Crunching Numbers

A Guide to Vanguard
Statistics
(Page 2)

By Ralsu


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  1. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#Overview">Overview
  2. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#Terms">Terms
  3. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#Attributes">Attributes
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#STR">Strength
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#CON">Constitution
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#DEX">Dexterity
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#VIT">Vitality
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#INT">Intelligence
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#WIS">Wisdom
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=473#Other">Other
    Stats
    • Armor Class
    • Hit Points
    • Endurance
    • Energy
    • Defense
    • Attack
    • Off-Hand Damage
    • Ranged
    • Resistances
    • Healing Focus
    • Spell Damage Focus
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=474#Class">Class
    Bonuses
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=474#Race">Racial
    Bonuses
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=474#MinMax">For
    Min/Max People
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=474#Conclusion">Conclusion

  • IV. Other Stats

    Armor Class (AC)

    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=AC&op=modload&name=Gallery&file=index&include=view_photo.php"> style="text-decoration: underline;"> src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/AC.jpg"
    style="border: 2px solid ;" align="left" hspace="2">
    Melee
    Mitigation: Armor Class mitigates incoming melee damage.
    The
    ratio of AC to melee mitigation varies by class with tanks getting the
    best benefit (then offensive fighters, then healers, then casters).
    According to my research, an item with 11 DEX provides the same
    mitigation bonus as 50 AC. Tanks will want to consider that when
    choosing equipment. Other archetypes will almost certainly value other
    attributes and bonuses on equipment over AC.



    Spell Mitigation:
    Armor Class
    mitigates incoming spell damage. The ratio of AC to spell mitigation
    vaires by class with tanks getting the best benefit (then offensive
    fighters, then healers, then casters). Tanks will consider this a nice
    perk for their high AC. Other archetypes will almost certainly value
    other attributes and bonuses on equipment over AC.


    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=HP&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/HP.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Hit
    Points (HP)


    Life:
    Hit points measure a
    character's life. Each time a character takes damage, the amount is
    subtract from her HP. If the remaining total is greater than 1, the
    character lives. If the total is equal to or less than 0, the character
    dies. Tanks and melees might want to weigh the benefits of increasing
    melee mitigation (via DEX or AC) against having a higher HP total.
    Healers and casters will likely have lower AC and DEX scores, meaning
    that HP will be more effective for surviving attacks.

    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=END&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/END.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Endurance
    (END)


    Abilities:
    Endurance is a pool of
    points used to use abilities. Though it applies to melee abilities in
    most cases, some spells use END. The maximum END value for all classes
    is 100. END regenerates very quickly in or out of
    combat. Players could benefit from items that boost END regen.



    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=Energy&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/Energy.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Energy
    (ENE)


    Spells:
    Energy is the power pool you
    use to cast spells. Each spell has an ENE cost. If the character has
    that much ENE or more available, he can cast the spell. If he has less
    than the ENE cost of the spell, he cannot cast it. All classes
    can cast spells, but healers and casters will benefit most from a high
    ENE pool. Any time a player can get close to the same ENE benefit from
    an item with WIS, he should choose the WIS item because of the other
    benefits that come with raising that attribute.

    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=DEF&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/DEF.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Defense
    (DEF)


    style="font-weight: bold;">Evade/Mitigate:
    Defense adds to your
    chances of evading or mitigating damage. Tanks might want to consider
    items that add to DEF over DEX items because the ratio of DEX to
    evade is high and DEX does not offer straight up mitigation (only
    increased chance to successfully use skills that mitigate, such as
    Dodge and Parry).



    The value for evasion is determined by combining the dodge and parry
    skills. It is unclear exactly how DEF works and how the total number
    for
    DEF is derived. It will likely be a good thing for tanks to focus on,
    but its use for other archetypes may be limited.













    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=ATT&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/ATT.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Melee Attack
    Damage
    (ATT)


    Melee
    Damage:
    Melee Attack is a numerical representation of the melee
    damage
    your character can produce with the current weapon equipped. The value
    of your STR attribute and skill with the equipped weapon factor into
    this number. Weapons have damage ranges that indicate the potential of
    the weapon. Tanks and melees should check their ATT scores when
    equipping a new weapon. It is possible for a weapon with a higher
    damage range to provide less damage based on a character's skill with
    that type of weapon.

