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Tailspin/Klob
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re: Guide: Stats & Caps

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Heya All

All the numbers here are up-to-date for December 2015, Update 17.

The purpose of this guide is to help players better understand the way the stats and ratings work, and better customize their characters at level 100.

A Note on Caps
Any increase in the Rating Number above the cap will be lost when the game converts it to percentage, so when planning your build it is best to try to get all ratings as close to cap as possible to avoid wasting space on your equipment.
You can go over the caps as long as the increase being applied is directly to the percentage, not the primary Rating Number.
For example if you have a class trait that increases your Critical Hit Chance by 5%, that 5% can take you above the 25% cap. However if you are at cap from your raw Rating Number, and a trait adds more to the Rating Number, then that will not take you above cap. Basically bonuses to percentages will take you over cap, bonuses to Rating Numbers will not.

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Moral & Power

Moral
              Morale is the amount of damage you can take before being defeated in combat. It is the equivalent of "health" or "hit points" in other games.
Sources :              Level Base + Vitality Bonus.
                            1 point of Vitality = 5 moral for Guardians/Wardens/Beornings.
                            1 point of Vitality = 3 moral for other classes.

Cap :                    None  

Power
             Power is an energy pool used up when cast or using almost all skills.
Sources :              Level Base.
Cap :                    None
Bonuses :             65 power per level for Minstrels/Lore-masters/Runekeepers.
                            50 power per level for other classes.

 Character Stats

Armor
              Armour contributes a lot to Physical Mitigation and a little to Tactical Mitigation. Mitigations reduce incoming damage directly by a certain percentage.
Sources :              Mainly from equipment, especially armor and shields.
Cap :                    None (Mitigations are capped however)
Bonuses :             1 point of Armour = 1 point increase in Physical Mitigation
                            1 point of Armour = 0.2 point increase in Tactical Mitigation

Might
              Might increases Block and Parry for all classes (defense); Physical Mastery for Captains, Champions, Guardians, and Wardens (offense); also Tactical Mastery for Captains, Guardians, and Wardens (offense/healing).
Sources :              Level Base. Tomes. Traits. Equipment. Legacies. Relics. Food. Buffs.
Cap :                    None (Block and Parry are capped however.)
Bonuses :             1 point of Might = 3 points of Block.
                            1 point of Might = 5 points of Block for Champions
                            1 point of Might = 3 points of Parry for Champions/Beornings.
                            1 point of Might = 2 points of Parry for other classes.
                            1 point of Might = 8 points of Physical Mastery for Captains/Champions/Guardians/Beornings.
                            1 point of Might = 5 points of Physical Mastery for Wardens.
                            1 point of Might = 8 points of Tactical Mastery for Captains/Champions/Guardians.
                            1 point of Might = 6 points of Tactical Mastery for Beornings.

 Agility
              Agility increases Parry and Evade (defense), and Critical Rating (offense) for all classes; Physical Mastery for Burglars, Hunters, and Wardens (offense); also Tactical Mastery for Wardens (offense/healing).
Sources :              Level Base. Tomes. Traits. Equipment. Legacies. Relics. Food. Buffs.
Cap :                    None (Block, Parry, and Critical Rating are capped however.)
Bonuses :             1 point of Agility = 3 points of Evade.
                            1 point of Agility = 2 points of Evade for Beornings.
                            1 point of Agility = 2 points of Parry to all except Beornings.
                            1 point of Agility = 1 point of Critical Rating.
                            1 point of Agility = 8 points of Physical Mastery for Burglar/Hunter/Warden.

                            1 point of Agility = 6 points of Physical Mastery for Beornings.
                            1 point of Agility = 5 points of Tactical Mastery for Burglars/Wardens
.

