RoR Itemization: Difference between revisions

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The purpose of this Wiki page is to document Itemization going forward for Return of Reckoning.
 
The previous itemization system was inconsistent, incomplete, not properly balanced and not always properly applied. With the new system, shown below, we aim to solve these issues.
 
This page is for documentation. For application of the system, we refer to a Google Sheet where one can easily find the values of items and stats they are looking for.
 
== Determination of Stats of a Single Item ==
How many stats an item has is based on a couple factors:
 
* Item Level
* Rarity
* Talisman Slots (and Career Rank Requirement)
* Item Type
 
We distinguish the following type of stats for an item:
 
* Light Armor
* Medium Armor
* Heavy Armor
* Weapon DPS
* Block Rating
* Stat Pool
 
The calculation of these different type of stats follows the same principle each time, through the following formulae, which are split between Items with ItemLevel below or equal to 45 and Items with ItemLevel above 45.:
 
If ItemLevel ≤ 45:
 
''(1) Stat = (BaseLevel + ItemLevel) * Scalar * RarityScalar + TalismanCorrection''
 
If ItemLevel > 45:
 
''(2) Stat = ((BaseLevel + 45) * Scalar + (ItemLevel - 45) * ScalarAbove45) * RarityScalar + TalismanCorrection''
 
We will explain the parameters used in the formulae one by one.
ItemLevel
 
'''Item Level'''
 
This parameter is simply the item level of the item in consideration. In RoR, we will limit this value to a maximum of 80.
Scalar
 
'''Scalar'''
 
This parameter describes how the stats of an item scale with ItemLevel. Each type of stat (Armor, Weapon DPS, Block Rating and Stat Pool) have different Scalars for different types of Items (Helm, 1H Weapon etc). The Scalars have been set by the team and are presented in the following table:
 
''Table 1: Scalar of different Types of Items''
{| class="wikitable"
|
|Light Armor
|Resistances
|StatPool
|Weapon DPS
|Block Rating
|-
|Boots/Gloves
|4.00
|<nowiki>-</nowiki>
|1.20
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|Shoulders/Helm
|4.50
|<nowiki>-</nowiki>
|1.33
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|Chest
|5.00
|<nowiki>-</nowiki>
|1.50
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|Belt
|<nowiki>-</nowiki>
|5.00
|1.20
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|Cloak
|<nowiki>-</nowiki>
|5.00
|1.20
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|Jewelry
|<nowiki>-</nowiki>
|4.00
|1.00
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|Weapon 1H
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|1.60
|10.00
|<nowiki>-</nowiki>
|-
|Weapon 2H
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|3.20
|14.50
|<nowiki>-</nowiki>
|-
|Shield
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|1.60
|<nowiki>-</nowiki>
|7.25
|-
|Buckler
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|1.60
|<nowiki>-</nowiki>
|1.45
|}
To calculate the armor of Medium and Heavy Armor, the Light Armor is multiplied by a factor of 2 and 3, respectively. Thus:
 
''(3) MediumArmor = LightArmor * 2''
 
''(4) HeavyArmor = LightArmor * 3''
ScalarAbove45
 
'''Scalar Above 45'''
 
To prevent the gear gap between lesser and top geared characters to become too significant, items start to scale less above ItemLevel of 45. The Scalar is reduced by a certain percentage, which is based on the type of stat in consideration. Table 2 presents this ReductionAbove45. The ScalarAbove45 is then calculated as follows:
 
''(5) ScalarAbove45 = Scalar * (1 - ReductionAbove45)''
 
''Table 2: BaseLevel and ReductionAbove45 for different types of stats.''
{| class="wikitable"
|
|BaseLevel
|ReductionAbove45 [%]
|-
|Stat Pool
|5
|60%
|-
|Armor
|0
|35%
|-
|Resistances
|0
|35%
|-
|Weapon DPS
|5
|55%
|-
|Block
|5
|55%
|}
 
 
'''Base Level'''
 
As already presented in Table 2, certain types of stats have a BaseLevel. This BaseLevel is added to the ItemLevel, as can be reviewed in Formula 1 & 2. It represents the stats that a theoretical item with ItemLevel of 0 would have. For reference, a similar system is used for abilities, which also have a BaseLevel of 5.
 
Note that the BaseLevel is always multiplied by the Scalar and not the ScalarAbove45!.
RarityScalar
 
'''Rarity Scalar'''
 
To increase the value of items of a higher rarity type, the RarityScalar is introduced. The RarityScalar is only applied to the stat type Stat Pool!
 
