# Neverwinter Stat Rating Formulas and Mob DR% Table

Deriving the stat rating formulas has always been an interesting topic for all theorycrafters out there. Especially in the 60s era when all ratings had diminishing returns formulas would help determine at which point stacking certain stats no longer made sense. Nowadays it’s slightly less interesting, because all main ratings are basically linear and grant 1% of that rating for every 400 points put into it. But there are exceptions like Armor Penetration and the utility ratings.

Some players are behind these formulas to optimize builds or simply gain general knowledge about the game. A player recently hinted at a game-file containing the formulas and we are glad we can share them.

As you can see there are four different formulas, but the one for Power and the other normal stats both yield 1% per 400 rating points. For cooldown reduction you need to double the result. The utility formula has pretty harsh diminishing returns. More than 1,500 points hardly make sense as pictured below. Another number snippet we thought is worth sharing are the mob damage resistances for all levels. It’s a well known fact that endgame mobs feature no higher resistance than 60% and, barring a last-minute change, this is still the case in Storm Kings Thunder.

LevelResist%
10.000000
20.000000
30.000000
40.000000
50.021250
60.025500
70.029750
80.031875
90.034000
100.036125
110.038250
120.040375
130.042500
140.042500
150.042500
160.051000
170.059500
180.068000
190.076500
200.085000
210.093500
220.102000
230.110500
240.119000
250.127500
260.136000
270.144500
280.153000
290.161500
300.170000
310.170000
320.170000
330.170000
340.170000
350.170000
360.170000
370.170000
380.170000
390.170000
400.170000
410.170000
420.170000
430.170000
440.170000
450.170000
460.170000
470.170000
480.170000
490.170000
500.170000
510.170000
520.170000
530.170000
540.170000
550.170000
560.170000
570.170000
580.170000
590.170000
600.170000
610.204000
620.204000
630.204000
640.204000
650.221000
660.229500
670.229500
680.238000
690.246500
700.255000
710.255000
720.340000
730.425000
740.510000
750.595000 ### 5 thoughts on “Neverwinter Stat Rating Formulas and Mob DR% Table”

• September 22, 2016 at 8:30 am

i would like to know Recovery Skills Recharge percentage is it 1% for every 400 Recovery

Also how does Action Point Stat work with Recovery

• September 11, 2018 at 10:49 pm

Recovery gives 2% Recharge and 1% APG per 400 Recovery rating.

• September 22, 2016 at 8:37 am

when you said

For cooldown reduction you need to double the result

are you talking about the Recovery’s Speed Recharge normal rating formula its result is x2

i am new to this and would like to optimize my stats

thank you man

• September 12, 2018 at 1:09 am

Recovery increases Encounter Recharge Speed by reducing Cool Downs.

The Recovery Rating vs Recharge graph is linear, +1% per 200 Recovery. But the way Recharge reduces your Encounter Cool Down is not linear, because it is applied as a DIVIDER.

Recharge = Recovery/200

CDR = Cool Down Reduction = 1+(Recovery/20,000)

New CD = Base CD/CDR
New CD = Base CD/1+(Recovery/20,000)

Because CDR is applied as a divider, at low levels of Recovery it decreases Cool Down quite quickly. The higher your Recovery, the less benefit of CDR you get.

EG, say the base CD of an Encounter is 25 seconds,

20,000 Recovery would give us

Recharge = 20,000/200 = 100%, which is actually 50% CDR

CDR = 1+(Recovery/20,000)
CDR = 1+(20,000/20,000)
CDR = 1+1 = 2.0

New CD = Base CD/CDR

New CD = 25 sec/2.0 = 12.5 sec

So at the following values of Recovery and Recharge

Recovery = Recharge = CDR = New CD (Base CD = 25 sec)

01000 = 005% = 1.05 = 23.8 sec
02222 = 011% = 1.11 = 22.5 sec
05000 = 025% = 1.25 = 20.0 sec
10000 = 050% = 1.50 = 16.7 sec
20000 = 100% = 2.00 = 12.5 sec
30000 = 150% = 2.50 = 10.0 sec
40000 = 200% = 3.00 = 8.33 sec

I wish i could make justified tables on this forum 🙁

Hope that helps.

🙂

• September 11, 2018 at 11:35 pm

It’s very interesting to plot the “Utility” (DimRet) Stats against Power, Recovery and ArPen.

People always talk about the ferocious Diminishing Returns above 1200, but often forget to point out that the Diminishing Return stats give a much higher return at low stat rating than Power, Crit and so on, roughly between about +1% to +1.5% per 100.

So for things like CAB, APG etc, we get:

Stat
0,000 = 0.000 %
0,100 = 0.994
0,200 = 2.320
0,300 = 3.561
0,400 = 4.626
0,500 = 5.513
0,600 = 6.247 ** EG 1 Artifact
0,700 = 6.853
0,800 = 7.357
0,900 = 7.779
1,000 = 8.136
1,100 = 8.439
1,200 = 8.699 ** EG 2 Artifacts
1,300 = 8.923
1,400 = 9.119
1,500 = 9.290
1,600 = 9.440
1,700 = 9.574
1,800 = 9.693 ** EG 3 Artifacts
1,900 = 9.799
2,000 = 9.895
2,100 = 9.981
2,200 = 10.059
2,300 = 10.130
2,400 = 10.195 ** EG 4 Artifacts

These figures I graphed from actual in-game values from many characters and friends, not using a formula, so may not match absolutely 100%, but are close enough.

Eventually, at about roughly 4,300, the Diminishing Return Stat would give us approx 10.82% while Power would give us ~10.75%. But no one would ever stack a DimRet stat much above about 1200, as we only get ~8.7% at 1200,
~9.7% at 1800 and
~10.2% at 2,400. So having
~10.8% at 4,300 is beyond pointless, even if it were possible.

Why these stats are the way they are is a mystery to me, except that most of them are not available from most gear or enchants. For some reason, when they removed caps and Diminishing Returns from most stats in Mod 6, they left these DimRet stats the same (AFAIK), so we get a nice bonus for stats at about 1200 (EG, 2 Mythic Artifacts with 600 each), but just cannot get much more than even another +1.5%, no matter how high we stack them.

🙂

As far as I know, the stats with these Diminishing Returns come only from Boons, Artifacts, Insignia and Attribute Bonuses and are very rarely on other gear types. DoTR comes only from STR as far as I can see. I don’t recall any gear, artifact or anything else with DoTR on it.

CCB = Crowd Control Bonus
APG = Action Point Gain
AoER = Area of Effect Damage Resistance
IncH = Incoming Healing
CCR = Crowd Control Resistance
gp = gold bonus
CIB = Companion Influence Bonus
Stam = Stamina Regeneration
DoTR = Damage Over Time Resistance
XPB = Experience Point Bonus
Glory = Glory gain bonus

🙂