    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=OffHand&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/OffHand.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Off Hand
    Damage (OHD)


    Melee
    Damage:
    Off Hand Damage is a numerical representation of the
    melee
    damage
    your character can produce with the current secondary weapon equipped.
    The value
    of your STR attribute and skill with the equipped weapon factor into
    this number. Weapons have damage ranges that indicate the potential of
    the weapon. Tanks and melees should check their Off Hand Damage scores
    when
    equipping a new weapon. It is possible for a weapon with a higher
    damage range to provide less damage based on a character's skill with
    that type of weapon. Note:
    Dual-wielding provides a 6.75% penalty to Block, Dodge, and Parry.

    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=Ranged&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/Ranged.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Range
    Attack Rating


    Ranged
    Damage:
    Range is a numerical representation of the ranged
    damage
    your character can produce with the current weapon equipped. The value
    of your DEX attribute and skill with the equipped weapon factor into
    this number. Ranged weapons have damage ranges that indicate the
    potential of the weapon. Players should check their Ranged scores
    when equipping a new ranged weapon. It is possible for a weapon with a
    higher damage range to provide less damage based on a character's skill
    with that type of weapon.

    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=FireResist&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/FireResist.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Resistances

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    Types:
    Fire (FR), Cold (CR), Physical (PR), Mental (MR), Arcane (AR),
    Spiritual (SR)



    Resist:
    Resistances provide a
    chance to completely resist the effects of a spell. My research
    indicates that the chance to resist progresses at a rate of 1% for
    every 5-10 points in the resistance. That means a FR score of 10 would
    give
    you 1-2% chance to totally resist a fire spell. It is possible that
    this ratio varies by class.



    Partial Resist:
    Resistances
    provide a chance to partially resist the effects of a spell. My
    research indicates that the chance for partial resist
    progresses at a rate of 1% for every 3-5 points in the resistance. That
    means a FR score of 10 would give you 2-3% chance to partially resist a
    fire
    spell. It is possible that this ratio varies by class.



    Mitigate:
    Resistances provide a
    chance to mitigate the damage of a spell when a character has failed to
    resist or partially resist the spell. The chance to mitigate doubles
    when the character has succeeded at a partial resist. My research
    indicates that the chance to mitigate progresses at a
    rate roughly equal 4.6% for every 10 points in the resistance. That
    means a
    FR score of 5 would give you roughly 2.3% chance to mitigate the damage
    from a
    spell. That chance would increase to 4.6% if the character succeeded at
    a
    partial resist. It is possible that this ratio varies by class.



    Magical Melee Mitigation:
    Resistances provide a chance to mitigate melee damage from a magical
    weapon. My research indicates that the chance to mitigate melee
    damage from a magical weapon progresses at a rate of 1% for every 5-10
    points in the resistance. That is a FR score of 10 would give you 1-2%
    chance to mitigate melee damage from a magical fire weapon. It is
    possible that this ratio varies by class.



    A note on equipment:
    It takes
    10-11 points of CON to give you the same effect as 1 point of
    resistance (this also may vary by class).
    However, the CON will raise all of your resistances. In my experience,
    the most useful resistances are PR, AR, and
    CR--in that order. If you choose to build resistance via gear, it will
    benefit you to build them in that order.

    href="http://admin.vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=HealingFocus&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/HealingFocus.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Healing
    Focus (HF)


    Additional
    Healing:
    Healing Focus increases the potency of your
    heals. The
    maximum value for HF is your level times 10. The payoff is a bonus to
    your heals equal to roughly 10% of your HF. That is, a HF of 50 adds
    approximately 5% to your heals. The value of HF vs. VIT is unknown to
    me. Healers will be looking to boost both.





    href="http://admin.vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=SDF&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/SDF.jpg"
    style="border: 2px solid ;" align="left" hspace="2">Spell
    Damage Focus (SDF)


    Additional
    Spell Damage:
    Spell
    Damage Focus increases the damage of your spells. The maximum value for
    SF is your
    level times 10. The payoff is a bonus to your spell damage equal to
    roughly
    10% of your SDF. That is, a SDF of 50 adds approximately 5% to your
    spell damage. The value of SDF vs. INT is unknown to me. Casters will
    be
    looking to boost both.



    Resistance Specific
    Values:
    The
    SDF tool tip also displays values for each element type.











    Next:
    href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=474">Enough
    about these other stats! Tell me about the class and race bonuses!



    Back: href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472">I'm
    not ready! Take me back to Attributes for a refresher.





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    Last Updated: Mar 13, 2016

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