation (2024)

This page explains how the value of the stats of creatures is calculated.

Each species has 6 variables for each stat that affect the final stat-value:

  • B: base-value
  • Iw: increase per wild-level as% of B
  • Id: increase per domesticated level as% of Vpt (value post-tamed, see Explanation of the parts)
  • Ta: additive taming-bonus
  • Tm: multiplicative taming-bonus
  • TE: taming effectiveness when tamed
  • IB: imprinting bonus when bred

In 256.0 an additional multiplier, the TamedBaseHealthMultiplier (TBHM) was introduced, that lowers the health of a few creatures right after taming, before the additive taming-bonus is applied.

Some species have another multiplier for the Id value for health, the ExtraTamedHealthMultiplier (ETHM). The values on this wiki already have this extra multiplier applied to the Id where it is not 1.

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).

The game has further global variables for each stat, that affect the variables above:

  • IwM: increase per wild level modifier
  • IdM: increase per domesticated level modifier
  • TaM: additive taming-bonus modifier
  • TmM: multiplicative taming-bonus modifier

The values for TaM, TmM, and IdM can be found in the TestGameMode.uasset file located in Game/PrimalEarth/CoreBlueprints/.

Currently these modifiers for health are:

  • TaM = 0.14
  • TmM = 0.44
  • IdM = 0.2

The modifiers for melee damage are:

  • TaM = 0.14
  • TmM = 0.44
  • IdM = 0.17
  • IwM is always 1 for official servers

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

While IwM is defined by property PerLevelStatsMultiplier_DinoWild.

The imprinting bonus is scaled by the global variable:

  • IBM: as value of BabyImprintingStatScaleMultiplier

By default IBM is set to 1.0.

Assume that a creature has upleveled a certain stat in the wild Lw times, was upleveled a stat by a player Ld times and was tamed with a taming effectiveness of TE. Then the final value V of that stat (as you see it ingame) is

V = (B × ( 1 + Lw × Iw × IwM) × TBHM × (1 + IB × 0.2 × IBM) + Ta × TaM) × (1 + TE × Tm × TmM) × (1 + Ld × Id × IdM)

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).

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.

Example

A Rex has the following values for health

  • B = 1100
  • Iw = 20% = 0.2
  • Id = 27% = 0.27 (on default settings that value is affected by the IdM of 0.2, resulting in 5.4% = 0.054)
  • Ta = 0.5 (on default settings that value is affected by the TaM of 0.14, resulting in 0.07)
  • 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 = (1100 * ( 1 + 5 * 0.2 * 1 ) + 0.5 * 0.14) * (1 + 0.82 * 0 * 0.44) * (1 + 12 * 0.27 * 0.2)V = 3625.71

Another example with the melee damage of a Rex

  • B = 100%
  • Iw = 5% = 0.05
  • Id = 10% = 0.1 (on default server settings multiplied by IdM = 0.17, resulting in 0.017 = 1.7%)
  • Ta = 0.5 (on default server settings multiplied by TaM = 0.14, resulting in 0.07 = 7% points)
  • Tm = 0.4 (on default server settings multiplied by TmM = 0.44, resulting in 0.176 = 17.6%)

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%
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Creature stats calculation (2024)

FAQs

How to calculate taming effectiveness in Ark? ›

The formula is effectively L × TE / 2 (rounded down), where L is the wild dino's level and TE is the Taming Effectiveness you have when taming is complete.

What is the max stats in Ark? ›

So you can level each stat to 255 if you wish, like this: 254 - 255, and you are correct, if you put 256, when the server restart (or your SP) the 256 stat will now be a 1 because it rolled. The author of this thread has indicated that this post answers the original topic.

How do ark dino stats work? ›

Dinosaurs stats and levels explained

ARK's creature levels are determined by the amount of points in one stat. Every stat has a maximum of 255 points you can accumulate into it. In case you ever saw level 1000+ dino's that's most likely because HP, Stamina, Weight and Melee damage are the most populair stats to level.

What is 100% taming effectiveness? ›

At 100% Taming Effectiveness, a creature will get 50% of its wild level as bonus levels. The amount of bonus levels gained is proportional to the Taming Effectiveness (so 50% TE is 25% bonus levels).

Is there a stat cap in Ark? ›

The Stat Cap only affects the wild stat points, not the ones you put in yourself with XP. In the example with StatCap=100 , if you have that Oxygen stat with 100 points, you can still level it yourself with XP.

Is there a max Dino level in Ark? ›

On official servers, Creatures have a hard-capped limit at level 450. Tameable creatures introduced in the Genesis DLCs, R-Creatures and X-Creatures, and Lost Island's Dinopithecus are the only exception, with 500 being their hard-cap.

Does Ark have a level cap? ›

450 is the cap for most creatures, but for some reason the creatures that came out with Genesis 1/2 have a higher cap set at 500.

What is considered a high stat in Ark? ›

some of the highest wild stat dinos i found had 33 in a stat -> (there for much lower in some other stats ofc). After taming average is 38-42 in a stat. Some of the highest stats i got after taming a dino were around 52-56 (everything at or above 50 is absurdly high).

What is the max survivor level in Ark? ›

The Max Character Level In Ark: Survival Ascended Is 135.

How accurate are Dinos in Ark? ›

Ark's dinosaurs aren't very dinosaury. It's important to note that Ark's dinos aren't meant to be scientifically correct. Its island is also home to ape men and giant snakes.

Can you reset a dinos stats? ›

If given to your creature, it will reset all manually added stats. F.A.Q.

What is taming effectiveness in Ark? ›

Taming effectiveness determines how many bonus levels a creature will gain upon taming in ARK: Survival Evolved. Each time a creature eats during taming, its taming effectiveness decreases slightly. Less effective items — such as raw meat or berries — will make its taming effectiveness decrease faster.

How do you check taming progress in Ark? ›

ARK Breeding Guide - Breeding Tips and Tricks
  1. The mating process. You can tell if the mating is successful by the pulsating red hearts above the heads of both dinos and the mating bar in the female's HUD. ...
  2. Egg Incubation. ...
  3. Egg Health. ...
  4. The perfect temperature. ...
  5. The Egg Incubator. ...
  6. Alternative to air conditioners.
Jan 3, 2023

How to get max taming effectiveness in ark? ›

Feeding a creature their preferred food will not only tame them faster, but also reward you with a higher taming effectiveness percentage. Most creatures also have a preferred Kibble, which will be the fastest taming food while only slightly decreasing the taming effectiveness.

What happens if taming effectiveness reaches 0? ›

with 0% effectiveness you gain 0 Bonuslevels but taming speed is the same if you use the exact same food.

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