Today,
I will explain how stats affect your abilities. Some math is involved.
Let
us start at the beginning. There are five base stats (plus armor): Vitality,
Might, Agility, Will, and Fate. These stats are indicators of how powerful
your abilities are; they are used to calculate your abilities.
Breaking
the stats down simply,
(a) Vitality is
your life. It calculates your morale and drives your defense (resistance and
mitigations).
(b) Might is
your strength. It determines how well you swing your physical weapon. It aids
your defense as a measure of how physically imposing you are to knock down.
(c) Agility is
how dexterously skillful you are. It determines how “slippery” you are not
getting hit and how adept you are at knowing how to critically take out your opponent.
(d) Will is your resolve. It
calculates your power, which drives your ability to use many of your skills.
(e) Fate
describes a certain amount of how fortunate you are in combat. It regenerates
your morale and power and affects how often you critically hit an opponent.
Your
abilities are categorized as (1) Morale, (2) Power, (3) Offense, and (4)
Defense. Each time an action occurs (for example, you attack), these abilities
come into play. Knowing your class will help decide on what abilities you
should focus. I will explain some about Runekeepers as we go since that is my
field.
How is that ability calculated?
Most
of the stats versus abilities are easily calculated. Here is a table of
calculations. Feel free to let me know if your class disagrees; my expertise is at
Runekeeping so I don’t always get perspective on other classes.
|
Morale
|
Vitality * 3
(or Vitality * 5
for warden and guard)
|
|
Power
|
Will * 3
|
Offense
|
Critical hit
|
(Fate + Agility) *
1.75
|
|
Finesse
|
None
|
|
Physical Mastery
|
See next table.
|
|
Tactical Mastery
|
See next table.
|
Defense
|
Resistance
|
(Vitality + Will) *
2
|
|
Critical Defense
|
None
|
|
Block
|
Might * 4
Note that if you
don't have a shield, you cannot block
|
|
Parry
|
(Might + Agility) *
2
|
|
Evade
|
Agility * 4
|
|
Physical mitigation
|
(Vitality + Might)
* 2 + Armor/5
|
|
Tactical mitigation
|
Vitality * 4 +
Armor/5
|
Misc
|
ICMR
|
Fate * 1.5
|
|
ICPR
|
30 * sqrt(Fate)
|
|
nCMR
|
Vitality * 7.2
|
|
nCPR
|
Will * 12
|
Physical and Tactical Mastery by Class:
Ok,
I left the Physical and Tactical Mastery out of the table above because those
abilities are modified by different stats depending on your Class. Here is what they
look like by class. I’m nearly certain I got these right, but let me know if
you spot an error.
|
Tactical
Mastery
|
Physical
Mastery
|
Runekeeper
|
Will
* 10
|
Will * 10
|
Minstrel
|
Will
* 10
|
Will * 10
|
Loremaster
|
Will
* 10
|
Will * 10
|
Guardian
|
Will * 5
|
Might
* 10
|
Champion
|
Will * 5
|
Might
* 10
|
Warden
|
Might * 5
|
Might
* 10
|
Captain
|
Might * 10
|
Might
* 10
|
Hunter
|
Will * 5
|
Agility
* 10
|
Burglar
|
Will * 5
|
Agility
* 10
|
Ok, so what do these figures mean?
If
you mouse over the Abilities on your sheet, there are percentages associated
with several of them, which drive parts of your Offense and Defense. Here are a
few relationships that are good to know. (Some are not linear but I
represented them linearly to make the translation easier. If you want to
compare one piece of gear to another, the short segment move is linear along
the curve.)
1%
shift in the strength of X is proportional to…
(example: 1% gain in Tactical Mastery =
a shift of 280 tactical mastery points)
Tactical Mastery
|
280
|
Critical
|
360
|
Resistance
|
400
|
Physical Mitigation
|
160
|
Tactical Mitigation
|
180
|
Finesse
|
320
|
So, what is important for you?
I
can only talk intelligently about Rune-keepers, but the other Tactical classes
are similar. For RKs, the three most important things to weigh when deciding
which pieces of gear you desire are (1)
Tactical Mastery, (2) Morale, and (3) Critical hit.
The second line is (4) Defense: (a) Tactical mitigation
(moors and some raids), (b) Physical mitigation (most general questing), and
(c) Resistance (always good to resist elements). But as you see, I am no tank.
I would hope a tankly built tank has more awareness of his defense. I count on
the tank to take the blows that I cannot so that I can end an enemy quickly, or
heal the tank so others can fight. Role assignment in a group is critical to
success.
