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Unread 05-07-2020, 07:36 AM  
Giseldah
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Level XP

Next version will have calculation of Level Experience. I've spent well over a week on figuring out what's happening on various levels. Fortunately, I have something working now. Results will almost all be calculated (I don't like data tables) on the fly. A drawback is that it can take some calculation time, especially when going to high character levels > 1000, because of the way the numbers are calculated (level^2 calculations) Ofc, realistic levels are much faster.

I've made a mod for TitanBar which uses this and some more integration of CalcStat. In principle, the player tooltip information window code does not need to be updated anymore, whenever stats change with a new update. All you need is a current CalcStat (which is now integrated in Plugin Compendium).
Plugin Compendium has the option of Dependencies, so if I'm correct, it can automatically install CalcStat with the main plugin.
https://i.imgur.com/b0FhG2b.png

Last edited by Giseldah : 05-07-2020 at 07:42 AM.
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Unread 07-19-2020, 01:29 PM  
Giseldah
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Skill output - Tactical Damage

Tactical Damage formula:

SkillMaxTacDmg = (TDR+@LvlBonusTacDmg)*SkillMP*(1+@TacDmgPRatP+AddP )*(1+MultiP)

1) TDR:
- 1 per level (max 50)
- TDR from LI including rune of Enchantment

2) SkillMP:
- a skill defined multiplier value

3) AddP:
- percentages from traits/LIs that add to the rating percentage

4) MultiP:
- percentages from traits/LIs that need to be multipied with all

Example Minstrel Cry of the Valar 130, 312343 Tactical Mastery etc.:

TDR = 50 + 1168.66(weapon LI) + 177(LI rune) = 1395.66

CalcStat(LvlBonusTacDmg,130) = 693.374

SkillMP = 5.4(Cry of the Valar)

CalcStat(TacDmgPratP,130,312343) = 107.44% -> /100 = 1.0744

AddP = 5%(red bonus trait Discordant Ballads) + 12%(yellow trait Of All Traits) = 17 -> /100 = 0.17

MultiP = 5%(Li title Light dmg) + 68.8%(Li legacy Light dmg) + 20%(red trait tree passive Light dmg) + 25%(red trait Discordant Cries) = 118.8% -> /100 = 1.188

->

SkillMaxTacDmg = (1395.66+693.374) * 5.4 * (1+1.0744+0.17) * (1+1.188)

SkillMaxTacDmg = 2089.034 * 5.4 * 2.2444 * 2.188 = ~55397.076

SkillMinTacDmg = 0.7 * SkillMaxTacDmg = ~ 38777.954

Tooltip: 38778 - 55397

Last edited by Giseldah : 07-30-2020 at 03:47 AM.
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Unread 07-29-2020, 12:25 PM  
Giseldah
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Skill output - Healing

Healing formula:

SkillMaxHeal = (THR*SkillMP+@LvlBonusMorRes)*(1+@OutHealPRatP+Add P)

1) THR:
- 1 per level (max 50)
- THR from LI including rune of Binding

2) SkillMP:
- a skill defined multiplier value (separate multiplier for HoTs)

3) AddP:
- percentages from traits/LIs that add to the rating percentage

Example Minstrel Bolster Courage 130, 323380 Outgoing Healing Rating etc.:

THR = 50 + 327.63(songbook LI) + 118(LI rune) = 495.63

CalcStat(LvlBonusMorRes,130) = 430.54095

SkillMP = 14.4(Bolster Courage)

CalcStat(OutHealPratP,130,323380) = 28.593% -> /100 = 0.28593

AddP = 34.4%(Legacy Healing and Motivation Skills) + 32.4%(Legacy Bolster Courage Healing) + 12%(yellow trait Of All Traits) = 78.8% -> /100 = 0.788

->

SkillMaxHeal = (495.63*14.4+430.54095) * (1+0.28593+0.788)

SkillMaxHeal = 7567.61295 * 2.07393 = ~ 15694.7

SkillMinHeal = 0.7 * SkillMaxHeal = ~ 10986.29

Tooltip: 10986 - 15695

Last edited by Giseldah : 07-30-2020 at 05:12 AM.
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Unread 01-15-2021, 11:56 AM  
Giseldah
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New command line option:



Note that you need to re-compile to use the full version.

