Crunching Numbers

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A Guide to Vanguard
Statistics

By Ralsu


style="font-style: italic;">October 3, 2007

cellspacing="2">
style="vertical-align: top; background-color: rgb(192, 192, 192);">
  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

  • I. Overview


    This guide should give you a basic understanding of the statistics
    important to the Adventuring sphere. The information here will in no
    way help you with Diplomacy or Crafting. Those spheres benefit from
    entirely separate sets of ability scores. Please note that I was unable
    to arrive at exact formulas for how
    each statistic works.I contacted Sigil Games Online's AR
    "Jerrtih" Schleicher back in Beta, and he was only able to offer the
    following tips:

    Some formulas have the attribute contribution
    increase as you gain in
    levels...Some formulas are “vs an even level
    opponent,” and so when you
    go up a level, it may require more points of that attribute to retain
    the same level of benefit against the “higher” even
    level opponent.

    Jerrith's statements tell us that just because 4 points constitution
    give a sorcerer 1 hit point at level 10, that does not mean that the
    ratio will hold true at level 20. Furthermore, some statistics are only
    measured for their effectiveness against mobs of the same level when
    the statistic is maximized, so it's hard to really put a finger on an
    exact formula. Finally, some statistics may provide a greater
    mathematical benefit for certain classes. Tanks may be able to get more
    hit points from a constitution score of 50 than a healer with 50
    constitution.


    II. Terms

    Clicking on the Character tab on the interface (the default key is C)
    brings up your character screen, which points to your Adventuring
    equipment by default. This is the screen will be discussing here.
    Specifically, we'll be focusing on the statistics that appear beneath
    the equipment on the screen below:

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



    We're also going to need an understanding of terms that will come up as
    I explain what each of the statistics that appear in that block. Below
    are the concepts you need to understand:

    • Attribute
      Points (AP):

      points players can spend in the attribute of their choice. Players gain
      20 AP per level beginning at level 10: 6 placed into each of the
      primary attributes (strength, constitution, dexterity, vitality,
      intelligence, wisdom), 0 or 4 placed automatically based on race,
      and 10 or 14 to place at his discretion within soft caps.
    • Block:
      Block is a skill that reflects a player's chance to use a shield to
      block an attack from an opponent of even level. A blocked attack lands
      but does no damage. Not all classes can block with a shield (many can't
      or don't use a shield), and those that can have a maximum block chance,
      which is affected by strength. Dual-wielding gives a 6.75% penalty to
      block. The maximum block chance for each class is listed below:
      • Cleric – 8% block
      • Dread Knight – 14% block
      • Paladin – 14% block
      • Shaman – 8% block
      • Warrior – 14% block
    • Counter:
      to stop a spell.
      It can take the form of nullifying the spell, or it can even turn the
      spell into something beneficial to the group.
    • Dodge:
      Dodge is a skill that reflects a player's chance to move out of
      the path of an attack from an opponent of even level. A dodged attack
      misses completely and does no damage. Not all classes can
      dodge attacks (heavy armor makes it impossible for tanks and clerics),
      and those that can have a
      maximum dodge chance, which is affected by dexterity. Dual-wielding
      gives a 6.75% penalty to dodge. The maximum dodge chance for each class
      is
      listed below:
      • Bard – 6% dodge
      • Blood Mage – 8% dodge
      • Disciple – 8% dodge
      • Druid – 8% dodge
      • Monk – 12% dodge
      • Necromancer – 8% dodge
      • Psionicist – 8% dodge
      • Ranger – 6% dodge
      • Rogue – 16% dodge
      • Shaman – 4% dodge
      • Sorcerer – 8% dodge
    • Encumbered: a
      state
      reached when a player is carrying too much weight. Encumbered players
      move at roughly
      1/10th of normal walking speed.
    • Equipment
      Expertise (EE):
      style="color: rgb(153, 51, 0); font-weight: bold;">An old
      mechanic no longer in the game. This statistic used to control
      the amount of gear a player could equip before becoming encumbered.
    • Evade:
      to completely
      dodge the damage from a melee hit. A successful evasion means the hit
      does not land on you.
    • Hard Cap:
      the maximum
      value a player can have in an attribute at any level. The hard cap for
      an attribute is 18 times your character level starting at level 10.
    • Mitigation:
      ignoring an
      amount of damage taken. A player with 5% mitigation would take 19
      points of damage when a player with 0% mitigation would take 20 points
      of damage. 
    • Parry:
      Parry is a skill
      that reflects a player's chance to use a weapon an
      attack from an opponent of even level. A parried attack misses
      completely and does no damage. Not all classes can parry
      attacks (casters and most healers lack the martial training to parry),
      and those that can have a
      maximum parry chance, which is affected by dextrerity. Dual-wielding
      gives a 6.75% penalty to parry. The maximum parry chance for each class
      is
      listed below:
      • Bard – 16% parry
      • Cleric – 4% parry
      • Disciple – 4% parry
      • Dread Knight – 6% parry
      • Monk – 12% parry
      • Paladin – 6% parry
      • Ranger – 16% parry
      • Rogue – 6% parry
      • Warrior – 6% parry
    • Resist:
      to completely
      dodge the effects of a spell. A successful resist means that the spell
      does not land on you.
    • Soft Cap:
      the maximum
      value a player can have in an attribute at a given level. This is
      based the player's race plus 5 points per level above 9.
    • Weaknesses:
      temporary
      methods to exploit a mob and do added damage. Some spells and skills
      add
      a weakness while others take advantage of weaknesses. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=766">View
      the Weakness Guide here.

