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.
1+((0.1/3990.80444)*Power)
0.01*((((70)^0.6925)+6)*(Stat/9977.011)^1)
0.01*((((70*0.9)^0.9)+41)*(Armor_Penetration/9977.011)^0.85)
((8*1.42)-(8*1.42)/(1+((((1/((70*0.06)^2))+0.148)*Stat/(800/60))/8)^1.42))*0.01
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.
Level | Resist% |
---|---|
1 | 0.000000 |
2 | 0.000000 |
3 | 0.000000 |
4 | 0.000000 |
5 | 0.021250 |
6 | 0.025500 |
7 | 0.029750 |
8 | 0.031875 |
9 | 0.034000 |
10 | 0.036125 |
11 | 0.038250 |
12 | 0.040375 |
13 | 0.042500 |
14 | 0.042500 |
15 | 0.042500 |
16 | 0.051000 |
17 | 0.059500 |
18 | 0.068000 |
19 | 0.076500 |
20 | 0.085000 |
21 | 0.093500 |
22 | 0.102000 |
23 | 0.110500 |
24 | 0.119000 |
25 | 0.127500 |
26 | 0.136000 |
27 | 0.144500 |
28 | 0.153000 |
29 | 0.161500 |
30 | 0.170000 |
31 | 0.170000 |
32 | 0.170000 |
33 | 0.170000 |
34 | 0.170000 |
35 | 0.170000 |
36 | 0.170000 |
37 | 0.170000 |
38 | 0.170000 |
39 | 0.170000 |
40 | 0.170000 |
41 | 0.170000 |
42 | 0.170000 |
43 | 0.170000 |
44 | 0.170000 |
45 | 0.170000 |
46 | 0.170000 |
47 | 0.170000 |
48 | 0.170000 |
49 | 0.170000 |
50 | 0.170000 |
51 | 0.170000 |
52 | 0.170000 |
53 | 0.170000 |
54 | 0.170000 |
55 | 0.170000 |
56 | 0.170000 |
57 | 0.170000 |
58 | 0.170000 |
59 | 0.170000 |
60 | 0.170000 |
61 | 0.204000 |
62 | 0.204000 |
63 | 0.204000 |
64 | 0.204000 |
65 | 0.221000 |
66 | 0.229500 |
67 | 0.229500 |
68 | 0.238000 |
69 | 0.246500 |
70 | 0.255000 |
71 | 0.255000 |
72 | 0.340000 |
73 | 0.425000 |
74 | 0.510000 |
75 | 0.595000 |
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
Recovery gives 2% Recharge and 1% APG per 400 Recovery rating.
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
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.
🙂
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
CAB = Combat Advantage 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
🙂