The Stat Pool of an item is increased by 4% per rarity tier. For example, an Rare Item has a 4% higher Stat Pool than an Uncommon item of the same Item Level. The following Table presents the RarityScalar for the different types of rarity. Note that Items that are part of a set have the “Very Rare” rarity.
 
''Table 3: Rarity Scalar''
{| class="wikitable"
|Tier
|Rarity
|Color
|RarityScalar
|-
|0
|Common
|White
|1.04^0 = 1
|-
|1
|Uncommon
|Green
|1.04^1 = 1.040
|-
|2
|Rare
|Blue
|1.04^2 = 1.082
|-
|3
|Very Rare
|Purple & Orange
|1.04^3 = 1.125
|-
|4
|Mythic
|Red
|1.04^4 = 1.170
|}
 
 
'''Talisman Correction'''
 
To balance items with no talisman slots, or more talismans slots than they usually have, the Stat Pool of an item can be increased or decreased depending on the amount of talisman slots on the item, and the career rank (CR) requirement of the item. The value of the talisman slot is calculated in the following way:
 
''(6) TalismanValue = (9/39) * CRRequirement + 7 - (9/39)''
 
The formula is based on the value of green talismans for items of career rank requirement 1, which is 7, and of the value of the green talisman of maximum level, which is 16. The maximum career rank requirement of this talisman is technically 36, but for this formula we assume a career rank requirement of 40. We then get (16 - 7) / (40 - 1) = 9/39.
 
Now we have calculated the value of the Talisman Slot, we need to either add, subtract or do nothing depending on the amount of talisman slot. Each type of item is given an expected number of talisman slots. If an item has more talisman slots than the expected amount, you subtract the TalismanValue of the Stat Pool for each talisman slot above the expected amount. If the item has an equal amount of talisman slots as the expected amount, we do nothing. And at last, if the item has fewer talisman slots than the expected amount, we add the TalismanValue to the Stat Pool for each talisman slot below the expected amount of slots. This can be calculated easily in the following formula:
 
''(7) TalismanCorrection = (ExpectedTalismanSlots - TalismanSlots) * TalismanValue''
 
Where Table 4 gives the expected amount of talisman slots for each item type.
 
''Table 4: Expected number of talisman slots per item type.''
{| class="wikitable"
|Head
|1
|-
|Shoulders
|1
|-
|Chest
|1
|-
|Gloves
|1
|-
|Belt
|0
|-
|Boots
|1
|-
|Cloak
|0
|-
|Jewelry
|0
|-
|Weapon 1H
|1
|-
|Weapon 2H
|2
|-
|Shield
|1
|-
|Buckler
|1
|}
 
== Set Bonuses ==
The Stat Pool of a set bonus is calculated in a similar way as the Stat Pool of a single item. In Formula 1 & 2, the ItemLevel is replaced by the SetLevel and the following values are set for the BaseLevel, the Scalar and the ReductionAbove45:
 
* BaseLevel 5
* Scalar 1.25
* ReductionAbove45 60%
 
There is no Rarity Scalar or TalismanCorrection applied. This leads the following Formulae to determine the Stat Pool of a set bonus:
 
If SetLevel ≤ 45:
 
''(8) SetBonusStatPool = (5 + SetLevel) * 1.25''
 
If SetLevel > 45:
 
''(9) SetBonusStatPool = ((5 + 45) * 1.25 + (SetLevel - 45) * (1.25 * (1 - 0.60)) =''
 
62.5 + (SetLevel - 45) * 0.5
 
This value is applied to each bonus on a set, no matter the required number of pieces equipped.
 
== Unique Stat Values ==
Thus far, the term Stat Pool has been used to describe how many stats an item or set bonus will give. But how does the Stat Pool of an item relate to the actual stats of said item?
 
To decide this, stats (such as Strength, Melee Crit, Parry etc) are given a certain value. The value of all basic stats (Strength, Ballistic Skill, Intelligence, Willpower, Toughness, Wounds, Initiative & Weapon Skill) equals 1 in all cases. For other stats, their value has been determined by the team for items with CR requirement of 40, which is presented in Table 5 &
 
6. The value of these stats have been determined by trying to relate them to the basic stats.
 
* '''Table 5''' shows values of stats which do not scale with the CR requirement of the item.
 
