Stats

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Base Attributes

Each character posses eight Base Attributes that increase to various degrees with each level up until level 40. The following Table lists the Base Attributes at level 40. It can be seen that Base Attributes are not equally distributed across archetypes or even classes. Each Base Attribute has multiple functions in the combat mechanics of Return of Reckoning, with the exception of Toughness and Wounds.

Strength Ballistic Skill Intelligence Toughness Weapon Skill Initiative Willpower Wounds
Bright Wizard 99 74 221 148 123 172 197 391
Shadow Warrior 172 221 74 123 196 147 98 440
Engineer 137 221 74 172 108 196 123 440
Slayer 221 96 72 172 197 148 123 518
Witch Hunter 172 123 74 142 226 196 118 518
White Lion 196 74 98 147 221 172 123 518
Ironbreaker 147 98 74 221 196 123 172 606
Swordmaster 147 74 123 196 221 172 98 606
Knight of the Blazing Sun 197 74 99 221 172 123 148 606
Warrior Priest 172 74 99 148 196 123 221 440
Rune Priest 98 74 226 172 120 147 222 391
Archmage 98 74 196 147 123 172 221 391
Sorceress 98 74 221 147 123 172 196 391
Squig Herder 147 221 74 123 172 196 98 440
Magus 98 74 221 147 123 196 172 391
Marauder 221 99 74 148 172 123 197 518
Choppa 221 98 74 147 172 196 123 518
Witch Elf 172 74 98 137 196 221 147 518
Chosen 197 74 99 221 172 123 148 606
Black Orc 172 98 74 221 196 123 147 606
Black Guard 147 98 74 182 216 162 133 606
Zealot 99 74 196 147 123 172 221 391
Disciple of Khaine 172 74 98 147 196 123 221 440
Shaman 98 74 196 147 123 172 221 391

Base Attribute Caps

There are two caps to the Base Attributes: soft and hard.

The soft cap is calculated by

soft-cap = (level * 25) + 50

and equals 1050 for level 40 characters. Attribute gains beyond the soft cap are reduced by half. Meaning that you need to invest 2 attribute points to effectively gain 1 attribute points. For example if you want to increase an attribute from 1050 to 1100 you need to gain 100 attribute points.

The hard-cap is calculated by

hard cap = (level * 50) + (level * 10 + 50)

and equals 1650 for level 40 characters. Attribute gains beyond the hard cap do not have any effect for player characters.

Offensive Attributes

The Base Attributes contain three Primary Offensive Attributes (Strength, Intelligence, Ballistic Skill). Primary Offensive Attributes have two purposes

  • Increase damage of associated abilites and auto attacks
  • Decrease chance of the defender to defend (Parry, Disrupt, Dodge) against an attack

The increase in damage can vary dramatically depending on the type of the ability. For direct damage abilities there is a rule of the thumb:

A general rule of thumb for Melee (When below the soft-cap) is: 1 Weapon DPS = 5 Strength = 5 Melee Power.

Damage Increase = Offensive Attribute Increase / 5 * Cast Time

For instant abilities the Cast Time is often 1.5


Defensive Attributes

The Primary Offensive Attributes are opposed by Defensive Attributes (Weapon Skill, Willpower, Initiative) in the calculation of the base defense chance:

Base Defense Chance = Defender Defensive Stat / Attacker Offensive Stat * 7.5 %

The base defense chance is negligible under most circimstances as the Attacker Offensive Stat is much larger than the Defender Defensive Stat. An exception are some pure healer classes that use offensive abilities such as Archmage and Shamans. The Figure shows the Base Defense Chance as a function of the Defenders Defensive Stat for three attackers with 200, 700 and 1050 Offensive Stat. Most dedicated damage classes have offensive stats in the region of 1000. Defensive Stats rarely exceed 600 or 700 in case of Weapon Skill and Willpower. Thus resulting in Base Defensive Chances below 5 %.

Base Defense Chance as a function of Defender Defense Attribute.png

Initiative and Chance To Be Critically Hit

Initiative is a defensive stat that opposes physical ranged attacks (Ballistic Skill) and as a secondary effect defines the characters base chance to be critically by enemies. It is calculated by

Base Chance To Be Critically Hit = (7.5 * Attacker Level + 50) /(Defender Initiative + 35) * 10 %

therefore a level 40 character has a 100 % chance to be critically hit at 0 Initiative. This is a theoretical value as the strongest Initiative debuff is currently at 120 and the lowest Initiative Base Value is 123.

Due to the strong non-linearity of the function there are very steep diminishing returns beyond 300 Initiative.

InitiativeScaling.png

If one considers to reduce their chance to be critically hit by investing renown points into Initiative or Futile Strikes: There are almost no secenarios in which points spent on Initiative is more valueable than points in Futile Strikes.