 Vitality
              Vitality increases Morale, Non-Combat Morale Regeneration, and Resistance.
Sources :              Level Base. Tomes. Traits. Equipment. Legacies. Relics. Food. Buffs.
Cap :                   
None (Resistance Rating has a soft cap however.)
Bonuses :             1 point of Vitality = 5 points of Morale for Guardians/Wardens/Beornings.
                            1 point of Vitality = 3 points of Morale for other classes.
                            1 point of Vitality = 2 points of Resistance Rating.
                            1 point of Vitality = 7.2 points of Non-Combat Morale Regeneration.

 Will
             Will increases Tactical Mitigation and Resistance Rating for all classes. It also increases Tactical Mastery for all classes except Warden and Captain.
Sources :              Level Base. Tomes. Traits. Equipment. Legacies. Relics. Food. Buffs.
Cap :                    None (Mitigations and Resistances are capped however.)
Bonuses :             1 point of Will = 1 point of Tactical Mitigation.
                            1 point of Will = 2 points of Resistance Rating.
                            1 point of Will = 8 points of Physical Mastery for Lore-masters/Minstrels/Runekeepers.
                            1 point of Will = 8 points of Tactical Mastery for Lore-masters/Minstrels/Runekeepers.
                            1 point of Will = 5 points of Tactical Mastery for Burglars/Champions/Guardians/Hunters.

 Fate
             For all classes Fate increases In-Combat Power and Morale Regeneration. It also increases Critical Rating, Tactical Mitigation, and Non-Combat Power Regeneration.
Sources :              Level Base. Tomes. Traits. Equipment. Legacies. Relics. Food. Buffs.
Cap :                    None (Mitigations and Critical Rating are capped however)
Bonuses :             1 point of Fate = 2.5 points of Critical Rating
                            1 point of Fate = 1.5 points of In-Combat Morale Regeneration
                            1 point of Fate = 1.71 points of In-Combat Power Regeneration
                            1 point of Fate = 24 points of Non-Combat Power Regeneration
                            1 point of Fate = 1 point of Tactical Mitigation.

 

Offense

Critical Rating
             Critical Rating increases the chance to score critical and devastating hits, as well as the magnitude of those hits. Standard critical hits do 25% more damage for regular melee hits and 50% more for skills. Devastating hits do 50% regular melee and 100% more damage for skills. The damage is then further increased by the Critical Magnitude. Magnitude has no cap and is fairly linear in its gains.
Sources :              1 point of Fate = 2.5 points of Critical Rating
                             1 point of Agility = 1 point of Critical Rating
Cap :                     The chance to hit gained from Critical Rating is capped by level.
                              Critical Hit : (1 - 50) 15%, (51 - 84) 20%, (85+) 25%.

                              Devastating Hit : 10% for all levels.
                              Magnitude has no cap. (Approx. Formula : Rating/500=%)
                              <| Rating Needed to Cap at Level 100 |>
                              <| (Crit Hit : 16843) (Dev Hit : 14778) |>

 Physical Mastery
             Physical Mastery increases the damage done by physical weapons, such as melee and ranged weapons. Physical damage types are Common, Ancient Dwarf-make, Westernesse, and Beleriand.
Sources :              1 point of Agility = 8 points of Physical Mastery for Burglar/Hunter/Warden.
                             1 point of Might = 8 points of Physical Mastery for Captains/Champions/Guardians/Wardens.
                             1 point of Will = 8 points of Physical Mastery for Lore-masters/Minstrels/Runekeepers.

Cap :                     400% for all levels.
                             <| Rating Needed to Cap at Level 100 : 148189 |>

 Tactical Mastery
             Tactical Mastery increases the damage done by non-physical attacks, such as magic, music, cries, chemicals, and so on. Tactical damage types are Acid, Fire, Frost, Lightning and Shadow damage.
Sources :              1 point of Agility = 5 points of Tactical Mastery for Wardens.
                             1 point of Might = 8 points of Tactical Mastery for Captains/Guardians.
                             1 point of Might = 5 points of Tactical Mastery for Wardens.
                             1 point of Will = 8 points of Tactical Mastery for Lore-masters/Minstrels/Runekeepers.
                             1 point of Will = 5 points of Tactical Mastery for Burglars/Champions/Guardians/Hunters.

