Below are the changes to stats as far as I can tell, with the launch of Isengard.
Note: This post has been updated to reflect the changes to stats which occured with Update 5 (Dec. 2011).
First a short look at the parts of the Isengard Release Notes (Sept. 2011) where stats are affected:
- The caps on the base stats: Might, Agility, Vitality, Will and Fate have been completely removed (were 650).
- The caps on Block, Parry, Evade, Incoming Healing and Critical Hit % chance have been increased to 25% (were 15%).
- The caps on Outgoing Healing % and Resistance % chance have been increased to 50% (were 30%).
- The caps on Offence % have been removed. The offence rating to % conversion has been enhanced (more below).
- The caps on Mitigation % have been increased or removed (my own observation) (from 30% for Light Armour, 40% for Medium, 50% for Heavy).
- The Mitigation rating to % conversion has been changed from a unique curve to 2: one for heavy armour and one for Medium and Light armour (more below).
- Common Damage Mitigation is now built upon a new stat called Physical Mitigation (which is mitigation to player weapon type damage: Beleriand, Westernesse, and Ancient Dwarf).
- Shadow, Lightning, Acid, Fire and Frost mitigations now build upon a new stat called Tactical Mitigation (more exactly: Non-Physical Damage Mitgation). Note that Light damage isn't listed, and some people have observed that they don't seem to have much mitigation, if any, to Light damage during the fight with Saruman. This may be a bug.
- Mitigation by Source (reducing the incoming damage depending on the type of skill which caused it, irrespective of the type of damage itself), is all but phased out of the game. All pocket items and Virtues which had Melee Defence Rating and Ranged Defence Rating have been converted to Physical Mitigation (which is reduction of damage by type of damage). Similarly, all pocket items and Virtues which had Tactical Defence Rating have been converted to Tactical Mitigation (again, reduction of damage by type of damage). Very few items remain with the old bonuses:
- The Legendary Class Item scrolls which added Melee/ranged/tactical defence rating, are still there.
- The old, now unobtainable, gems and runes (relics) which had those defence ratings, are still there.
- Heavy Shields still have the +10% Ranged Defence bonus (only Guardians can use these now; so basically a Guardian will get 10% less acid damage from an arrow that punctures his neck from the back because he's carrying a heavy shield.)
- Update 5 (Dec. 2011) transformed the LI scroll Defence Ratings to Physical and Tactical Mitigation, as well as Defence Ratings on the old relics. Say bye-bye to Mitigation by Source (only mobs probably have this now).
The game should take into account whatever defence rating you still have from these items.
- A new stat was introduced, or rather a counter-stat, called Finesse. It allows the owner to lower the avoidance chances of his enemy. So it will lower your opponent's block, parry, evade (in the case of a melee attack) and resist (in case of a tactical attack) chances. It will also serve mobs and bosses that have Finesse to lower your own avoidances and resistances.
- Almost all item bonuses that gave a bonus to a specific resistance type have been changed to give a single bonus to Resistance, a new stat. Wound, Poison, Fear and Disease Resistance Ratings all use the new Resistance Rating stat as their starting value. Class skills or pots can still increase a specific resistance type further.
- Almost all item bonuses that gave a bonus to a specific Critical Hit Rating type (melee/ranged/tactical) have been changed to give a single bonus to Critical Rating, a new stat. Melee, Ranged and Tactical Critical Ratings all use the new Critical Rating stat as their starting value. Class skills or traits can still increase a specific Critical rating type further.
- Update 5 (Dec. 2011) introduced 2 new stat consolidations: Physical Mastery is a stat which feeds both Melee Offence and Ranged Offence. Tactical Mastery is a stat which feeds both Tactical Offence and Outgoing Healing. All bonuses which used to give Melee or Ranged offence were changed to give both (Physical Mastery). All bonuses which used to give Tactical offence or Outgoing healing were changed to give both (Tactical Mastery), those found on many settings and other relics, to name one example.
- All Racial passive traits which used to deduct -8 from a base stat (for example -8 Might for hobbits) now deduct -7 only.
- The Elf's total immunities to poison and disease are now a flat 1% rather than a rating of 4 per level. (Iluvatar assures me this was not his will, and that He has commissioned a -20 nerf to Turbine devs which Melchor announces will be coming Soon after beta testing. An enthusiast named JRR insisted on testing the beta).
- The Dwarf's Endurance of Stone skill was changed from +75% Common, Shadow and Fire Mitigation to -50% Incoming Melee, Ranged and Tactical Damage. While this, in theory, covers all possible types of damage, it lets in double the damage that the old skill let through for the types of damage it covered. Clearly a nerf in most cases and perhaps no longer a true life-saving emergency skill.