* '''Table 6''' shows the values of stats, where their value scales with the CR requirement of the item. The reason certain values scale is because the value of basic stats is different across different levels. An increase of 50 Strength is a much greater damage increase for a level 10 character than it is for a level 40 character. But 5% Melee crit is an equal increase in damage for a level 10 and for a level 40 character.
 
For example, the cost of 1% block equals 12.00. That means that 0.01 block equals 12.00 and 1.00 block would have a value of 1200, which is what the second column is for.
Career Rank Requirement Scaling
 
'''Career Rank Requirement Scaling'''
 
The CR requirement scaling is based on a similar principle as the scaling of Stat Pool on items, where there is a hidden base level of 5. This means that an item of level 10 (= 10 + 5 = 15) is three times weaker than an item of level 40 (= 40 + 5 = 45). (This is where the ‘3’ comes from in formulae 10 & 11.) However, in the case of determining the value of unique stats, we have a starting point of CR requirement of level 10.
 
The value of the stats, based on the career rank requirement, is determined by the following formulae:
 
If Career Rank Requirement ≤ 10:
 
''(10) NewValue = Value40 / 3''
 
If Career Rank Requirement > 10:
 
''(11) NewValue = Value40 / 3 + (Value40 - Value40 / 3) * ((CRRequirement - 10) / 30)''
 
Where NewValue is the value of the stat for the chosen Career Rank Requirement. The Value40 is the value of the stat as found in Tables 5 & 6. At last, the CRRequirement is the Career Rank requirement of the item.
Example:
 
'''Example:'''
 
''What is the value of 1% block for an item with a Career Rank Requirement of 25?''
 
''NewValue = Value40 / 3 + (Value40 - Value40 / 3) * ((CRRequirement - 10) / 30)''
 
''NewValue = 12 / 3 + (12 - 12 / 3) * ((25 - 10) / 30''
 
''NewValue = 4 + 8 * (15 / 30)''
 
''NewValue = 4 + 4 = 8.''
New Stat Weight Calculation:
 
'''New Stat Weight Calculation:'''
 
Once we have an Item Level and the Rarity of an item locked in, we know how many stat points the item should have on it.
 
Each stat has a weight and a value attached to it, starting at 1 for any basic stat, like Strength, and adjusting higher or lower for others: AP Regen, for example, has a value of 6. These base stats don’t scale with character rank. Those weights are:
 
''Table 5''
{| class="wikitable"
|Stat Type
 
''(Does not scale with Career Rank)''
|
|-
|
|Stat Cost [-]
|-
|Strength
|1.00
|-
|Weapon Skill
|1.00
|-
|Wounds
|1.00
|-
|Toughness
|1.00
|-
|Initiative
|1.00
|-
|Intelligence
|1.00
|-
|Willpower
|1.00
|-
|Ballistic Skill
|1.00
|-
|Maximum AP Pool
|2.00
|-
|Range increase per foot
|9.00
|-
|AP Regen per second
|6.00
|-
|Morale Gain per second
|5.00
|-
|HP Regen every 4 seconds
|0.50
|-
|Melee Power
|1.00
|-
|Magic Power
|1.00
|-
|Ranged Power
|1.00
|-
|Healing Power
|1.00
|-
|Fortitude
|1.00
|-
|Armor
|0.25
|-
|Spiritual Resistance
|0.25
|-
|Elemental Resistance
|0.25
|-
|Corporeal Resistance
|0.25
|-
|1% Experience Received
|3.00
|-
|1% Renown Received
|5.00
|-
|1% Influence Received
|3.00
|}
This means if we’re building out a new Weapon that is allowed to have 60 stat points, we’d use the above values while weighting the base stats to reach those 60 points.
 
We might decide though that we don’t just want a weapon with +60 Strength, so next we’d add in the scaling stats.
 
