Rating to percentage formula

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Introduction

Main character stats like Might, Agility, etc. are like containers. They contain contributions to the stats that really influence your character's performance. These stats can be like Morale, having a direct effect, or various ratings.
Ratings are indirect, in the sense that they provide the base for the calculation of a number of characteristics. Examples of these ratings are Critical Rating, Physical Mastery Rating, Resistance Rating, etc.
Ratings are in turn converted by a formula to percentages (and this can be multiple percentages from a single rating). These percentages then are having the direct effect for having for example a chance at something (scoring a critical hit or parrying an opponent's attack, etc.) or as an enhancement factor (increasing your weapons damage or decreasing the amount of damage received).

Curved graph

LF lincurv.png

The formulas which the game is using for these conversions, do not result in a linear graph. Instead of a straight rating to percentage calculation, by multiplication of a factor, it's using curved graphs like in the figure above. This has the following properties which are considered an advantage:

  • low stats are "boosted". good for starting players.
  • advanced players with good gear are at the top of the curve and get relatively less from any more advancements. they need to work hard to reach the maximum (if this is possible).

For the game developers, it also has some other advantages:

  • by changing the bending in the curve, they can influence the height of the average result.
  • by the amount of bending in the curve, they can concentrate the result, so that most people's stats are kind of the same.

Percentage Caps

Cappedpercentage.png

Percentages from ratings are in most cases "capped". This means that a rating percentage (P) has a maximum (Pcap). However, the amount of rating (R) that you can have, is never restricted. It's just not usefull to have more than the required rating to reach the cap (Rcap).
Putting a "hard" maximum on a percentage programmatically is not the only way to limit a percentage. The calculation formula itself has the ability, with certain parameters, to limit the resulting percentage to under 100%. This mathematical "soft" cap is unatainable by any rating: the curve will always stay under 100%.

Player level

SegmentedRcapByLevel.png

The amount of rating needed to reach percentage caps (Rcap) is raised with level increase of the player. This is to provide a continuing challenge to the player. This means that whenever a player levels up:

  • Rcap increases by a fixed amount.
  • consequently with the same rating, the rating to percentage formula outputs to a lower percentage.
  • a player needs to increase his rating to keep the same percentage, thus providing the challenge of getting better gear with better stats.

As you can see in the example figure, the graphs for Rcap is a straight line (constant rating increases per level), but over the whole level span this is segmented. The reason for this is in direct connection with the difficulty of the game on various levels. And game difficulty depends in turn on the various game expansions which were developed for certain level segments.
Large jumps in required cap rating (Rcap) are caused by cap percentage (Pcap) increases or because of the large stat and difficulty increases which came with the Mordor expansion (Update 21) for levels 106-115.

Formulas

Required rating for percentage cap (Rcap)

RcapFormula.png

As we know, Rcap increases with fixed steps, resulting in a linear (straight line) formula with:

  • RcapF = a factor or multiplier which indicates the amount of Rcap increase per level (step size).
  • L = combat level. For stats in the character panel this is always the player's level, but your opponent's level plays a major roll as well in reality.
  • RcapC = a constant, offset.

Percentage from rating (P)

PercentageFormula.png

This is the curve formula which is used for the rating to percentages conversion with:

  • C = curve constant which determines the bend and starting angle of the curve.
  • Rcap = required rating for percentage cap. see above.
  • R = rating amount
  • Pcap = maximum (cap) percentage.

For percentages in the character panel, you'll need to add 0.0002 to this formula's result to be accurate. It's unknown if this only for display purposes (rounding errors) or if this is used for calculations as well.
Concerning the "soft" cap: as R grows very large, much larger than Rcap, then Rcap/R approaches 0. If we fill in 0 into the formula in that place we get: Psoftcap = ((C+1)/C)*Pcap and using that with a C=1 and Pcap=50, we get Psoftcap=((1+1)/1)*50=100

Rating from percentage (R)

RatingFormula.png

This formula can be used to calculate the required rating(R) for a given percentage(P) with:

  • Rcap = required rating for percentage cap. see above.
  • C = curve constant which determines the bend and starting angle of the curve.
  • Pcap = maximum (cap) percentage.
  • P = desired percentage for which to calculate the rating amount.

The effect of "C"

TheEffectOfC.gif

This animation shows the effect of C on the shape/bend of the curve. C=0 gives a straight line.

Ratings Graph Data

This table shows all the information which is needed for calculations. For to find the right information row:

  • Locate the needed rating percentage.
  • Search the right segment for your level between L-start and L-end.

Explanation of the columns:

  • Capped = "hard" capped (Y)es or (N)o. if not then a "soft" cap (<100%) is in effect.
  • Pbonus = a bonus percentage which needs to be added to the percentage formula result.
  • Level = what level to use in the Rcap formula? Highest: maximum of both sides. Lowest: minimum of both sides. CharLvl: player's level. OppLvl: opponent's level. This is highly speculative for most percentages, except for mitigations.
  • T2pen = formula for T2 rating penalty which exists in Tier 2/3 instances and skirmishes. This penalty needs to be subtracted from a rating before it can be used in the percentage formula.