- All Passive skills (class enhancements) which you used to buy every odd-numbered level from your trainer (parry, evade, accuracy, etc..) have been removed from the game. To compensate, the base stats now contribute more than they did to parry, evade, etc... (more below). This results in the following changes to a non-equipped (naked, with no traits slotted) level 65 burglar (they depend on class):
- Block, Evade, Parry ratings decreased by about 1000-1700
- Wound, Fear, Poison, Disease resistances ratings increased by about 150-200 (Yay, now we're all as immune as Elves!)
- Common and Tactical Mitigation ratings increased by about 100-200
- Outgoing healing rating increased by about 0-350
- Critcal Rating (depending on class) decreased by about 500-700
- Offence Rating (depending on class) increased by around 0-450
- Accuracy, which reduces your chance to miss an attack, decreased to 0 (or whatever accuracy your Agility secretly provides). Note that, while Agility will reduce your chance to miss an attack against an on-level or lower opponent, it will not reduce your chance to miss against higher level opponents. You can, however, still kill a mob that is 7 levels higher than you. But not 8 levels, due to excessive misses.
(Rant time: What is unfortunate is that this is yet another move to make us more dependent on gear bonuses. Don't you miss the base stat bonuses we got on level-up? A bit more morale, might, will, fate, and skill damage? Did anyone ever explain why they stopped giving us those at level 50? I mean, you level up to get better and stronger automatically. That's the reward for levelling up (aside from the pleasure of the process itself). Did they clearly say we'll be getting legendary item improvements instead of character improvements? And that we'll have to destroy our item advancement and start over whereas character stat bonuses would have stayed with us? Levelling feels diminished without those bonuses and fresh new skills. It seems the only purpose of levelling now is getting to the new cap so you can grind for the better gear. It would be interesting to see what base stats we would have had by 75, had those little bonuses continued for the past 25 levels (yes, it'll be 25 whole levels without a single stat improvement!). Then deduct those bonuses we would have gotten in 25 levels from the super-duper armour bonus to see what it's really worth. Or are these the 60 points of base stats being sold in the store now? /Rant off.)
- Minstrels cannot wear medium armour any more.
- Champions cannot use Heavy Shields any more (but can still use Light ones). They got Bubbles instead. ("Orion nerfed CB!") Edit: Light Shield use was stealthily disabled after a server restart. It's uncertain whether this is final or not.
- Runekeepers cannot heal any more. (Just kidding).
- Captain's buff IDOME (+50 to all stats) is now a toggle. And they can "block" with a 2-handed weapon (as well as parry).
- Loremaster's Ancient Wisdom (+60 Will) self-buff is now permanent (get it from the trainer). Their cure wounds and disease skill no longer gives the group a Resistance buff.
- Most Uncommon Armour (green background) has had its armour value increased (apparently by around 20%).
- Damage and Healing by class will be affected by the following base stats (more below):
- Minstrel: Will for Healing, Tactical and Melee offence
- Loremaster: Will for Healing, Tactical and Melee offence
- Runekeeper: Will for Healing, Tactical and Melee offence
- Captain: Might for Healing, Melee and Tactical offence
- Guardian: Might for Melee and Ranged offence, Will for a bit of Healing
- Champion: Might for Melee and Ranged offence, Will for a bit of Healing
- Warden: Might for Melee and Ranged offence, Will for a bit of Healing and Tactical offence.
- Hunter: Agility for Ranged and Melee offence, Will for a bit of Healing
- Burglar: Agility for Melee and Ranged offence, Will for a bit of Healing
- --- Modifications with Update 5 (Dec. 2011):
- Minstrel: Will for Healing, Melee, Ranged and Tactical offence
- Loremaster: Will for Healing, Melee, Ranged and Tactical offence
- Runekeeper: Will for Healing, Melee, Ranged and Tactical offence
- Captain: Might for Healing, Melee, Ranged and Tactical offence
- Guardian: Might for Melee and Ranged offence, Will for some Healing and Tactical offence
- Champion: Might for Melee and Ranged offence, Will for some Healing and Tactical offence
- Warden: Might for Melee and Ranged offence, and for some Healing and Tactical offence
- Hunter: Agility for Ranged and Melee offence, Will for some Healing and Tactical offence
- Burglar: Agility for Melee and Ranged offence, Will for some Healing and Tactical offence
- All base stats and virtues can now be increased through purchases in the in-game store. You can also buy magical scrolls which can summon a relic master, vault-keeper, bard, etc... to keep you company in the wilderness. Tom Bombadil refuses to come and dance for you, for the moment.
- A Scroll of Greater Empowerment costs 14,100 shards to make. Or you can buy it from the store (you can also get it using some 6k old skirmish marks, about 840 marks and 65 medallions since Update 5). Now we'll know who the skirmish mark millionaires are. Or just the usual type of millionaires. The new fashionable grind is 12-man skirmishes for Superior 4th marks ("Seals" since the skirmish mark re-hash of Update 5).
- Loremasters can rez from a distance of 25m now, and don't need the silly shire tobacco any more. Those using the Cure Resistance Duration legacy are kindly asked to replace this deprecated legacy at their own expense (scrolls of empowerment and all), "at their earliest convenience".
