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[Guide] What do my stats do?Follow

#1 Apr 07 2011 at 7:10 PM Rating: Excellent
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What do my stats do?
or
How to tell if this thing is an upgrade

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Stats on gear determine how well your character does whatever it does. But which ones matter and which ones do we ignore? To understand this we need to break down each stat and see what it actually does

Fortunately the stat conversions in Rift are quite simple and with enough practice you can get used to doing them in your head and determining at a glance whether or not that shiny new thing you're looking at is REALLY better than what you have.

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Main Stats:

 
Percentage of stat value contributed against rating 
-------------------------------------------------------------------------------------------------------------- 
| 	| Atk Power| Spl Power| Phys Crit| Spl Crit | Block  | Dodge  | Parry  | Health | Mana   | Mana Regen| 
-------------------------------------------------------------------------------------------------------------- 
| STR   | 50% 75%**| 0        | 0        | 0        | 100%   | 0      | 100%   | 0      | 0      | 0         | 
| DEX   | 50% 25%**| 0        | 100%     | 0        | 0      | 100%   | 0      | 0      | 0      | 0         | 
| INT   | 0        | 50%  25%*| 0        | 100%     | 0      | 0      | 0      | 0      | 1000%  | 0         | 
| WIS   | 0        | 50%  75%*| 0        | 0        | 0      | 0      | 0      | 0      | 0      | 50%       | 
| END   | 0        | 0        | 0        | 0        | 0      | 0      | 0      | 1000%  | 0      | 0         | 
-------------------------------------------------------------------------------------------------------------- 
*  - Cleric uses different ratios for spell power versus INT and WIS.  The non-starred value is for Mages (credit: IzanamiMikoto) 
** - Warrior uses different ratios for attack power versus STR and DEX.  The non-starred value there is for Rogues (credit: Serapisphoenix) 


Valor and Toughness are a little different, I'll cover those further down.

But from this table we can see some basic rules begin to take shape:
  • Melee DPS should primarily be interested in Dexterity
  • Warrior and Cleric Tanks should primarily be interested in Strength and Endurance
  • Rogue Tanks should focus on Dexterity and Endurance
  • Caster DPS should focus on Intelligence and enough Wisdom to not run out of mana
  • Cleric and Mage healers should focus on Intelligence and enough Wisdom to not run out of mana, though they probably need more Wisdom than their DPS counterparts, their mana pool still comes from Intelligence.


These aren't hard and fast rules and there can be exceptions in certain circumstances, but as a rule of thumb the above is correct.

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Resistances:

Resistances affect how much damage the player takes from elementally-aligned attacks and effects. This functions like supplemental armor value against these effects and is often the only barrier a player has against purely magical attacks since those are not reduced by armor (remember, armor reduces physical damage only).

Odds are your only source of resistances is going to come from planar essences and whatever resistance your race provides (each race gets 20 points in one of the six resistances)

Every point of resistance increases your chance to resist an associated spell or effect by 0.1% and decreases damage taken from associated effects by about 0.16% (I'm not sure of the actual number here, it's some long decimal fairly close to this though).

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Physical Stats:

Percentage conversions are done at level 50. The amount of percent-per-point will change as you level up, at lower levels it takes much less rating to raise the percentage value of a given stat.

Attack Power: Each point of Attack Power raises your base dps by 0.1, or stated differently: 10% of your attack power is converted directly into dps. Attack Power is also used to calculate damage on virtually all physical damage abilities and attacks. Each ability is going to take a different amount of attack power as a coefficient in its damage formula, but that is beyond the scope of this post. Put simply, more of this is better than less if your damage comes from physical abilities.

Physical Crit: Each point of Physical Crit rating increases the percentage chance to land a critical hit with physical attacks and abilities by 0.0379%. Some abilities have different critical hit chances or can be modified by branch abilities to have different chances to critically hit, but unmodified attacks will follow this formula.

Dodge: Each point of Dodge rating will increase the percentage chance to dodge an attack that can be dodged by 0.0237%.

Parry: Each point of Parry rating will increase the percentage chance to parry a parriable attack by 0.0162%

Block: Each point of Block rating will increase the percentage chance to block a blockable attack by 0.04855% and increase the amount of damage reduction from a block by 0.1086%

Hit: Each point of Hit rating will increase your chance to hit by 0.2%. Keep in mind here that each tier of content introduces a higher chance to make you just flat out miss, and therefore requires your hit rating to grow as you move through the tiers.
-- In general
  • ~50 hit is enough for Tier 1 Expert Dungeons
  • ~100 hit is enough for Tier 2 Expert Dungeons
  • ~150-200 hit is enough for current Raids

Also bear in mind any hit you might be getting from your soul's branch abilities and reduce your hit "cap" accordingly by one point for every 0.2% you get from your branches.