These stats will be weighted slightly differently depending on a character’s career Rank. Lower level characters will get discounts so that they get greater values on items with these stats prior to reaching Rank 40. The scaling stats, and their values, are:
 
''Table 6''
{| class="wikitable"
|Stat Type
 
''(Scales with Career Rank)''
|
|-
|
|Stat Cost [%]
|-
|Block
|12.00
|-
|Parry
|9.00
|-
|Dodge / Disrupt
|9.00
|-
|Critical Damage
|5.00
|-
|Critical Healing
|5.00
|-
|AA Speed
|4.00
|-
|Melee Crit
|10.00
|-
|Ranged Crit
|10.00
|-
|Magic Crit
|10.00
|-
|Healing Crit
|10.00
|-
|Reduction In Being Crit
|10.00
|-
|Reduction Received Critical Damage
|5.00
|-
|Armor Penetration
|12.00
|-
|Block Strikethrough
|6.00
|-
|Parry Strikethrough
|9.00
|-
|Disrupt Strikethrough
|9.00
|-
|Dodge Strikethrough
|9.00
|-
|Reduced Armor Pen
|12.00
|-
|Outgoing Damage Increase
|15.00
|-
|Incoming Damage Decrease
|15.00
|-
|OutgoingHeal
|15.00
|-
|IncomingHeal
|10.00
|-
|AA Damage
|4.00
|-
|HateCaused
|1.50
|-
|Proc - C Tier (Weak)
|10.00
|-
|Proc - B Tier (Moderate)
|20.00
|-
|Proc - A Tier (Strong)
|40.00
|}
The above base values assume a character is Rank 40. To see how these scale for lower level characters, please keep an eye on this page for a link to a google sheet that will you let plug in numbers to see the various results.

Latest revision as of 00:47, 29 March 2026

The purpose of this Wiki page is to document Itemization going forward for Return of Reckoning.

The previous itemization system was inconsistent, incomplete, not properly balanced and not always properly applied. With the new system, shown below, we aim to solve these issues.

This page is for documentation. For application of the system, we refer to a Google Sheet where one can easily find the values of items and stats they are looking for.

Determination of Stats of a Single Item

How many stats an item has is based on a couple factors:

  • Item Level
  • Rarity
  • Talisman Slots (and Career Rank Requirement)
  • Item Type

We distinguish the following type of stats for an item:

  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Weapon DPS
  • Block Rating
  • Stat Pool

The calculation of these different type of stats follows the same principle each time, through the following formulae, which are split between Items with ItemLevel below or equal to 45 and Items with ItemLevel above 45.:

If ItemLevel ≤ 45:

(1) Stat = (BaseLevel + ItemLevel) * Scalar * RarityScalar + TalismanCorrection

If ItemLevel > 45:

(2) Stat = ((BaseLevel + 45) * Scalar + (ItemLevel - 45) * ScalarAbove45) * RarityScalar + TalismanCorrection

We will explain the parameters used in the formulae one by one. ItemLevel

Item Level

This parameter is simply the item level of the item in consideration. In RoR, we will limit this value to a maximum of 80. Scalar

Scalar

This parameter describes how the stats of an item scale with ItemLevel. Each type of stat (Armor, Weapon DPS, Block Rating and Stat Pool) have different Scalars for different types of Items (Helm, 1H Weapon etc). The Scalars have been set by the team and are presented in the following table:

Table 1: Scalar of different Types of Items

Light Armor Resistances StatPool Weapon DPS Block Rating
Boots/Gloves 4.00 - 1.20 - -
Shoulders/Helm 4.50 - 1.33 - -
Chest 5.00 - 1.50 - -
Belt - 5.00 1.20 - -
Cloak - 5.00 1.20 - -
Jewelry - 4.00 1.00 - -
Weapon 1H - - 1.60 10.00 -
Weapon 2H - - 3.20 14.50 -
Shield - - 1.60 - 7.25
Buckler - - 1.60 - 1.45

To calculate the armor of Medium and Heavy Armor, the Light Armor is multiplied by a factor of 2 and 3, respectively. Thus:

(3) MediumArmor = LightArmor * 2

(4) HeavyArmor = LightArmor * 3 ScalarAbove45

Scalar Above 45

To prevent the gear gap between lesser and top geared characters to become too significant, items start to scale less above ItemLevel of 45. The Scalar is reduced by a certain percentage, which is based on the type of stat in consideration. Table 2 presents this ReductionAbove45. The ScalarAbove45 is then calculated as follows:

(5) ScalarAbove45 = Scalar * (1 - ReductionAbove45)

Table 2: BaseLevel and ReductionAbove45 for different types of stats.

BaseLevel ReductionAbove45 [%]
Stat Pool 5 60%
Armor 0 35%
Resistances 0 35%
Weapon DPS 5 55%
Block 5 55%


Base Level

As already presented in Table 2, certain types of stats have a BaseLevel. This BaseLevel is added to the ItemLevel, as can be reviewed in Formula 1 & 2. It represents the stats that a theoretical item with ItemLevel of 0 would have. For reference, a similar system is used for abilities, which also have a BaseLevel of 5.

