I'm new to this game, so I kinda confuse when it come to replacing gear, which would I want to give up for which and still come out with better dmg? Like power vs dmg vs armor penetration vs lifesteal? same goes for armor and such, defense vs deflection vs AC?
if you're still leveling just go for whatever gives you higher stats which is generally pretty easy to see, +100 power or +100 crit or +100 armorpen are roughly the same thing if you only need to go from level X to level X+5.
the problem comes when you're at level cap and start hitting diminishing return on stats but by then you should have an idea of how stats beheave and there are many threads that should help you fine-tune.
Yes and it led me here. Search reveals 857 pages.....which means they would need to pay me to look at each page. Something so basic should be listed on a character development link.
if you're still leveling just go for whatever gives you higher stats which is generally pretty easy to see, +100 power or +100 crit or +100 armorpen are roughly the same thing if you only need to go from level X to level X+5.
the problem comes when you're at level cap and start hitting diminishing return on stats but by then you should have an idea of how stats beheave and there are many threads that should help you fine-tune.
So armor pen is used in cw spells? And magic power us factored into a dagger attack from my tr?
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inthefade462Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited October 2013
Power is the least useful stat but suffers no diminishing returns, when youve got everything else dump points here.
Armor pen is the best bang for the buck up until 2540 when you hit 24% resistance ignored (at level 60)
Crit is the best stat for tr as we naturally have the highest crit % and most of our dps feats are focused on crit and crit severity
Recovery adds to ap gain and cooldown time on encounters dont overlook this stat
Life steal is our primary healing but suffers from high diminishing returns around 9.5-10% damage dealt as healing.
Happy?
Now, as was mentioned previously, none of this matters at all until level 60, by which time you would have learned all this on your own. Stats are so trivially meaningless leveling up and you get gear drop upgrades every 19 seconds. Just equip whatever the game says "recommended" on. It makes absolutely no difference what your stats are at level 22 or whatever.
0
werealchemistMember, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
Power
Power Tooltip = Power*0.04
This formula is largely irrelevant, you can convert power directly to ability damage without multiplying it by 0.04 first.
The power coefficient varies per damaging ability (see Ability Damage) but they all scale in a linear way with one exception that has been found so far: the Control Wizard's Ice Storm has diminishing returns from power. Therefore the value of power depends on the abilties you're using and how often you use them.
Critical Strike
Critical Chance Tooltip = 28.8*CriticalStrike^1.2/(LevelConstant+CriticalStrike^1.2)
Critical Chance % = 0.05+StatBonus+FeatBonus+0.288*CriticalStrike^1.2/(LevelConstant+CriticalStrike^1.2)
...where the level constant for level 60 is between 10185 and 10187.
Armor Penetration
Armor Penetration Tooltip = 35.72*ArmorPenetration^1.88/(LevelConstant+ArmorPenetration^1.88)
Targets Mitigation % = Mitigation-StatBonus-ArmorPenetrationTooltip*(1+FeatBonus)
...where the level constant for level 60 is between 1225377 and 1225660.
Your % of Armor Penetration subtracts directly from the targets mitigation to a minimum of 0 mitigation. Abilities effects stack, are applied after Armor Penetration and can reduce the targets mitigation into negative numbers. See PvE mitigation info below.
Recovery
Recovery Tooltip = 36*Recovery^1.5/(LevelConstant+Recovery^1.5)
Encounter Ability Cooldown Time = InitialCooldownTime/(1+StatBonus+FeatBonus+0.36*Recovery^1.5/(LevelConstant+Recovery^1.5))
Action Point Gain % = 1+StatBonus+FeatBonus+0.36*Recovery^1.5/(LevelConstant+Recovery^1.5)
...where the level constant for level 60 is between 102309 and 102311.
Defense
Defense Tooltip = 49.99*Defense/(LevelConstant+Defense)
Damage Resistance % = (0.005*(ArmorClass-10)+0.4999*Defense/(LevelConstant+Defense)*(1+FeatBonus))+AbilityBonu s
...where level constant for level 60 is 1643.6.
The combined Damage Resistance from AC, Defense and abilities cap at 80% mitigation, with the exception of those abilities that always mitigate 100% of the damage.
