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ZKevin23
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re: Lotro Caps on Mitigations, DPS Caps, and Others!

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I found this post from Finnok from Away Shall Fade from Landroval Server on their website. I feel like there is a lot of important information here (I realize it's from May 13, 2015, but most of the information is accurate) and I would like to share it all with you :) -Slacking

 

UPDATE FOR U18!! SEE BETWEEN THE RED LINES

____________________________________________________________________________________________________________________________________________________________________

 

New Mitigation Caps

 

Block/Parry/Evade = 13%

Partial Block/Parry/Evade = 35%

Partial Mitigation Cap = 10% base + 50% potential = 60% cap (unless you have skills or traits that increase the percentage beyond the cap, such as guards in blue line, or burgs in yellow line)

 

Mitigations

 

Light Armour

For T1 Content @ 105 

13,125 = 40% 

For T2 Content @ 105

20,213 = 40%

 

Medium Armor

For T1 Content @ 105

15,321 = 50%

For T2 Content @ 105

22,408 = 50%

 

Heavy Armor

For T1 Content @ 105

17,491 = 60%

For T2 Content @ 105

24,579 = 60%

 

THANKS!! If you have more information please let me know and I can update this post.

____________________________________________________________________________________________________________________________________________________________________

 

 

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

  • 15% = 7000

  • 20% = 11,184

  • 25% = 16,843

Pretty linear!  Stack up to 16,800!

 Finesse Rating - 50% Cap

  • 30% = 17,000

  • 50% = 36,834

Pretty linear!  So go as high as you want.  But try to reach 25% (about 15,000), 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 – 200% Cap

  • 20% = 7500

  • 40% = 15,000

  • 60% = 22,500

  • 80% = 30,000

  • 120% = 50,000

  • 200% = 80,000

(Every 7500 Mastery after 120% results in a further + 20% to Mastery).  Pretty linear!  Stack as much as possible up to 80,000!

Outgoing Healing – 70% Cap

  • 30% = 17,000

  • 50% = 36,834

  • 70% = 66,584

Go for 50% (36,834) - that seems like the sweet spot.  Diminishing returns after that.

Resistance – 50% Cap

  • 30% = 17,000

  • 50% = 36,834

Pretty linear!  Stack up to 36,834!

Crit Defense – No Cap

  • 50% = 10,000

  • 60% = 15,000

  • 70% = ~23,000

Looks like after around 15,000 (60%), the returns really diminish.  50% is the sweet spot.  Anything over 50% only reduces devastating hits.

Incoming Healing – 25% Cap

  • 15% = 7000

  • 25% = 15,815

Pretty linear!  Stack up to 15,815!

B/P/E (Parry/Block/Evade) – 25% Cap

  • 15% = 7001

  • 17% = 9025

  • 20% = 15,161

  • 25% = 36,045

15% (7001) seems the sweet spot.  Get to 20% (15,161) if you can.  Diminishing returns after that.

Also interesting is that you can get to 15% with only 7001 rating, which is less than half of what it takes to get to 20%.

Mitigations – 40%/50%/60% Caps   (need additional 6750 to get to cap on T2 instances - see discussion of this here)

Light

  • 20% = 3750

  • 40% = 12,500    (need 19,250 for cap on T2 instances)

Medium

  • 20% = 3750

  • 50% = 18,750  (not a typo – harder to max on medium armor)    (need 25,500 for cap on T2 instances)

Heavy

  • 10% = 1667

  • 60% = 16,658    (need 23,408 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 CaptainsChampionsGuardiansWardens, and Beornings

1 point of Might = 8 point increase in Tactical Mastery for CaptainsChampionsand 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 BurglarsHunters, 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-mastersMinstrels, and Runekeepers

1 point of Will = 8 point increase in Tactical Mastery for Lore-mastersMinstrelsRunekeepers, and Guardians

1 point of Will = 5 point increase in Tactical Mastery for BurglarsChampions, 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 GuardiansWardens, 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

 



Last edited by ZKevin23 on 2016/03/31 18:19; edited 2 times in total


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re: More Information

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News for T2 instances!

It was recently discovered here that all mobs in T2 instances (and T3 skirmishes) have a basic mitigation penetration of 6750, which means to actually have capped mitigations you must go 6750 above the normal caps listed above:

Light Armour: 12500 + 6750 = 19250 = 40%

Medium Armour: 18750 + 6750 = 25500 = 50%

Heavy Armour: 16700 + 6750 = 23450 = 60 %

 

All the stat curves!
There's a very nice lotro-wiki page regarding stats and percentages, and in the bottom are curves for all different stats:


Rating to Percentages Curves!



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Lanovar
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re: Lotro Caps on Mitigations, DPS Caps, and Others!

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This is very useful Information, Thanks!! :)



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re: U18

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I have updated the post for U18.

If you have any more information please let me know!

 

Thanks



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