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Magical Stats:

Percentage conversions here are done at level 33, when my mage is 50 I will redo them unless someone else would like to math it out and provide the numbers

Spell Power: Each point of Spell Power raises your base dps with magic by 0.2. The only way this number does anything at all is if you enjoy shooting your wand at things. Spell Power's actual job is to contribute its value to your spells, and like attack power each spell uses its own coefficient to determine how much your spell power contributes which is beyond the scope of this post. Once again, more is preferable to less.

Spell Crit: Each point of Spell Crit Rating improves your percentage chance to get a critical effect from your spells by 0.0552%. This is a number that is often heavily modified by branch abilities so be aware of that when making your own calculations.

Focus: Each point of Focus decreases the chance your spells will be resisted by ???%. Each tier of content will require a higher total amount of Focus to maintain the desired effect.
note: My mage is not level 50 and so I haven't been able to personally collect any spell focus, anyone with numbers on this is invited to share them

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Valor and Toughness:

These are the stats that literally separate PvP and PvE gear at endgame levels. Valor will reduce the amount of damage (physical and magical) from players by approximately 0.0606% per point at level 50 and only from players. Toughness will reduce the bonus damage from an NPC crit by 2% per point of Toughness.

Please note for Toughness that higher tiers of content will crit for far more than the normal 150% that a player crits for and so will require increasingly large amounts of toughness in order for a tank to not just get street-pizza'd by a boss.

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How did I get these numbers?

So that my math can be checked here's how I arrived at these numbers:
Using a level 50 warrior and a level 33 mage I performed the following procedures:
  • Reduce the stat in question to 100
  • Observe the game tooltip percentage for a given stat
  • Divide the percentage by 100 to arrive at the percent-per-point value for each stat
  • Add 1 to the rating value to verify the percentage went up by the expected amount


For block it was a little different since block only reports a value if you're using a shield. For block I had to use 200 as the base value instead of 100, but the rest of the process was otherwise the same.

I used two different characters because the tooltip reports on magical stats is different between caster and non-caster classes. The calculations are the same but the amount of information displayed in the tooltip is a little different and I wanted as much information as I could get.

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Closing:

I hope this has been helpful, I welcome any and all discussion on the subject matter here and I'll keep these charts and numbers as up to date as I am able.

Thank you

Edit History:
-- 4-8-11: Clarified percentage conversions to be level-specific calculations only. Corrected spellpower ratio vs INT and WIS for clerics.
-- 4-14-11: Corrected attack power ratio vs STR and DEX for warriors to reflect recent changes


Edited, Apr 14th 2011 8:22am by Callinon

Edited, Apr 14th 2011 8:22am by Callinon
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#2 Apr 07 2011 at 9:04 PM Rating: Good
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For clerics, Wisdom=75% spellpower while Int=25%, if it wasnt like this we would generally just stack mage gear for more mana and crit, with the same spellpower, as mana pots can generally hold their own for mana regen.
#3 Apr 07 2011 at 9:51 PM Rating: Good
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IzanamiMikoto wrote:
For clerics, Wisdom=75% spellpower while Int=25%, if it wasnt like this we would generally just stack mage gear for more mana and crit, with the same spellpower, as mana pots can generally hold their own for mana regen.


Ok.. I'll try and verify that tomorrow, I'm far too lazy to do it tonight Smiley: smile
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#4 Apr 08 2011 at 7:20 AM Rating: Excellent
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I commented in the Dex/AP thread about how useful it was for me to have some of this stuff clarified, but wanted to post my thanks and praise here as well. :)
#5 Apr 08 2011 at 8:32 AM Rating: Good
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Archmage Callinon wrote:
IzanamiMikoto wrote:
For clerics, Wisdom=75% spellpower while Int=25%, if it wasnt like this we would generally just stack mage gear for more mana and crit, with the same spellpower, as mana pots can generally hold their own for mana regen.


Ok.. I'll try and verify that tomorrow, I'm far too lazy to do it tonight Smiley: smile


Verified, thank you for pointing that out.

You still don't get any spell crit from WIS though, so INT is still a very good thing, just not quite as overwhelming good a thing as I previously thought Smiley: smile
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#6 May 14 2011 at 5:12 AM Rating: Decent
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I was under the impression that cleric's with a melee DPS build still wanted to keep there Int and wis up rather then dex and str. Can any one verify this?
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#7 May 14 2011 at 6:44 AM Rating: Decent
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Quote:
I was under the impression that cleric's with a melee DPS build still wanted to keep there Int and wis up rather then dex and str. Can any one verify this?


Trion has done all the work and thought for you... chain gear is to be worn by clerics... and clerics should only wear chain gear.
For melee clerics there are abilities in all the melee dps trees that convert your stats accordingly. A cleric should NEVER need a different set of gear for ranged or melee dps.