Deflect
Deflect Tooltip = 30.8*Deflect^1.4/(LevelConstant+Deflect^1.4)
Deflect Chance % = StatBonus+0.308*Deflect^1.4/(LevelConstant+Deflect^1.4)
Deflected Amount = 50% of damage remaining after Damage Resistance is applied.
...where level constant for level 60 is between 41957 and 41977.
Deflection is not affected by the 80% Damage Resistance cap mentioned above and as such can increase total mitigation to 90% on deflected attacks.
Regeneration
Regeneration Tooltip = 20.77*Regeneration^1.3/(LevelConstant+Regeneration^1.3)
% of Lost Health Regenerated Every 3 Seconds = 0.2077*Regeneration^1.3/(LevelConstant+Regeneration^1.3)
...where the level constant for level 60 is 12938.
Regeneration heals a % of the health you have lost, not your total health. It is also capped at 50% health lost, so you will never gain more than half the amount on the tooltip.
Life Steal
Life Steal Tooltip = 20.5*LifeSteal^1.3/(LevelConstant+LifeSteal^1.3)
% Of Damage Gained As Hit Points = 0.205*LifeSteal^1.3/(LevelConstant+LifeSteal^1.3)
...where the level constant for level 60 is between 12710 and 12713.
Movement
Movement Tooltip = 31*Movement^1.4/(LevelConstant+Movement^1.4)
Run Speed % = 1 + 0.31*Movement^1.4/(LevelConstant+Movement^1.4)
...where the level constant for level 60 is between 42286 and 42340.
Ability Damage
Abilities Damage Tooltip Minimum = (BaseDamage+Power*PowerCoefficient+MinWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)
Abilities Damage Tooltip Maximum = (BaseDamage+Power*PowerCoefficient+MaxWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)
Abilities Minimum Damage = (BaseDamage+Power*PowerCoefficient+MinWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)*(1-TargetsMitigation)
Abilities Maximum Damage = (BaseDamage+Power*PowerCoefficient+MaxWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)*(1-TargetsMitigation)
The BaseDamage, PowerCofficient and WeaponCoefficient varies per damaging ability, and there are some rare exceptions where the scaling in non-linear (just Ice Storm so far).
Critical Severity and Combat Advantage
Critical Severity = 0.75 + RaceBonus + FeatBonus + AbilityBonus
Critical Strike Damage = AbilitiesDamage*CriticalSeverity
Combat Advantage Damage = AbilitiesDamage*(1+0.15*(1+StatBonus))
Critical and Combat Advantage Damage = AbilitiesDamage*((1+0.15*(1+StatBonus))+CriticalSe verity)
The information above is a work in progress.
Comments
PvP GWF - BizzyBedBug
PvE GF (salvaged)
PvE TR (salvaged)
GWF PvP/CW PvE @ http://www.twitch.tv/bizzyplusplus/
the problem comes when you're at level cap and start hitting diminishing return on stats but by then you should have an idea of how stats beheave and there are many threads that should help you fine-tune.
Yes and it led me here. Search reveals 857 pages.....which means they would need to pay me to look at each page. Something so basic should be listed on a character development link.
So armor pen is used in cw spells? And magic power us factored into a dagger attack from my tr?
Armor pen is the best bang for the buck up until 2540 when you hit 24% resistance ignored (at level 60)
Crit is the best stat for tr as we naturally have the highest crit % and most of our dps feats are focused on crit and crit severity
Recovery adds to ap gain and cooldown time on encounters dont overlook this stat
Life steal is our primary healing but suffers from high diminishing returns around 9.5-10% damage dealt as healing.
Happy?
Now, as was mentioned previously, none of this matters at all until level 60, by which time you would have learned all this on your own. Stats are so trivially meaningless leveling up and you get gear drop upgrades every 19 seconds. Just equip whatever the game says "recommended" on. It makes absolutely no difference what your stats are at level 22 or whatever.
Power Tooltip = Power*0.04
This formula is largely irrelevant, you can convert power directly to ability damage without multiplying it by 0.04 first.
The power coefficient varies per damaging ability (see Ability Damage) but they all scale in a linear way with one exception that has been found so far: the Control Wizard's Ice Storm has diminishing returns from power. Therefore the value of power depends on the abilties you're using and how often you use them.
Critical Strike
Critical Chance Tooltip = 28.8*CriticalStrike^1.2/(LevelConstant+CriticalStrike^1.2)
Critical Chance % = 0.05+StatBonus+FeatBonus+0.288*CriticalStrike^1.2/(LevelConstant+CriticalStrike^1.2)
...where the level constant for level 60 is between 10185 and 10187.