Why these Abilities, RK?
(1) Tactical mastery is straightforward; it
determines how much damage (or healing) you can do. The mastery figure
represents an “increase in damage done for tactical attacks” (as a % increase
in damage) and a corresponding % for healing improvement. As a RK is a prime force for
dps or healing, tactical mastery is king.
(2) Morale. Inevitably, the tank gets
stunned, the fires of the enemy rise, or a rogue orc breaks free and the RK
will need to be able to stand on her own for a moment while the team regroups.
Morale is the difference between being dead or alive in that situation. You
cannot heal or fight when you are dead. For every decision of gear, virtue, or
relic, there is a tradeoff. Did you take Morale? Did you give up Offense? Defense?
It is a matter of understanding the options and balance. For a RK, some Morale
is good, though what did you give up? A RK with a high 20,000 tactical mastery
and low 4000 morale is going to get thunked dead by the first bad guy that
aggroes. Learn a balance; I will discuss balance more below in this article.
(3) Critical is the ability that determines
how often you are landing critical hits and devastating blows. Some other mathy
people have built curves to determine at what level you might be better off
with more Critical and less Mastery.
Example,
Critical versus Mastery: Let’s look at a simple
example of two relics that are on the same T6 level - Adamant Gem of Lore (22
fate, 520 critical) versus Adamant Gem Precise Eye (22 agility, 520 mastery).
For the moment, let’s only focus on the critical versus mastery part without
stat add-ons. The fight begins, no buffs or bonuses are in place, with an extra
520 mastery, the hit would do an extra 1.86% damage. With an extra 520
critical, the hit would have an extra chance of critical +1.44%. Not showing
all the work here, at most levels the Critical would win out over the course of
a fight 75% of the time. All other aspects equal, 520 Mastery appears to be
an even trade with 502 Critical (assuming you aren’t past a diminishing
returns point, 27000 Mastery or so).
However,
another math nerd of the web says that a good breakpoint for RK to start
deliberately choosing Critical over Mastery is around +100% Tactical. By
current design (Update 6), there is a lot of logic in that and I would agree
that is a good breakpoint. At 100% Tactical damage, one is near 27,000
Tactical, which is near the cap for Healing (50%). If you are pushing over
27,000 Tactical, what did you give up to get there?
How do you build Dana?
Back
in "best-laid-plans-of-elves-and-runekeepers", I
showed statistically what it looked like when going from Level 65 to Level 75 but I
didn’t go any deeper. I will pick up from there and explain how I evolved and
where I am heading. I will also point out where a RK might be when equipped
with Isengard gear and with Moors gear.
Danania 75 RK
|
Level 75 begin
|
Current build
|
6 Raid
|
6 Moors
|
Future
|
Tactical Mastery
|
12225
|
24149
|
26943
|
27106
|
26777
|
Morale
|
6673
|
8098
|
7854
|
7974
|
8127
|
Critical
|
4986
|
5745
|
6284
|
5203
|
5683
|
Tactical Mitigation
|
6350
|
4910
|
3899
|
4304
|
5884
|
Physical Mitigation
|
3732
|
3507
|
2738
|
2940
|
3634
|
Resistance
|
8202
|
10270
|
9756
|
9837
|
9026
|
Finesse
|
3223
|
2274
|
1278
|
1278
|
1278
|
Power
|
5469
|
8345
|
8879
|
8698
|
8555
|
Vitality
|
967
|
716
|
595
|
696
|
686
|
Will
|
927
|
1803
|
2012
|
1951
|
1918
|
Fate
|
856
|
588
|
683
|
468
|
520
|
Compare Level 75 begin
versus Current 75 build:
So,
what happened? At the beginning of Level 75, I was working to make a sturdier
solo build. As time progressed, I targeted being a more deadly force within a
group while giving up very little. And of course, more gear options became
available via Isengard raids and Great River barter options.
In
short, just from stats and abilities, I do +42% more damage, have +21% more
Morale to work with (even though my Vitality went down), hit Critical +2% more
often (even though my Fate went down). Because I traded for damage/healing output and Morale, I gave up some
defense and take 8% more damage from the enemy (lower mitigations via the
reduced Vitality).
So,
+42% damage and +21% Morale versus taking 8% more damage is a good trade for a
non-tank.
6 Raid Eglerin:
This column depicts what would happen if I went with the full set of Isengard
raid armor. Net result: +5.6% Tactical damage, -4.0%
Morale, -1.7% Mitigation (resulting in more damage taken). It works well if I don’t get hit.