Note that the BaseLevel is always multiplied by the Scalar and not the ScalarAbove45!. RarityScalar

Rarity Scalar

To increase the value of items of a higher rarity type, the RarityScalar is introduced. The RarityScalar is only applied to the stat type Stat Pool!

The Stat Pool of an item is increased by 4% per rarity tier. For example, an Rare Item has a 4% higher Stat Pool than an Uncommon item of the same Item Level. The following Table presents the RarityScalar for the different types of rarity. Note that Items that are part of a set have the “Very Rare” rarity.

Table 3: Rarity Scalar

Tier Rarity Color RarityScalar
0 Common White 1.04^0 = 1
1 Uncommon Green 1.04^1 = 1.040
2 Rare Blue 1.04^2 = 1.082
3 Very Rare Purple & Orange 1.04^3 = 1.125
4 Mythic Red 1.04^4 = 1.170


Talisman Correction

To balance items with no talisman slots, or more talismans slots than they usually have, the Stat Pool of an item can be increased or decreased depending on the amount of talisman slots on the item, and the career rank (CR) requirement of the item. The value of the talisman slot is calculated in the following way:

(6) TalismanValue = (9/39) * CRRequirement + 7 - (9/39)

The formula is based on the value of green talismans for items of career rank requirement 1, which is 7, and of the value of the green talisman of maximum level, which is 16. The maximum career rank requirement of this talisman is technically 36, but for this formula we assume a career rank requirement of 40. We then get (16 - 7) / (40 - 1) = 9/39.

Now we have calculated the value of the Talisman Slot, we need to either add, subtract or do nothing depending on the amount of talisman slot. Each type of item is given an expected number of talisman slots. If an item has more talisman slots than the expected amount, you subtract the TalismanValue of the Stat Pool for each talisman slot above the expected amount. If the item has an equal amount of talisman slots as the expected amount, we do nothing. And at last, if the item has fewer talisman slots than the expected amount, we add the TalismanValue to the Stat Pool for each talisman slot below the expected amount of slots. This can be calculated easily in the following formula:

(7) TalismanCorrection = (ExpectedTalismanSlots - TalismanSlots) * TalismanValue

Where Table 4 gives the expected amount of talisman slots for each item type.

Table 4: Expected number of talisman slots per item type.

Head 1
Shoulders 1
Chest 1
Gloves 1
Belt 0
Boots 1
Cloak 0
Jewelry 0
Weapon 1H 1
Weapon 2H 2
Shield 1
Buckler 1

Set Bonuses

The Stat Pool of a set bonus is calculated in a similar way as the Stat Pool of a single item. In Formula 1 & 2, the ItemLevel is replaced by the SetLevel and the following values are set for the BaseLevel, the Scalar and the ReductionAbove45:

  • BaseLevel 5
  • Scalar 1.25
  • ReductionAbove45 60%

There is no Rarity Scalar or TalismanCorrection applied. This leads the following Formulae to determine the Stat Pool of a set bonus:

If SetLevel ≤ 45:

(8) SetBonusStatPool = (5 + SetLevel) * 1.25

If SetLevel > 45:

(9) SetBonusStatPool = ((5 + 45) * 1.25 + (SetLevel - 45) * (1.25 * (1 - 0.60)) =

62.5 + (SetLevel - 45) * 0.5

This value is applied to each bonus on a set, no matter the required number of pieces equipped.

Unique Stat Values

Thus far, the term Stat Pool has been used to describe how many stats an item or set bonus will give. But how does the Stat Pool of an item relate to the actual stats of said item?

To decide this, stats (such as Strength, Melee Crit, Parry etc) are given a certain value. The value of all basic stats (Strength, Ballistic Skill, Intelligence, Willpower, Toughness, Wounds, Initiative & Weapon Skill) equals 1 in all cases. For other stats, their value has been determined by the team for items with CR requirement of 40, which is presented in Table 5 &

6. The value of these stats have been determined by trying to relate them to the basic stats.

  • Table 5 shows values of stats which do not scale with the CR requirement of the item.
  • Table 6 shows the values of stats, where their value scales with the CR requirement of the item. The reason certain values scale is because the value of basic stats is different across different levels. An increase of 50 Strength is a much greater damage increase for a level 10 character than it is for a level 40 character. But 5% Melee crit is an equal increase in damage for a level 10 and for a level 40 character.