Armor Penetration
Armor Penetration Tooltip = 35.72*ArmorPenetration^1.88/(LevelConstant+ArmorPenetration^1.88)
Targets Mitigation % = Mitigation-StatBonus-ArmorPenetrationTooltip*(1+FeatBonus)
...where the level constant for level 60 is between 1225377 and 1225660.
Your % of Armor Penetration subtracts directly from the targets mitigation to a minimum of 0 mitigation. Abilities effects stack, are applied after Armor Penetration and can reduce the targets mitigation into negative numbers. See PvE mitigation info below.
Recovery
Recovery Tooltip = 36*Recovery^1.5/(LevelConstant+Recovery^1.5)
Encounter Ability Cooldown Time = InitialCooldownTime/(1+StatBonus+FeatBonus+0.36*Recovery^1.5/(LevelConstant+Recovery^1.5))
Action Point Gain % = 1+StatBonus+FeatBonus+0.36*Recovery^1.5/(LevelConstant+Recovery^1.5)
...where the level constant for level 60 is between 102309 and 102311.
Defense
Defense Tooltip = 49.99*Defense/(LevelConstant+Defense)
Damage Resistance % = (0.005*(ArmorClass-10)+0.4999*Defense/(LevelConstant+Defense)*(1+FeatBonus))+AbilityBonu s
...where level constant for level 60 is 1643.6.
The combined Damage Resistance from AC, Defense and abilities cap at 80% mitigation, with the exception of those abilities that always mitigate 100% of the damage.
Deflect
Deflect Tooltip = 30.8*Deflect^1.4/(LevelConstant+Deflect^1.4)
Deflect Chance % = StatBonus+0.308*Deflect^1.4/(LevelConstant+Deflect^1.4)
Deflected Amount = 50% of damage remaining after Damage Resistance is applied.
...where level constant for level 60 is between 41957 and 41977.
Deflection is not affected by the 80% Damage Resistance cap mentioned above and as such can increase total mitigation to 90% on deflected attacks.
Regeneration
Regeneration Tooltip = 20.77*Regeneration^1.3/(LevelConstant+Regeneration^1.3)
% of Lost Health Regenerated Every 3 Seconds = 0.2077*Regeneration^1.3/(LevelConstant+Regeneration^1.3)
...where the level constant for level 60 is 12938.
Regeneration heals a % of the health you have lost, not your total health. It is also capped at 50% health lost, so you will never gain more than half the amount on the tooltip.
Life Steal
Life Steal Tooltip = 20.5*LifeSteal^1.3/(LevelConstant+LifeSteal^1.3)
% Of Damage Gained As Hit Points = 0.205*LifeSteal^1.3/(LevelConstant+LifeSteal^1.3)
...where the level constant for level 60 is between 12710 and 12713.
Movement
Movement Tooltip = 31*Movement^1.4/(LevelConstant+Movement^1.4)
Run Speed % = 1 + 0.31*Movement^1.4/(LevelConstant+Movement^1.4)
...where the level constant for level 60 is between 42286 and 42340.
Ability Damage
Abilities Damage Tooltip Minimum = (BaseDamage+Power*PowerCoefficient+MinWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)
Abilities Damage Tooltip Maximum = (BaseDamage+Power*PowerCoefficient+MaxWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)
Abilities Minimum Damage = (BaseDamage+Power*PowerCoefficient+MinWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)*(1-TargetsMitigation)
Abilities Maximum Damage = (BaseDamage+Power*PowerCoefficient+MaxWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)*(1-TargetsMitigation)
The BaseDamage, PowerCofficient and WeaponCoefficient varies per damaging ability, and there are some rare exceptions where the scaling in non-linear (just Ice Storm so far).
Critical Severity and Combat Advantage
Critical Severity = 0.75 + RaceBonus + FeatBonus + AbilityBonus
Critical Strike Damage = AbilitiesDamage*CriticalSeverity
Combat Advantage Damage = AbilitiesDamage*(1+0.15*(1+StatBonus))
Critical and Combat Advantage Damage = AbilitiesDamage*((1+0.15*(1+StatBonus))+CriticalSe verity)
The information above is a work in progress.