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Hey y'all, I've done a great job of avoiding essence armor. I always figured I'd get around to it eventually. Anyway, I've been doing some research, and trying to come up with the MOST SIMPLISTIC way to figure all this out, and think I've interpreted all this info into a pretty easy guide, with NO MATH! LOL
Here are groovy graphs where I got a lot of this info. Look at the bottom of the page! That's where the good graphs are. The top of the page is lots of math.
Here are the different ratings, what caps there are for each (if any), and whether there are diminishing returns after a certain point. Finally, recommendations as to what values to shoot for. Please respond to this thread if you disagree, and I can modify this post! Thanks!
Critical Rating - 25% Cap
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15% = 7,350
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20% = 11,743
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25% = 17,685
Pretty linear! Stack up to 16,800!
Finesse Rating - 50% Cap
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30% = 17,850
- 40% = 37,767
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50% = 41,650
Pretty linear! So go as high as you want. But try to reach 30% (about 17,850), unless you don’t plan on doing T2 instances or killing mobs which have resistances and avoidances, then forget Finesse.
Finesse decreases an enemy’s resistances and avoidances. If the mob you are fighting has little to no resistances or avoidances, then Finesse is a waste. Here’s the problem, T2 mobs do have resistances and avoidances. Furthermore stat ratings are factored against on-level opponents, but T2 mobs out-level you. This means they are more likely to resist or avoid you. If the mobs you face are resisting/avoiding your attacks, Finesse Rating reduces their chance to do so.
Phys/Tact Mastery – 400% Cap
- 50% = 18,510
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100% = 37,038
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150% = 55,556
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200% = 74,075
Pretty linear! Stack as much as possible!
Outgoing Healing – 70% Cap
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30% = 17,850
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50% = 38,675
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70% = 69,913
Go for 30% (17,850), or maybe up to 50%. Diminishing returns after that.
Resistance – 50% Cap
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30% = 17,850
-
50% = 38,675
Great returns up to 30%, then linear up to 50%. Stack up to 38,675!
Crit Defense – No Cap
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50% = 10,500
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60% = 15,750
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70% = 24,500
Looks like after around 15,750 (60%), the returns really diminish. 50% is the sweet spot. Anything over 50% only reduces devastating hits.
Incoming Healing – 25% Cap
Great returns up to 15%, then linear up to 25%. Stack up to 16,606!
Avoidances B/P/E (Parry/Block/Evade) – 25% Cap
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Avoid – 15% Cap (7,845)
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Partial Avoid – 35% Cap (35,120) – get this to 15% (7,350) – diminishing returns after that
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Partial Mitigation – 60% Cap (41,650)
Mitigations – 40%/50%/60% Caps (need additional ~7,100 to get to cap on T2 instances - see discussion of this here)
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Light – 40% = 13,125 (need 20,213 for cap on T2 instances)
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Medium – 50% = 15,321 (need 22,408 for cap on T2 instances)
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Heavy – 60% = 17,491 (need 24,579 for cap on T2 instances)
Pretty linear! Stack up to your armor type’s maximum!
Morale/Power/ICPR/ICMR/OCPR/OCMR – No Caps
Armor – Mitigations
1 point of Armor = 1 point increase in Physical Mitigation
1 point of Armor = 0.2 point increase in Tactical Mitigation
Might
1 point of Might = 3 point increase in Block Rating (except Champions and Beornings)
1 point of Might = 5 point increase in Parry Rating for Champions
1 point of Might = 3 point increase in Parry Rating for Beornings
1 point of Might = 2 point increase in Parry Rating for other classes
1 point of Might = 8 point increase in Physical Mastery for Captains, Champions, Guardians, Wardens, and Beornings
1 point of Might = 8 point increase in Tactical Mastery for Captains, Champions, and Guardians
1 point of Might = 6 point increase in Tactical Mastery for Beornings
1 point of Might = 5 point increase in Tactical Mastery for Wardens
Agility
1 point of Agility = 3 point increase in Evade Rating (except Beornings)
1 point of Agility = 2 point increase in Evade Rating for Beornings
1 point of Agility = 2 point increase in Parry Rating (except Beornings)
1 point of Agility = 1 point increase in Critical Rating
1 point of Agility = 8 point increase in Physical Mastery for Burglars, Hunters, and Wardens
1 point of Agility = 6 point increase in Physical Mastery for Beornings
1 point of Agility = 5 point increase in Tactical Mastery for Wardens
Will
1 point of Will = 1 point increase in Tactical Mitigation
1 point of Will = 2 point increase in Resistance
1 point of Will = 8 point increase in Physical Mastery for Lore-masters, Minstrels, and Runekeepers
1 point of Will = 8 point increase in Tactical Mastery for Lore-masters, Minstrels, Runekeepers, and Guardians
1 point of Will = 5 point increase in Tactical Mastery for Burglars, Champions, and Beornings
1 point of Will = 1 point increase in Evade Rating for Beornings
Vitality
1 point of Vitality = 5 point increase in maximum Morale for Guardians, Wardens, and Beornings
1 point of Vitality = 3 point increase in maximum Morale for other classes
1 point of Vitality = 2 point increase in Resistance Rating
1 point of Vitality = 7.2 points increase in Non-Combat Morale Regeneration
Fate
1 point of Fate = 2.5 points of Critical Rating
1 point of Fate = 1.5 points of In-Combat Morale Regeneration
1 point of Fate = 1.71 points of In-Combat Power Regeneration (except Beornings)
1 point of Fate = 24 points of Non-Combat Power Regeneration (except Beornings)
1 point of Fate = 1 point increase in Tactical Mitigation
1 point of Fate = 4 point increase in Tactical Mastery for Beornings