Last edited by Giseldah : 01-15-2021 at 11:56 AM.
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Unread 02-19-2021, 05:55 AM  
Giseldah
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Lotro-Wiki

CalcStat has now been integrated into Lotro-Wiki: https://lotro-wiki.com/index.php/Module:CalcStat

This brings to Wiki the possibility to automatically generate stat data from a centralized base, making it easier to cope with changes inside the game.

CalcStat is already being used in a lot of places like on the Virtues page. The Virtue XP cost per rank table and the Virtue / Stat Comparison Matrix are now all calculated. This also include all the individual virtue pages.
When the virtue cap changes from 72 to 74 then everything will be updated on these pages by changing a single number.

Another example are the new Stats Tables, like this one here for the captain skill Cry of Vengeance:


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Unread 03-15-2021, 09:15 AM  
Giseldah
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Java support

A Java output option will soon be available, so CalcStat can be used in even more projects. I've finished it, but I want to enter some more stats first (item sell values).
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Unread 04-06-2021, 10:23 AM  
Giseldah
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Microsoft Excel

CalcStat will finally work in MicroSoft Excel in the next version!

Most of the work was already done for the Java output, because of the limitations to procedure sizes (both can't compile to larger than 64k bytes per procedure).


Last edited by Giseldah : 04-06-2021 at 10:26 AM.
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Unread 04-08-2021, 12:59 AM  
Giseldah
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How to use in Excel

These easy steps show how to import CalcStat in Excel:

1) https://i.imgur.com/DIDWfUd.jpg

Start statdcmp.vbs (the script compiler) and select the output type VBA (Visual Basic for Applications): enter 1 and click OK.

2) https://i.imgur.com/CYn6wTW.jpg

Most likely you want to select the full version with all stats. Enter 1 and click OK.

3) https://i.imgur.com/uqvVed5.jpg

Click OK with any compiler technical information messages. The last will say that the compile of the VBA script file (.bas extension) has completed.

4) https://i.imgur.com/igRJvyj.jpg

In Excel, open or create a new spreadsheet and click on Developer menu -> Visual Basic. This will open the Visual Basic editor.

5) https://i.imgur.com/9eGtlFS.jpg

Open the Import Dialog window by File menu -> Import File... or right-click the Project Panel -> Import File...

6) https://i.imgur.com/4R1Z7KN.jpg

Select the script file that you've created and click Open.

7) https://i.imgur.com/m6xm1QV.jpg

The imported script file will show under 'Modules'.

8) https://i.imgur.com/0n86yal.jpg

Save your spreadsheet as a Macro-Enabled workbook (.xlsm).

9) https://i.imgur.com/Woq2EMg.jpg

Enter a CalcStat formula into a cell..

Last edited by Giseldah : 04-08-2021 at 06:07 AM.
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Unread 01-15-2022, 05:32 PM  
Leon
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Crit rating and TactMas rating calculations are incorrect

At the moment CalcStat is slightly off when calculating Crit rating and TacMas rating. I think the way these stats scale changed slightly with the launch of gundabad.
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Unread 02-20-2022, 02:36 PM  
Giseldah
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Re: Crit rating and TactMas rating calculations are incorrect

At the moment CalcStat is slightly off when calculating Crit rating and TacMas rating. I think the way these stats scale changed slightly with the launch of gundabad.

