Last Updated: 28 february 2014 - Update 15.2.1

Work in progress, correctness not validated

This thread is purely meant to reflect the current state of the stat and stat-related systems. Discussion about how good or bad this system is NOT welcome. Please stick purely to keeping this up-to-date and theory crafting, or asking for clarification

I'm making this thread to have a place with a good overview on the stat system, which in turn can be used by players to optimize their builds.

Terminology

Primary Stats

The primary stats are Might, Agility, Will, Vitality and Fate. These stats do not have any effect directly, but instead contribute to several other stats.

The primary stats that grant Tactical and or Physical mastery (Might, Agility, Will) are called Primary Class Stats.

Contribution Cap(from rating)

A contribution cap is a limit on how much the rating of a stat can affect the resulting percentage. It does not state a limit on what the percentage can eventually be. For example, Critical Rating has a contribution cap of 25% to critical chance, this means that above a certain amount of rating, Critical Rating will no longer contribute to Critical Chance. But critical chance can still be increased by other sources like traits.

To be extended...

Contributions - Primary Stats

Might

For all classes except Champions and Beornings:

+3 Block

+2 Parry

For Guardians, Captains and Champions:

+8 Physical Mastery

+8 Tactical Mastery

For Champions:

+5 Parry

For Beornings:

+8 Physical Mastery

+6 Tactical Mastery

+3 Parry

For Wardens:

+8 Physical Mastery

+5 Tactical MasteryAgility

For all classes:

+1 Critical Rating

For all classes except Beornings:

+2 Parry

+3 Evade

For Hunters and Burglars:

+8 Physical Mastery

For Beornings:

+2 Evade

+6 Physical Mastery

For Wardens:

+8 Physical Mastery

+5 Tactical MasteryWill

For all classes:

+1 Tactical Mitigation

+2 Resistance

For Minstrels, Rune-keepers

and Lore-masters:

+8 Tactical Mastery

+8 Physical Mastery

For Burglars, Beornings and Champions:

+5 Tactical Mastery

For Guardians

+8 Tactical Mastery

For Beornings:

+1 EvadeVitality

For all classes:

+2 Resistance

+7.2 OCMR

For Guardians, Wardens and Beornings:

+5 Maximum Morale

For all other classes:

+3 Maximum MoraleFate

For all classes:

+1 Tactical Mitigation

+2.5 Critical Rating

+1.5 ICMR

For all classes except Beornings:

+1.71 ICPR

+24 OCPR

For Beornings:

+4 Tactical Mastery

Contributions - Secondary Stats

Only secondary stats that affect multiple things are listed here.

Critical Rating

- Critical Chance (max. 25%)

- Devastate Chance (max. 10%)

- Critical and Devastate Magnitude (infinite rating required to hit cap: 100%)

Physical Mastery

- Melee Damage

- Ranged Damage

Tactical Mastery

- Tactical Damage

- Outgoing Healing

Block, Parry, Evade

- Full Block, Parry, Evade Chance

- Partial Block, Parry, Evade Chance

- Partial Block, Parry, Evade Mitigation

Armour

Note: the character penal lists Common mitigation as the default Physical Mitigation, with other types shown on the tooltip.

- Common Mitigation Rating [100% contribution]

- Physical Mitigation Rating (Orc-craft/Fell-wrought/Beleriand/Ancient dwarf-make/Westernesse) [20% contribution]

- Tactical Mitigation Rating (Fire/Frost/Lightning/Light/Shadow/Acid) [20% contribution]

General Formula: Rating to Percentage

P = Y + 1/(1 + C/(R/L - X))

And it's inverse:

R = ( C(P - Y)/(1 - (P - Y)) + X ) * L

P = Stat in decimals (multiply by 100 to get it as percentage)

X = Translation on the input (R/L)

Y = Translation on the output (P)

C = Constant (determines how steep the curve is)

R = Rating

L = Level of the target

Translations are used for segmentation.