For example, the cost of 1% block equals 12.00. That means that 0.01 block equals 12.00 and 1.00 block would have a value of 1200, which is what the second column is for. Career Rank Requirement Scaling

Career Rank Requirement Scaling

The CR requirement scaling is based on a similar principle as the scaling of Stat Pool on items, where there is a hidden base level of 5. This means that an item of level 10 (= 10 + 5 = 15) is three times weaker than an item of level 40 (= 40 + 5 = 45). (This is where the ‘3’ comes from in formulae 10 & 11.) However, in the case of determining the value of unique stats, we have a starting point of CR requirement of level 10.

The value of the stats, based on the career rank requirement, is determined by the following formulae:

If Career Rank Requirement ≤ 10:

(10) NewValue = Value40 / 3

If Career Rank Requirement > 10:

(11) NewValue = Value40 / 3 + (Value40 - Value40 / 3) * ((CRRequirement - 10) / 30)

Where NewValue is the value of the stat for the chosen Career Rank Requirement. The Value40 is the value of the stat as found in Tables 5 & 6. At last, the CRRequirement is the Career Rank requirement of the item. Example:

Example:

What is the value of 1% block for an item with a Career Rank Requirement of 25?

NewValue = Value40 / 3 + (Value40 - Value40 / 3) * ((CRRequirement - 10) / 30)

NewValue = 12 / 3 + (12 - 12 / 3) * ((25 - 10) / 30

NewValue = 4 + 8 * (15 / 30)

NewValue = 4 + 4 = 8. New Stat Weight Calculation:

New Stat Weight Calculation:

Once we have an Item Level and the Rarity of an item locked in, we know how many stat points the item should have on it.

Each stat has a weight and a value attached to it, starting at 1 for any basic stat, like Strength, and adjusting higher or lower for others: AP Regen, for example, has a value of 6. These base stats don’t scale with character rank. Those weights are:

Table 5

Stat Type

(Does not scale with Career Rank)

Stat Cost [-]
Strength 1.00
Weapon Skill 1.00
Wounds 1.00
Toughness 1.00
Initiative 1.00
Intelligence 1.00
Willpower 1.00
Ballistic Skill 1.00
Maximum AP Pool 2.00
Range increase per foot 9.00
AP Regen per second 6.00
Morale Gain per second 5.00
HP Regen every 4 seconds 0.50
Melee Power 1.00
Magic Power 1.00
Ranged Power 1.00
Healing Power 1.00
Fortitude 1.00
Armor 0.25
Spiritual Resistance 0.25
Elemental Resistance 0.25
Corporeal Resistance 0.25
1% Experience Received 3.00
1% Renown Received 5.00
1% Influence Received 3.00

This means if we’re building out a new Weapon that is allowed to have 60 stat points, we’d use the above values while weighting the base stats to reach those 60 points.

We might decide though that we don’t just want a weapon with +60 Strength, so next we’d add in the scaling stats.

These stats will be weighted slightly differently depending on a character’s career Rank. Lower level characters will get discounts so that they get greater values on items with these stats prior to reaching Rank 40. The scaling stats, and their values, are:

Table 6

Stat Type

(Scales with Career Rank)

Stat Cost [%]
Block 12.00
Parry 9.00
Dodge / Disrupt 9.00
Critical Damage 5.00
Critical Healing 5.00
AA Speed 4.00
Melee Crit 10.00
Ranged Crit 10.00
Magic Crit 10.00
Healing Crit 10.00
Reduction In Being Crit 10.00
Reduction Received Critical Damage 5.00
Armor Penetration 12.00
Block Strikethrough 6.00
Parry Strikethrough 9.00
Disrupt Strikethrough 9.00
Dodge Strikethrough 9.00
Reduced Armor Pen 12.00
Outgoing Damage Increase 15.00
Incoming Damage Decrease 15.00
OutgoingHeal 15.00
IncomingHeal 10.00
AA Damage 4.00
HateCaused 1.50
Proc - C Tier (Weak) 10.00
Proc - B Tier (Moderate) 20.00
Proc - A Tier (Strong) 40.00

The above base values assume a character is Rank 40. To see how these scale for lower level characters, please keep an eye on this page for a link to a google sheet that will you let plug in numbers to see the various results.