Cap :                     400% for all levels.
                             <| Rating Needed to Cap at Level 100 : 148149 |>

 Finesse
             Finesse is a relative new stat that makes your target easier to hit. It directly reduces the Resistance Rating of monsters, as well as their Block/Parry/Evade ratings. The math is complicated but to put it simply, B/P/E combine to give you an overall avoidance chance percentage. Finesse gives a number that will be directly subtracted from that percentage. For Resistance, it will also directly subtract from the percentage. As B/P/E all cap at 25%, and at best can get to about 30% with bonuses, most players agree that having enough Finesse to counter 30% B/P/E on mobs is enough for a DPS class.
Sources :              Mainly from equipment.
Cap :                     50% for all levels. (Rating : 36834)
                             <| Recommended Rating at Level 100 |>
                             <| (DPS Build : 17000) (Non-DPS Build : 6000) |>

 

Defense

Resistance
             Resistance increases your chance to completely resist applications of Fear, Wound, Disease, and Poison debuffs. If that first resist fails and the debuff is applied, your resistance rating will attempt to resist each individual pulse of Morale or Power draining effects.
Sources :              1 point of Vitality = 2 Resistance for all classes.
                             1 point of Will = 2 Resistance for all classes.

Cap :                     50% for all levels.
                             <| Rating Needed to Cap at Level 100 : 36843 |>

Critical Defense
             Critical defense directly reduces the extra damage percentage (also called magnitude or multiplier) inflicted by critical hits and devastating critical hits. Critical Defense can never reduce the base damage of a hit, only the critical bonus. As the increase from critical hits range from 25%-50% and the rarer devastating range from 50%-100%, having somewhere around 50%-60% reduction from Critical Defense is a good place to be for tanking classes. Other classes who are not taking much in the way of damage need very little.
Sources :              Level Base for Captains/Guardians/Wardens.
                             Only from non-stat sources such as equipment and buffs.

Cap :                    None, but diminishing returns after 50%-60%. 100% reduction is impossible.
                             <| Recommended Rating at Level 100 : 10000-15000 (Tanks) |>

Avoidance

Block
             Your chance to completely block or partially block an incoming Melee or Ranged hit. A Shield must be equipped in order to block, and your attacker must be in front of you. After 20% Block/Parry/Evade increases very little for each increase of raw rating, so it seldom worth going above this.
Sources :              1 point of Might = 3 Block for all classes.
Cap :                     25%, but too costly to be worth going above 20%.
                             <| Recommended Rating at Level 100 (20%) : 15161 |>
                            
<| Rating Needed to Cap at Level 100 : 36045 |>

Parry
             Your chance to completely parry or partially parry an incoming Melee or Ranged hit. A weapon must be equipped in order to parry, and your attacker must be in front of you. After 20% Block/Parry/Evade increases very little for each increase of raw rating, so it seldom worth going above this.
Sources :              1 point of Might = 5 Parry for Champions / 2 Parry for other classes.
                             1 point of Agility = 2 Parry for all classes.

Cap :                     25%, but too costly to be worth going above 20%.
                             <| Recommended Rating at Level 100 (20%) : 15161 |>
                            
<| Rating Needed to Cap at Level 100 : 36045 |>        

Evade
             Your chance to completely evade or partially evade an incoming Melee or Ranged hit. You can evade an attack from any direction. After 20% Block/Parry/Evade increases very little for each increase of raw rating, so it seldom worth going above this.
Sources :              1 point of Agility = 3 Evade for all classes.
Cap :                     25%, but too costly to be worth going above 20%.
                             <| Recommended Rating at Level 100 (20%) : 15161 |>
                            
<| Rating Needed to Cap at Level 100 : 36045 |>

 Mitigations

*Note : The three stats under "Damage Source" (Melee, Ranged, Tactical Defense) are left over from the old way mitigations were calculated. These stats are still taken into account when reducing incoming damage, but can only be gained through certain class buff skills and a few consumables. All of them are capped at 15%.