That being said... they should also NEVER need mage gear.
Trion set it up like this so it would be simple
plate = warrior
chain = cleric
leather = rogue
cloth = mage

no exceptions... no "But my gear is so bad its still an up" ... nice... easy... simple
#8 May 14 2011 at 6:58 AM Rating: Good
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TheRocky wrote:
Quote:
I was under the impression that cleric's with a melee DPS build still wanted to keep there Int and wis up rather then dex and str. Can any one verify this?


Trion has done all the work and thought for you... chain gear is to be worn by clerics... and clerics should only wear chain gear.
For melee clerics there are abilities in all the melee dps trees that convert your stats accordingly. A cleric should NEVER need a different set of gear for ranged or melee dps.

That being said... they should also NEVER need mage gear.
Trion set it up like this so it would be simple
plate = warrior
chain = cleric
leather = rogue
cloth = mage

no exceptions... no "But my gear is so bad its still an up" ... nice... easy... simple


Actually with dps warriors it sometimes IS an exception.

You see currently attack power scaling is quite bad and so a dps warrior's best stat is physical crit pretty much at all times. Well plate gives you a little... sometimes... but Trion has a huge fixation on giving warriors attack power (which is bad) right now. So what you'll see a lot of with them is dps warriors going for leather gear because it has a lot more physical crit and dex (which is also physical crit) than plate tends to have.

Clerics though? Yeah, go chain.. chain good.
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#9 May 14 2011 at 6:32 PM Rating: Decent
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Quote:
A cleric should NEVER need a different set of gear for ranged or melee dps.

That being said... they should also NEVER need mage gear.


Incorrect to a point. Clerics can wear anything from Cloth to Chain and Leather is definitely the worse choice of the 3. However, Cloth (Mage gear) is inherently high in Crit which IS the primary stat for Cleric DPS (Range and Melee both) to ~620 Crit, including Raid buffs. You are correct our Melee/Range DPS gear would be basically if not exactly the same.

Also, Cleric Tanks will want to stack Str over Wis when about full T1 gear and above because we will always be Parry capped in a group at that point and therefore Wis gives very little benefit. Str still gives Parry but more importantly gives us 1-1 Block (our highest stacking stat as tanks). What I'm getting at there is a Cleric Tank WOULD go for Essences/Jewelry with stats you would normally see on a Rogue/Warrior vs what one would expect to see on a Cleric.

Quote:
I was under the impression that cleric's with a melee DPS build still wanted to keep there Int and wis up rather then dex and str. Can any one verify this?


Yup, don't bother with "Melee" stats i.e. Dex/Str/AP, only the normal Int/Wis/SP kinda thing.



Edited, May 14th 2011 8:38pm by delindsay90210
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DPS: (Inq) 51 (Sent) 10 (Ward) 5
Raid Healer: (Puri) 32 (Sent) 34 (Ward) 0
MT Healer: (Puri) 51 (Sent) 15 (Ward) 0
Tank: (Just) 47 (Sham) 7 (Inq) 12
Inquisicar: (Inq) 51 (Justi) 14 (Sent) 1
#10 May 15 2011 at 7:08 AM Rating: Decent
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Thx to you all for the reply's now i know exactly what i need for each role i play on my cleric. :)
#12 Jun 13 2011 at 9:54 AM Rating: Excellent
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i can haz sticky?
#13 Jun 14 2011 at 9:48 AM Rating: Excellent
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We're only allowed so many stickies. I think it needs to go in the wiki.
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#14 Jun 14 2011 at 4:28 PM Rating: Good
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Yea, cept the shard status sticky can go away, and the current 3 stickies could probably be merged into one "feedback" sticky. :P
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#15 Jun 14 2011 at 4:53 PM Rating: Good
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Vataro wrote:
Yea, cept the shard status sticky can go away, and the current 3 stickies could probably be merged into one "feedback" sticky. :P


True, though the way to go about that is to create a new thread with a descriptive title and link the existing threads with a brief explanation.

If I have some time later tonight I'll put one together.

A sticky for guides would be helpful, this one and others that have been posted (and doubtless will be posted later)
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#16 Jun 15 2011 at 9:34 AM Rating: Excellent
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There's a "sticky" for guides, up on the menu. Wiki > Guides :) That's what wiki is for!
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#17 Jun 15 2011 at 9:49 AM Rating: Good
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There's a "sticky" for guides, up on the menu. Wiki > Guides :) That's what wiki is for!


It's probably a measure of how not accustomed to Zam's wiki I am, but I didn't even see that header up there until you pointed it out
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#18 Jun 15 2011 at 10:52 AM Rating: Excellent
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Archmage Callinon wrote:
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There's a "sticky" for guides, up on the menu. Wiki > Guides :) That's what wiki is for!


It's probably a measure of how not accustomed to Zam's wiki I am, but I didn't even see that header up there until you pointed it out


Wow! So you've been missing the whole database and wiki??

I wanted the menu bar more obvious, but they said using BLINK tags was sooo Geocities!
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