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

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5 thoughts on “Neverwinter Stat Rating Formulas and Mob DR% Table

  • September 22, 2016 at 8:30 am
    Permalink

    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
      Permalink

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

  • September 22, 2016 at 8:37 am
    Permalink

    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
      Permalink

      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
    Permalink

    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

    🙂

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