    III. Attributes

    Strength (STR)

    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=STR&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/STR.jpg"
    style="border: 2px solid ; float: left;" align="right" hspace="2">
    style="font-weight: bold;">Melee
    Damage: Strength adds to the
    melee damage you deal before mitigation. This
    formula of strentgh to melee damage bonus scales up with level and
    class, making STR a prime stat for melee
    characters.



    Carrying Capacity:
    STR also
    affects how much weight you can carry before becoming encumbered. STR allows you to carry 2 more weight for each 25
    points of STR (no rounding). This benefit is too meager to make STR a
    consideration for a class that would not ordinarily spend attribute
    points in STR.



    Block: STR
    also
    increases your chance to block attacks with a shield. Block is a skill
    that can be
    raised 10 points for each Adventuring level. STR factors a small bonus
    to block, which has a cap based on class. Since block is one of those
    factors measured in effectiveness only at max value versus an even
    opponent, it is hard to get a feel for how STR relates. It practically
    takes keeping STR at max to keep block at
    max. It is best to look at your class max block value and determine if
    it is worth it for you. Pure tanks will find this important.


    name="CON">Constitution
    (CON)


    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=CONS&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/CONS.jpg"
    style="border: 2px solid ;" align="left">
    style="font-weight: bold;">Hit
    Points: Constitution adds to hit
    points. Players at low levels get less value of CON, but the ratio of
    hitpoints to CON scales with level and class. Even so, the ratio never
    gets good enough that I can recommend CON as a dump stat for casters
    looking for extra HP.



    Resistances:
    Constitution also
    increases your resistance scores across the board. The ratio holds at
    1% resistance for each 10 or 11 points of CON (rounded down to a whole
    number). This is a better benefit for building CON for casters, but see
    my section
    on resistances.

    name="DEX">Dexterity
    (DEX)


    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=DEX&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/DEX.jpg"
    style="border: 2px solid ; float: left;" align="left" hspace="2">Melee
    Critical Hits:
    Dexterity
    boosts melee critical hit bonus by a percentage roughly equal to
    dividing your
    DEX score by 5.5. This percentage adds to your chance to land a melee
    critical
    hit but does not affect the damage dealt by the melee critical hit. You
    can be sure that melee characters will make this a prime attribute,
    and tanks might want to consider DEX for enhancing damage to keep aggro.



    Ranged Damage Bonus:
    Dexterity provides a bonus to ranged melee atatcks that varies by class.



    Dodge:
    DEX also
    increases your chance to dodge attacks. Dodge is a skill that can be
    raised 10 points for each Adventuring level. DEX factors a small bonus
    to dodge, which has a cap based on class. Since dodge is one of those
    factors measured in effectiveness only at max value versus an even
    opponent, it is hard to get a feel for how DEX relates. It practically
    takes keeping DEX at max to keep dodge at
    max. It is best to look at your class max dodge value and determine if
    it is worth it for you. Keep in mind that both dodge and parry benefit
    from DEX.



    style="font-weight: bold;">Parry:
    DEX also
    increases your chance to parry attacks. Parry is a skill that can be
    raised 10 points for each Adventuring level. DEX factors a small bonus
    to parry, which has a cap based on class. Since parry is one of those
    factors measured in effectiveness only at max value versus an even
    opponent, it is hard to get a feel for how DEX relates. It practically
    takes keeping DEX at max to keep parry at
    max. It is best to look at your class max parry value and determine if
    it is worth it for you. Keep in mind that both dodge and parry benefit
    from DEX.