6 Moors Tranquility:
This column depicts what would happen if I switched out all of my armor with
the Moors Tranquility Armor set; Tranquility is the healer’s armor and has the
most similarities to the Eglerin. Net result: +6.2% Tactical damage, -2.5%
Morale, +0.3% Mitigation. Between the Tranquility and the Eglerin, the
Tranquility makes for a sturdier build, but gives up 3% Critical chance (about 1000 Critical), which
is big.
Current gear and the future?
Where
am I and where am I going?
Since
some of you have asked what gear I am choosing, I will list my current gear
with thoughts about what comes next. My objective was to be at 26,000-27,000
Tactical offense, over 8,000 Morale, and as much Mitigation as I could obtain
without sacrificing the first two.
Here
is a shot of me “in disguise” and “out of disguise”. One thing for sure, while in the Moors, I need
some dye-work for my mixed set as those pieces of black, navy, purple, and
white do not match at all. Hymne @ Cosmetic Lotro would probably be embarrassed
to be seen with me.
(1)
Cloak: Wyrmscale wizard from Draigoch. It requires three
scales from Draigoch (one win plus good roll) and a tailor.
Better Cloak = Shimmering wizard via a “Broken Clasp” dropped
in Saruman raid. It is the only better cloak, and I’ve never actually seen one.
I’ve been told that the clasp drops 50% of the time from a Saruman win. So, one
shot at a clasp 50% of the time on a once-per-week raid divided among 12
raiders in the group = not a practical target.
(2)
Chest: Padded Cobalt of the Moors. It is currently obtained
for 6000 Moors Commendations. Mine is matched as a set of two, with the Legs.
It is an interesting piece since it offers more Morale than any other RK chest
piece.
Better chest = (a) the new Moors gear (barter for 7500
Commendations), or (b) the Isengard chest via Saruman raid (beat Saruman, then
barter 873 Medallions, 232 Seals). (c) The Clever Counselor (Draigoch series, barter
for 1035 Medallions) offers the most Tactical Mastery. If you are going to the
Moors, the “Audacity” of the new Moors gear is essential.
New
Moors chest piece is one of my first targets on returning to the Moors.
(3)
Legs: Padded Cobalt of the Moors. It is currently obtained
for 4000 Moors Commendations. Mine is matched with the Padded Chest piece.
Between the two, they give a set bonus +535 tactical and physical mitigation,
which is nice.
Better Leggings = As I have recently unlocked the Isengard Shadow wing leggings, I am on
trajectory to barter for those leggings (786 Medallions, 203 Seals). As of
today, I am at 125/203 Seals.
(4)
Shoulders: Isengard – Eglerin series. It barters for 786 Medallions,
203 Seals, and requires a win in the Fire&Frost wing. I currently have
three Eglerin pieces, and am targeting a fourth piece (the legs).
(5)
Head: Isengard – Eglerin series. It barters for 698 Medallions,
174 Seals, and requires a win in the Lightning wing.
(6)
Hands: Isengard – Eglerin series. It barters for 698 Medallions,
174 Seals, and requires a win in the Acid wing.
Eglerin
series versus Erebraw - Right
now, with a few exceptions (and the Audacity need in the Moors), the Isengard
raid gear is some of the best gear by piece in the game for RK, and with the
set bonuses only Moors gear is comparable. Of the three options, I chose the
Eglerin (healer) series. The Eglerin offers more Morale; the Erebraw
(lightning) and the Puignor (fire) offer better Criticals and more Finesse. It
was a close call but for a full set, Eglerin (vs Erebraw) has +549 Morale
and +1314 Tactical Mastery and -576 Critical. Both have good set bonuses,
but Eglerin matched my objective of more Tactical and more Morale.
(7)
Feet: Ryscdail. This named pair of boots is a nearly-every-time
drop in the Foundry (mebbe T2 only, I’ve never seen Foundry T1).
Better boots = (a) the new Moors gear (barter for 4000
Commendations), or (b) the Isengard shoes via Saruman raid (beat Saruman, then
barter 873 Medallions, 232 Seals).
When
I return to the Moors, the boots are the first gear change, and the matching
Moors chest piece will be the second.
(8) Necklace: Ancient Jade & Sapphire. This necklace is
built with Orthanc sigil fragments. Run Isengard instances, get fragments,
build up to the necklace at the Ox Clan barter merchant.
Better necklace = The only necklace
I have seen that is better is “Laerur”. It is available from the same Ox Clan
merchant and requires a “Broken Clasp” which is a drop from Saruman (see Cloak section
above for Clasp).