Problem is that they made last minute changes to Critical Rating and Tactical Mastery and that in a way that they only changed part of the progressions. The result is that you have now 2 versions of those stats: one from before those changes and the other after.
I introduced a postfix 'Old' for the older versions, so CritHitOld and TacMasOld.
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Unread 02-05-2023, 03:21 PM  
Giseldah
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A couple of expression examples

Note: The goal for CalcStat Expressions is to expose CalcStat to the end-user. It's not meant to be used by plugins as they can just use the CalcStat function in the Lua programming environment, which is much more efficient.
You should read CalcStat Expressions doc at Lotro-Wiki to start with. Some previous experience with Lua, or any scripting language, will be helpful.

Armour on an item (enter iLvl in $L field and armour code in $N or $C field):
Code:
@Armour#($C)
Current Critical Hit Chance percentage:
Code:
With($PercName = "CritHit",
     $PercRating = $PlayerCritHit,
     $PercLevel = $PlayerLevel,
     $PercValue = CalcStat($PercName.."PRatP",$PercLevel,$PercRating)+CalcStat($PercName.."PBonus",$PercLevel):
   "Current "..$PercName.." percentage with "..$PercRating.." rating at lvl"..$PercLevel.." is: "..
   Format(Afd($PercValue,"AddP"),"%.1f%%")
)
- Much less fancy, with playerlvl 80 and rating 12345 for example(and CritHit does not have a bonus): @crithitpratp80#12345
- Current percentage: @crithitpratp($playerlevel)#($playercrithit)
- Next level percentage: @crithitpratp($playerlevel+1)#($playercrithit)
- Percentage with some more rating specified in $N(or$C field): @crithitpratp($playerlevel)#($playercrithit+$n)
- You could extend the previous with $L and use to-field for a $L range: @crithitpratp($playerlevel)#($playercrithit+$l*100 +$n)

Current difference from required rating for Outgoing Healing percentage cap:
Code:
With($PercName = "OutHeal",
     $PercRating = $PlayerOutHeal,
     $PercLevel = $PlayerLevel,
     $PercCapRating = CalcStat($PercName.."PRatPCapR",$PercLevel),
     $RatingDifference = $PercCapRating-$PercRating:
   "Current rating is "..
   Switch($RatingDifference,
      Case < 0: -$RatingDifference.." above",
      Case > 0: $RatingDifference.." under",
      Default: "exactly on"
   )..
   " the cap rating ("..$PercCapRating.." at lvl"..$PercLevel..") for "..$PercName.."."
)

Last edited by Giseldah : 02-07-2023 at 06:56 AM.
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Unread 04-11-2023, 07:48 AM  
Giseldah
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Direct damage Barbed Arrow expression

Calculates Barbed Arrow damage with these conditions:
- Veteran Strength perk active +(0.05 / 5%) Damage
- +(0.15 / 15%) Induction Damage (Strength stance + set bonus Hornburg jewelry)
Ranged Weapon needs to be set to the right item level and type. $RangedILvl = 485, $RangedWpnCode = "HBG" for Li Bow at maximum reforge.

Code:
With(
	$Class = $PlayerClassName,
	$Level = $PlayerLevel,

	$MelOff = $PlayerMelOff,
	$PhysicalMeleeMP = 1 + @PhyDmgPRatP($Level)#($MelOff)/100,
	$DamageQualifierMeleeMods = 0.05,
	$DamageQualifierMelee = 1 + $DamageQualifierMeleeMods,

	$RngOff = $PlayerRngOff,
	$PhysicalRangedMP = 1 + @PhyDmgPRatP($Level)#($RngOff)/100,
	$DamageQualifierRangedMods = 0.05,
	$DamageQualifierRanged = 1 + $DamageQualifierRangedMods,

	$TacOff = $PlayerTacOff,
	$TacticalOffenceMP = 1 + @TacDmgPRatP($Level)#($TacOff)/100,
	$DamageQualifierMagicMods = 0.05,
	$DamageQualifierMagic = 1 + $DamageQualifierMagicMods,

