Stats: Difference between revisions
m (Fixed extra column formatting.) |
m (Added a line roughly estimating wpn dps to str to mp. since, based on currect wiki-info, you're completely in the dark. info might not be 100% accurate - based of forum (https://www.returnofreckoning.com/forum/viewtopic.php?t=20288)) |
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The soft cap is calculated by | The soft cap is calculated by | ||
''<code>soft cap = (level * 25) + 50</code>'' | ''<code>soft-cap = (level * 25) + 50</code>'' | ||
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. | 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 | The hard-cap is calculated by | ||
''<code>hard cap = (level * 50) + (level * 10 + 50)</code>'' | ''<code>hard cap = (level * 50) + (level * 10 + 50)</code>'' | ||
Line 76: | Line 76: | ||
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: | 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. | |||
''<code>Damage Increase = Offensive Attribute Increase / 5 * Cast Time</code>'' | ''<code>Damage Increase = Offensive Attribute Increase / 5 * Cast Time</code>'' | ||
For instant abilities the ''<code>Cast Time</code>'' is often 1.5 | For instant abilities the ''<code>Cast Time</code>'' is often 1.5 | ||
== Defensive Attributes == | == Defensive Attributes == |
Revision as of 15:25, 20 August 2022
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 | 219 | 74 | 123 | 196 | 237 | 172 | 98 | 610 |
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 | 225 | 74 | 123 | 188 | 196 | 98 | 444 |
Magus | 98 | 74 | 221 | 147 | 123 | 196 | 172 | 391 |
Marauder | 237 | 99 | 74 | 148 | 188 | 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 %.
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.
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.