- Burglars and Loremasters can daze any and all creatures now.
OK, now that we're over the stuff which you probably already knew about (not all, I hope), let's go on to some (more) undocumented changes:
Stats and How they are Derived
Key: M=Might, A=Agility, V=Vitality, W=Will, F=Fate, CR=Critical Rating, Res.=Resistance Rating, PM=Physical Mitigation Rating, TM=Tactical Mitigation Rating, SLLAFF=Shadow/Light/Lightning/Acid/Fire/Frost, n/a=not dependent on other stats.
Stat Rating BRG CPT CHM GRD HNT LM MIN RK WRD
------------------ --------- --------- --------- --------- --------- --------- --------- --------- ---------
- After Update 5 (Dec. 2011):
Melee Offence 10*A 10*M 10*M 10*M 10*A 10*W 10*W 10*W 10*M
Ranged Offence 10*A 10*M 10*M 10*M 10*A 10*W 10*W 10*W 10*M
Tactical Offence 5*W 10*M 5*W 5*W 5*W 10*W 10*W 10*W 5*M
Outgoing Healing 5*W 10*M 5*W 5*W 5*W 10*W 10*W 10*W 5*M
- Before Update 5:
Melee Offence 10*A 10*M 10*M 10*M 10*A 10*W 10*W 10*W 10*M
Ranged Offence 10*A 1*A 10*M 10*M 10*A 1*A 2*A 1*A 10*M
Tactical Offence 1*W 10*M 1*W 1*W 1*W 10*W 10*W 10*W 4*W
Outgoing Healing 5*W 10*M 5*W 5*W 5*W 10*W 10*W 10*W 4*W
Morale 3*V 3*V 3*V 5*V 3*V 3*V 3*V 3*V 5*V
ICMR 1.5*F >>
NCMR 7.2*V >>
Power 3*W >>
ICPR 30*SQRT(F) >>
NCPR 12*W >>
Critical Rating 1.75*(A+F) >>
Melee Critical CR >>
Ranged Critical CR >>
Tactical Critical CR >>
Block 4*M >>
Parry 2*(M+A) >>
Evade 4*A >> (same for all classes)
Resistance 2*(V+W) >>
Wound Resist. Res. >>
Disease Resist. Res. >>
Fear Resist. Res. >>
Poison Resist. Res. >>
Physical Mitigation 2*(M+V) + 0.2*Armour >>
Common Mitigation PM + 0.8*Armour >>
West/AnDwarf/Beler. PM >>
Tactical Mitigation 4*V + 0.2*Armour >>
SLLAFF Mitigation TM >>
Not dependent on Base Stats:
Critical Defence n/a >>
Incoming Healing n/a >>
Finesse n/a >>
Melee Defence n/a >>
Ranged Defence n/a >>
Tactical Defence n/a >>
Mysterious, secret stats:
Miss Chance (A?)
Tact. Crit Multiplier (F?)
Melee Crit Multiplier (?)
Ranged Crit Multiplier (?)
Tact. DevCrit Mult. (F?)
Melee DevCrit Mult. (?)
Ranged DevCrit Mult. (?)
Conversion of Ratings to %
- Except for Offence Ratings where big changes were made, all previous conversion formulas still hold but only to the old caps. Percent stats which have had their caps increased now use another formula when going beyond the previous cap (read: more rating per % is required beyond the old cap).
- Finesse uses the same formula as well, and it seems that it has a cap of 50%.
The conversion of rating to % after Isengard uses this general formula:
% = Yo + 1/[1 + K/(R/L - Xo)]
When Xo=0 and Yo=0, it becomes the old formula:
% = 1 / [1 + K/(R/L)] or % = R / (R + KL)
It is of the form: 1 / (1 + K/x)
- R is the Rating to convert
- L is the level (generally the opponent's level, except for counter-stats like Critical Defence and Finesse, where I would expect it to be the player's level since it is your opponent who's supposed to convert his ratings after your counter-stat reduces them)
- K is a constant which defines the slope of the curve.
- Xo is an offset to R/L
- Yo is an offset in %
Food for Thought:
It is possible that the ratio R/L in the formula isn't so simplistic. Indeed, if it were so, it would mean you get an advantage or a penalty based on the mob's level alone, independently of your own level. One other possibility is for the R/L ratio to in fact be: R*L1/(L2*L2), where L1 is your level and L2 is the opponents level. I have not made any tests in that direction.
Another possibility is that, at least for some stats, the whole % result is multiplied by L1/L2 to take player level into consideration. For example: % = L1/L2 * 1 / [1 + K/(R/L2)]. This would be transparent to us while looking at the stat tooltips since the opponent level stated there is always equal to our own level.
The results you calculate with the formulas I list here are in decimal form. I.e. 15.8% will come out as 0.158. If you want the "percentage" value, multiply the result by 100.