	$OutHeal = $PlayerOutHeal,
	$TacticalOutHealMP = 1 + @OutHealPRatP($Level)#($OutHeal)/100,
	$ModifierOutHealMods = 0,
	$ModifierOutHeal = $ModifierOutHealMods,

	$PrimaryILvl = 176,
	$PrimaryWpnCode = "HOT",
	$PrimaryDPS = IIf($PrimaryILvl>0,@WpnDPS($PrimaryILvl)#($PrimaryWpnCode),0),
	$PrimaryDmgMax = IIf($PrimaryILvl>0,@WpnDmgMax($PrimaryILvl)#($PrimaryWpnCode),0),
	$PrimaryDmgMin = IIf($PrimaryILvl>0,@WpnDmgMin($PrimaryILvl)#($PrimaryWpnCode),0),

	$SecondaryILvl = 0,
	$SecondaryWpnCode = "HOG",
	$SecondaryDPS = IIf($SecondaryILvl>0,@WpnDPS($SecondaryILvl)#($SecondaryWpnCode),0),
	$SecondaryDmgMax = IIf($SecondaryILvl>0,@WpnDmgMax($SecondaryILvl)#($SecondaryWpnCode),0),
	$SecondaryDmgMin = IIf($SecondaryILvl>0,@WpnDmgMin($SecondaryILvl)#($SecondaryWpnCode),0),

	$RangedILvl = 62,
	$RangedWpnCode = "HBY",
	$RangedDPS = IIf($RangedILvl>0,@WpnDPS($RangedILvl)#($RangedWpnCode),0),
	$RangedDmgMax = IIf($RangedILvl>0,@WpnDmgMax($RangedILvl)#($RangedWpnCode),0),
	$RangedDmgMin = IIf($RangedILvl>0,@WpnDmgMin($RangedILvl)#($RangedWpnCode),0),

	$TacticalILvl = 0,
	$ItemTDR = IIf($TacticalILvl>0,@CombatBaseTacDps($TacticalILvl),0),
	$LevelTDR = Min($Level,50),
	$TacticalDPS = $ItemTDR + $LevelTDR,
	$TacticalDmgMax = $TacticalDPS,
	$TacticalDmgMin = (1-0.3) * $TacticalDmgMax,

	$TacticalHPSILvl = 0,
	$ItemHPS = IIf($TacticalHPSILvl>0,@CombatBaseTacHps($TacticalHPSILvl),0),
	$LevelHPS = IIf($Class=="Brawler" or $Class=="Burglar" or $Class=="Champion" or $Class=="Guardian" or $Class=="Hunter",@CombatBaseTacHPSNoClass($Level),Min($Level,50)),
	$TacticalHPS = $ItemHPS + $LevelHPS:

	With(
		$SkillActionDurationContribution = 0,
		$SkillInductionActionDuration = 1.5,
		$SkillActionDuration = 1 + $SkillActionDurationContribution + $SkillInductionActionDuration:
		
		With(
			$SkillAttackHookDamageQualifier = 3,
			$DamageQualifier = Switch(
									$SkillAttackHookDamageQualifier,
									case == 1: $PhysicalMeleeMP * $DamageQualifierMelee,
									case == 2: $TacticalOffenceMP * $DamageQualifierMagic,
									case == 3: $PhysicalRangedMP * $DamageQualifierRanged,
									default: 0),

			$SkillAttackHookDamageModifier = 1,
			$SkillAttackHookDamageMods = 0.15,
			$HookDamageModifier = $SkillAttackHookDamageModifier + $SkillAttackHookDamageMods,
			
			$SkillAttackHookDamageAddContributionMultiplier = 1.77,
			$DPSAddModProgressionSelect = "Physical Damage",
			$SkillAttackHookDPSAddModProgression = Switch(
									$DPSAddModProgressionSelect,
									case == "Physical Damage": @LvlBonusPhyDmg($Level),
									case == "Tactical Damage": @LvlBonusTacDmg($Level),
									default: 0),
			$SkillAttackHookDPSAddModMods = 0,
			$SkillAttackHookDPSAddMod = $SkillAttackHookDPSAddModProgression + $SkillAttackHookDPSAddModMods,
			$DamageAdd = $SkillActionDuration * $SkillAttackHookDPSAddMod * $SkillAttackHookDamageAddContributionMultiplier,
			