    Resist: DEX
    can help a player resist the effects of a spell. A player who maximizes
    his DEX score could end up having roughly a 10% better chance to resist
    spells than a player who does not build DEX at all.



    Recognize/React:
    DEX can help
    your character recognize and react to enemy abilities. Like the defend
    aspect of DEX, this will be tied to skills measured on maximum
    potential versus a mob of an even level. This helps anticipate incoming
    melee special attacks.

    name="VIT">Vitality
    (VIT)


    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=VITbeta5&op=modload&name=Gallery&file=index&include=view_photo.php"> style="text-decoration: underline;"> style="font-weight: bold;"> href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=VIT&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/VIT.jpg"
    style="border: 2px solid ; float: left;" align="left" hspace="2">
    Healing
    Effectiveness: Vitality
    increases healing effectiveness for the healer casting the spell. The
    number revealed by the tool tip for VIT is a percentage relative to
    100% (the normal power of your heal), and healers will
    almost certainly want to take advantage of this statistic.



    In-combat Health
    Regeneration:

    VIT
    boosts the your in-combat health regeneration by a prcentage equal
    to roughly
    1.1 to 1.2 times VIT score in my testing. Tanks might look at this
    attribute to
    make themselves
    need slightly less healing. Other classes may feel it is useful as well.



    Energy Regeneration:
    VIT increases the rate at which energy regenerates. The amount of
    energy regen seems to be somewhere between 12-13% of your VIT score.



    Unmounted Movement:
    VIT adds to
    your unmounted movement speed. Characters receive a 1% movement
    speed increase for every 50 points in VIT (not rounded). This benefit
    is hardly any reason to dump points into VIT.

    name="INT">Intelligence
    (INT)


    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=INT&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/INT.jpg"
    style="border: 2px solid ; float: left;" align="left" hspace="2">
    style="font-weight: bold;">Spell
    Damage: Intelligence adds to
    the damage of all spells. The
    number revealed by the tool tip for INT is a percentage relative to
    100% (the normal power of your spell), and casters will
    almost certainly want to take advantage of this statistic



    Identify/Recognize:
    INT
    increases your chance to identify what spell a mob is casting and to
    recognize the tactics applicable to the battle. The tool tip does not
    provide a numerical value for this effect. The sooner a player can
    identify that a spell is being cast, the sooner she can attempt to
    counter it. This will help casters and healers. Recognizing tactics
    permits a player to take advantage of a mob's weaknesses. This helps
    all classes.



    Detect/Perceive:
    INT raises
    your chance to detect opponents under stealth or invisibility and to
    perceive what opponents are doing during combat. This will be tied to
    skills measured on maximum potential versus a mob of an even level.
    Detecting stealthed or invisible mobs is critical for everyone.
    Perception reveals who has aggro, a crucial effect for tanks and
    healers.



    Counter: INT
    heps your chances
    to counter a spell. This will be tied to your counter skill measured on
    maximum potential versus a mob of an even level. Casters and Blood
    Mages
    can counter spells.



    Resist Counter:
    INT ensures
    that a player's spells will more difficult to counter by mobs. This is
    essential for casters.

    name="WIS">Wisdom
    (WIS)


    href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album19&id=WIS&op=modload&name=Gallery&file=index&include=view_photo.php"> alt=""
    src="http://media.tentonhammer.com/vanguard/gallery/albums/album19/WIS.jpg"
    left="" style="border: 2px solid ;" align="left"> style="font-weight: bold;">Spell
    Critical Hits: Wisdom boosts
    spell critical hit bonus by a percentage of your WIS based on class.
    This percentage adds to your chance to land a spell critical hit but
    does not affect the damage dealt by the spell. You can be
    sure that casters will make this a prime attribute.



    Energy: WIS
    adds to your pool
    of energy. The rate of WIS to energy varies by class and level, but the
    payoff is
    noticeable. Sinking points into WIS will make a difference. Casters and
    healers will want this attribute to be high.



    Identify/Recognize:
    WIS
    increases your chance to identify what spell a mob is casting and to
    recognize the tactics applicable to the battle. The tool tip does not
    provide a numerical value for this effect. The sooner a player can
    identify that a spell is being cast, the sooner he can attempt to
    counter it. This will help casters and healers. Recognizing tactics
    permits a player to take advantage of a mob's weaknesses. This helps
    all classes.



    Counter: WIS
    heps your chances
    to counter a spell. This will be tied to your counter skill measured on
    maximum potential versus a mob of an even level. Casters and Blood
    Mages
    can counter spells.

    href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=473">I'm
    done with attributes. Teach me about other stats!






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    Last Updated: Mar 13, 2016

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