Crunching Numbers 2

by on Dec 30, 2006

<h1 style="color: rgb(153, 51, 0);">Crunching Numbers</h1> <table align="right" border="0" cellpadding="3"> <tbody> <tr> <td> <script language="JavaScript" type="text/javascript"

Crunching Numbers

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A Guide to Vanguard
Statistics
(Page 2)

By Ralsu

style="font-style: italic;">

cellspacing="2">
style="vertical-align: top; background-color: rgb(192, 192, 192);">
href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#Overview">Overview href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472#Terms">Terms 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

style="font-weight: bold;">
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.




Last Updated: Mar 13, 2016