			$SkillAttackHookHookDamageMax = 0,
			$HookDamageMaxProgressionSelect = "Undef",
			$HookDamageMaxProgressionBase = 0,
			$SkillAttackHookHookDamageMaxProgression = Switch(
									$HookDamageMaxProgressionSelect,
									case == "Pet Damage Exp": @CombatBaseModPetExp($Level)#($HookDamageMaxProgressionBase),
									case == "Pet Damage Lin-Exp": @CombatBaseModPetLinExp($Level)#($HookDamageMaxProgressionBase),
									default: 0),
			
			$SkillAttackHookHookDamageMaxVariance = 0,
			$SkillHookDamageMaxBase = $DamageAdd + $SkillAttackHookHookDamageMax + $SkillAttackHookHookDamageMaxProgression,
			$SkillHookDamageMinBase = (1-$SkillAttackHookHookDamageMaxVariance) * $SkillHookDamageMaxBase,
			$SkillHookDamageMin = Floor($DamageQualifier * $HookDamageModifier * $SkillHookDamageMinBase + 0.5),
			$SkillHookDamageMax = Floor($DamageQualifier * $HookDamageModifier * $SkillHookDamageMaxBase + 0.5),

			$SkillAttackHookImplementContributionMultiplier = 1.77,
			$SkillAttackHookUsesPrimaryImplement = 0,
			$SkillAttackHookUsesSecondaryImplement = 0,
			$SkillAttackHookUsesRangedImplement = 1,
			$SkillAttackHookUsesTactical = 0,
			$SkillImplementDamageMinBase = IIf($SkillAttackHookUsesPrimaryImplement>0,$PrimaryDmgMin,0) +
											IIf($SkillAttackHookUsesSecondaryImplement>0,$SecondaryDmgMin,0) +
											IIf($SkillAttackHookUsesRangedImplement>0,$RangedDmgMin,0) +
											IIf($SkillAttackHookUsesTactical>0,$TacticalDmgMin,0),
			$SkillImplementDamageMaxBase = IIf($SkillAttackHookUsesPrimaryImplement>0,$PrimaryDmgMax,0) +
											IIf($SkillAttackHookUsesSecondaryImplement>0,$SecondaryDmgMax,0) +
											IIf($SkillAttackHookUsesRangedImplement>0,$RangedDmgMax,0) +
											IIf($SkillAttackHookUsesTactical>0,$TacticalDmgMax,0),
			$SkillImplementDamageMin = Floor($DamageQualifier * $HookDamageModifier * $SkillAttackHookImplementContributionMultiplier * $SkillImplementDamageMinBase + 0.5),
			$SkillImplementDamageMax = Floor($DamageQualifier * $HookDamageModifier * $SkillAttackHookImplementContributionMultiplier * $SkillImplementDamageMaxBase + 0.5),
			
			$AttackDamageMin = $SkillHookDamageMin + $SkillImplementDamageMin,
			$AttackDamageMax = $SkillHookDamageMax + $SkillImplementDamageMax:
			
			IIf($AttackDamageMin==$AttackDamageMax,Format($AttackDamageMax,"%'d"),Format($AttackDamageMin,"%'d").." - "..Format($AttackDamageMax,"%'d")).." Common (Ranged) Damage"
			
		)
	)
)

Last edited by Giseldah : 04-11-2023 at 07:51 AM.
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Unread 10-04-2023, 03:24 AM  
Giseldah
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Updated U37 Tactical DPS & HPS stats

With U37 much has been changed with DPS & HPS stats.