(9)
Earrings: Empowered Anduin Mendor and Glimmering earring.
Empowered
Anduin Mender is a barter earring from Limlight Gorge
vendor in Stangard. It requires some gold and silver tokens (common from the
Great River) and an unhatched Spider egg. The egg comes from “The Roots of
Fangorn” fellowship instance. In my opinion, the Empowered Anduin Mender set of
three jewelry pieces (earring, ring, pocket) are some of the best RK jewelry pieces
available.
Glimmering
Earring is a barter earring from a Galtrev vendor. I
chose it for its excellent Morale.
Better Earrings = The Mender is the tops, but the
Empowered Anduin Sage earring is a good option (same vendor). The Mathom Tender
(skirmish raid drop), Great spider earring (Roots of Fangorn drop), and the Great
River earring of Will (jeweler crafted) are also very strong choices.
The
Empowered Anduin Sage is my target to replace the Glimmering.
(10)
Rings: Empowered Anduin Mender and Willful Defence.
Empowered Anduin Mender… see
earrings above. It is tops.
Willful Defence of the Moors was the
tops before the Great River expansion. I am not sure its current barter price;
it costs Moors Commendations.
Better Rings = These rings are two
of the best rings available. However, there are a few others depending on your
Abilities’ need, including Band of the Codex Archivist (skirmish raid drop), Limlight
Tactician Ring (simple token barter in Stangard), and Empowered Anduin Sage
(bartered with Spider eggs like the Mendor ring).
(11)
Bracelets: Limlight Tactician and Thoughtful Counsel.
Limlight Tactician Bracelet is a
simple token barter item from Stangard. It requires some reputation with the
Stangard-ians to obtain (Limlight Gorge rep I believe).
Thoughtful Counsel is a skirmish
raid drop from the Prancing Pony skirmish.
Better Bracelets = Of all my gear, I
feel that my Bracelets are the least. However, I have not seen much better for
a RK. The Root Poisoner's Bracelet is a good blend but gives up Vitality and
Mitigations; it is a random drop from the Roots of Fangorn chest. “Oaths spoken”
(a simple Galtrev barter item) was the last bracelet I had before Limlight.
(12)
Pocket: Empowered Anduin Mender. This one is the third piece
of the Mender set, along with the Earring and the Ring.
Better Pocket = My set of three is
complete, and I shall not want. However, if you are working toward a set, Angolwir
(Dunland quest reward), WesternSeas Navigation Chart (skirmish raid drop), Galadrhim
Medicinal Pouch (skirmish raid drop), Gold-inlaid flask (skirmish raid drop),
and Empowered Anduin Sage (same vendor as the Mender) are all good options.
Geez Dana! Long-winded much??
Summary of the “Future”
versus Current build:
(A)
125/203 Seals until Eglerin Legs.
(B)
One Roots Spider egg = Empowered Anduin Sage Earring.
(C) Return
to the Moors and get Tranquility Chest and Boots. For the Moors “Audacity”
alone, keep obtaining more Moors gear.
(D) Saruman
and his goodies (cloak, necklace, chest, boots) are written off unless the
unexpected ensues. Eventually, I may gain victory over Saruman. And then, I
would need 542 Seals to complete the Isengard set. It has taken 7 months to
obtain 676 Seals for the first 3 and a half pieces. But if I did get the rest of the Seals, would it be
better than my current build?
(E)
RK gear is DESIGNED to make a more deadly but more fragile, glass cannon. You can
see by comparison to the “Level 75 begin” column that the high end pieces are
stripping away defense to offer even more explosive Offense. To combat that
issue, I will flip 4 out of 5 traits, basically all the Will I have
cherished, to traits that offer better defense. In effect, I give up very
little because the better gear offers all the Offense I was targeting. Flip to Honor,
Fidelity, Innocence, Tolerance, Zeal.
(Finis) Changing these four pieces plus the
traits; Net result = +9.4% Tactical damage, +0.4% Morale, +4.8% mitigation.
Against
objective: 26,000-27,000 Tactical offense, over 8,000 Morale, and as much
Mitigation as I could obtain = 3 wins. As I build the Moors set, I will look for ways to optimize and pull out a smidge of Tactical Offense to replace it with a helping more of Mitigations and Critical.
Update January-2013: Well hello! There was a lot of detail here; however, I went into specifics about Mastery versus its diminishing returns and show more math at lotro-math-mastery-diminishing-returns?. If you stuck with me so far, you might find that one even more interesting.