**Note : Player testing has confirmed that T2 instances have a higher cap for mitigations. This is hidden in game but you will take the extra damage (approx. 30% more) if you don't have your mitigations at the higher levels.

Physical Mitigation
             Physical Mitigation reduces any incoming physical damage you take by a certain percentage. Types of damage that are physical are: Common, Ancient Dwarf-make, Westernesse, and Beleriand.
Sources :              1 point of Armor = 1 Physical Mitigation for all classes.
Cap :                     (Light Armour Class - 40%) (Medium Armour Class - 50%) (Heavy Armour Class - 60%)
                             <| Rating Needed to Cap at Level 100 |>
                             <| (Lght - 12500) (Med - 18750) (Hvy - 16658) |>

                             <| *T2 Content* (Lght - 19250) (Med - 25500) (Hvy - 23400) |>

Tactical Mitigation
             Tactical Mitigation reduces any incoming physical damage you take by a certain percentage. Types of damage that are physical are: Acid, Fire, Frost, Lightning, and Shadow.
Sources :              1 point of Armor = 0.2 Tactical Mitigation for all classes.
                             1 point of Will = 1 point of Tactical Mitigation.
                             1 point of Fate = 1 point of Tactical Mitigation.

Cap :                     (Light Armour Class - 40%) (Medium Armour Class - 50%) (Heavy Armour Class - 60%)
                             <| Rating Needed to Cap at Level 100 |>
                             <| (Lght - 12500) (Med - 18750) (Hvy - 16658) |>
                             <| *T2 Content* (Lght - 19250) (Med - 25500) (Hvy - 23400) |>

 

Healing Bonuses

Outgoing Healing (Based off Tactical Mastery)
             Outgoing Healing determines how much extra healing your healing skills do. It is drawn from your Tactical Mastery skill, but increases at a separate rate than your Tactical Damage percentage.
Sources :              1 point of Agility = 5 points of Tactical Mastery for Wardens.
                             1 point of Might = 8 points of Tactical Mastery for Captains/Guardians.
                             1 point of Might = 5 points of Tactical Mastery for Wardens.
                             1 point of Will = 8 points of Tactical Mastery for Lore-masters/Minstrels/Runekeepers.
                             1 point of Will = 5 points of Tactical Mastery for Burglars/Champions/Guardians/Hunters.

Cap :                    
70% for all levels and classes.
                             <| Rating Needed to Cap at Level 100 : 66584 |>

Incoming Healing
             Incoming Healing determines how much extra healing you will receive when someone heals you, or you heal yourself.
Sources :              Only from non-stat sources such as equipment and buffs.
Cap :                    
25% for all levels and classes.
                             <| Rating Needed to Cap at Level 100 : 15815 |>

 



Last edited by Tailspin/Klob on Thu May 05, 2016 12:38 am; edited 31 times in total
Piccola/Khranki
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re: Guide: Stats & Caps

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Wow Klob! Like I said I'm not sure I have much to offer (although I'll run through any stats on my characters as much as you like, to confirm your calculations) but this information is so great! So clear and easy-to-understand. 

Great job!

Tailspin/Klob
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re: Guide: Stats & Caps

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I've updated this for the current version of the game. A fair few changes in there.

Tailspin/Klob
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re: Guide: Stats & Caps

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It has been confirmed through player testing that in T2 content, the level cap for mitigations is higher and does not show anywhere in game. But you will take the damage.

See this post here : https://www.lotro.com/forums/showthread.php?571732-Hidden-Mitigation-caps

The short story is, in order to have capped mitigations in T2 instances, tanks will need to have 23400 Physical & Tactical Mitigation.

I shall update the OP.

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