Weapons DPS received a new progression and variance was changed to 0.25 for all weapons, but this was already handled in CalcStat 2.2.2 (stats WpnDPS, WpnDmgMin, WpnDmgMax).

CalcStat 2.2.3 tackles the new Tactical values, which is a combination of character level driven stats + Legendary Item stats.

Firstly, mostly affecting low levels up to level 50, the character level driven base (formula: Level * 1) has been replaced with more complex ones. These are now calculated by new character level stats:
- CombatBaseTacDPSbyLevel: maxes out at level 50 (linear shape)
- CombatBaseTacHPSbyLevel: maxes out at level 47 (curved shape)
These stats are based on in-game data analyses. Exact values are not guaranteed, especially for HPS curve values.
For the total value you just need to add the DPS/HPS ratings on legendary items which is given by item level stats CombatBaseTacDPS and CombatBaseTacHPS (LI2 new style).

Non tactical classes don't have LI's with HPS, so they get entirely character level driven HPS for their healing skills. They get the curve shaped formula at lower levels and then get an auto-scaling virtual LI. This combined value is given by character level stat CombatBaseTacHPSNoClass (total value, at any level).

Last edited by Giseldah : 10-04-2023 at 03:29 AM.
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Unread 11-09-2023, 07:03 AM  
Giseldah
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Standard Progression (StdProg)

Version 2.3 contains a new StdProg stat which takes a base value as parameter for $N.
This StdProg stat is used as bases for all rating percentage related stats (so also for main stats Agility/Might/Will). The section in this image shows how the standard progression is connected to B-ratings (also referred to as Control-ratings).


*2.3.1 version

The most often used B-rating is BRatStandard which is used for Finesse Rating for example. It's defined as @StdProg#200, so it's the Standard Progression with the value of 200 as basis.

B-ratings as BRatStandard are not directly used, because they normally need an extra rounding layer on top.
For Percentage Calculation this rounding layer is BRatRounded. It's called with the B-rating's statname, so like @BRatRounded#("BRatStandard").
For Rating stats Calculation this rounding layer is the more simple BRatProgB, so like @BRatProgB#("BRatOutHeal") is the bases for Outgoing Healing Rating stat.

Light & Medium Mitigations are interesting because they are the result of multiplying BRatStandard with a value 0.666 & 0.833 and on top you get a special progression rounding (P6=P, 3).
Heavy Mitigations used to be like that as well, until the devs just moved it to the BRatStandard group. @BRatMitigations#1.0 only differs in the level1 point: 183 instead of the 200 with Standard.

BRatMitLight/Medium & Heavy are of course used for Percentage calculations, but they are also used for the stats:
  • Light: Armour values in virtues. Armour values on items.
  • Medium: Physical/Tactical Mitigation ratings. Armour values in effects. Armour values on items.
  • Heavy: Armour values on items.
StdProg is also used as base for main stats Agility/Might/Will with base value 1.75 since U38, up from 1.0 in U37. This buf was part of the stat derivations change.
This base for main stats doesn't receive any rounding layer. However, stats are almost always further rounded during the calculation of the final graph points (based on the number of stat points and any local level adjustments).

Last edited by Giseldah : 11-12-2023 at 05:37 AM.
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Unread 11-23-2023, 09:12 AM  
Jaylaxel
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Crit Rating cap increase

Hey Giseldah!
One quick question:

Did you update the crit rating cap, or did I misinterpret the release notes for U38? Is 225,000 still correct?
Critical Rating

The Critical Ratings of gear/traits/effects have been increased.
The cap on Critical Rating increased.
Critical Magnitude cap was reduced.
This has the effect of making it a little more difficult to achieve the Critical Chance cap, but will increase player's Dev Crit, and Crit Magnitude rates and make capping those easier if you choose to pursue that goal.


Thank you for an awesome resource!

Last edited by Jaylaxel : 11-23-2023 at 12:13 PM.
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