Note: At levels 107-114 rounding takes place in the calculation of Rcap. Rcap needs to be rounded to multiples of 10*C. For instance 10*2.5 = 25 for partial block chance cap rating.

Percentage Rating L-start L-end C Pcap RcapF RcapC Capped Pbonus Level T2pen Last Checked
Critical Hit Critical Rating 1 50 2/3 15 215/3 Y OppLvl* U21
51 84 1 20 250 -6900 Y OppLvl* U21
85 104 1 25 165 375 Y OppLvl* U21
105 105 1 25 3550/21 Y OppLvl* U21
106 115 1 25 44375/9 -4464125/9 Y OppLvl* U21
Devastating Hit Critical Rating 1 50 2 10 160 Y OppLvl* U21
51 104 2 10 166 -300 Y OppLvl* U21
105 105 2 10 3440/21 Y OppLvl* U21
106 115 2 10 43000/9 -4325800/9 Y OppLvl* U21
Critical & Devastating Hit Magnitude Critical Rating 1 105 1 50 300 N OppLvl* U21
106 115 1 50 8750 -880250 N OppLvl* U21
Finesse Finesse 1 105 10 50 4000 Y OppLvl* U21
106 115 10 50 350000/3 -35210000/3 Y OppLvl* U21
Physical Melee-, Physical Ranged- & Tactical Offence Damage Physical Mastery & Tactical Mastery 1 20 1/9 40 1300/9 Y OppLvl* U21
21 49 1/9 40 1200/9 2000/9 Y OppLvl* U21
50 50 1/9 40 1220/9 Y OppLvl* U21
51 59 1/9 80 2750/9 -15250/9 Y OppLvl* U21
60 60 1/9 80 2500/9 Y OppLvl* U21
61 99 1/9 200 7400/9 -66400/9 Y OppLvl* U21
100 100 1/9 200 6675/9 Y OppLvl* U21
101 104 1/9 400 400/9 1294600/9 Y OppLvl* U21
105 105 1/9 400 9900/7 Y OppLvl* U21
106 115 1/9 400 4125 -251625 Y OppLvl* U21
Tactical Outgoing Healing Tactical Mastery 1 20 3/7 30 1200/7 Y CharLvl* U21
21 50 1 50 400 Y CharLvl* U21
51 105 1.4 70 777 -10850 Y CharLvl* U21
106 115 1.4 70 353675/18 -35579705/18 Y CharLvl* U21
Resistance Resistance 1 50 1 30 180 Y Highest* OppLvl*90 U21
51 105 1 50 2600/7 Y Highest* OppLvl*90 U21
106 115 1 50 32500/3 -3269500/3 Y Highest* OppLvl*90 U21
Critical Defence Critical Defence 1 105 1 50 100 N Highest* U21
106 115 1 50 8750/3 -880250/3 N Highest* U21
Incoming Healing Incoming Healing 1 50 1 15 72 Y CharLvl* U21
51 104 1 25 243 -8550 Y CharLvl* U21
105 105 1 25 3400/21 Y CharLvl* U21
106 115 1 25 42500/9 -4275500/9 Y CharLvl* U21
Block, Parry & Evade Block, Parry & Evade 1 20 2 13 115 Y Highest* OppLvl*40 U21
21 50 2 13 90 500 Y Highest* OppLvl*40 U21
51 105 2 13 200 -5000 Y Highest* OppLvl*40 U21
106 115 2 13 40000/9 -4024000/9 Y Highest* OppLvl*40 U21
Partially Block, Partially Parry & Partially Evade Block, Parry & Evade 1 20 2.5 15 112.5 Y Highest* OppLvl*40 U21
21 50 2.5 15 75 750 Y Highest* OppLvl*40 U21
51 84 2.5 17 775 -34250 Y Highest* OppLvl*40 U21
85 95 2.5 20 775 -34250 Y Highest* OppLvl*40 U21
96 104 2.5 35 775 -34250 Y Highest* OppLvl*40 U21
105 105 2.5 35 9500/21 Y Highest* OppLvl*40 U21
106 115 2.5 35 118750/9 -11946250/9 Y Highest* OppLvl*40 U21
Partial Block Mitigation, Partial Parry Mitigation & Partial Evade Mitigation Block, Parry & Evade 1 20 50 50 3500 Y 10 Highest* OppLvl*40 U21
21 49 50 50 3650 -3000 Y 10 Highest* OppLvl*40 U21
50 104 50 50 1950 82500 Y 10 Highest* OppLvl*40 U21
105 105 50 50 57500/21 Y 10 Highest* OppLvl*40 U21
106 115 50 50 718750/9 -72306250/9 Y 10 Highest* OppLvl*40 U21
Physical Mitigation, Orc-craft Mitigation, Fell-wrought Mitigation & Tactical Mitigation: Physical Mitigation, Orc-craft Mitigation, Fell-wrought Mitigation & Tactical Mitigation
Light Armour 1 104 1.6 40 128 Y Highest Floor(OppLvl*13.5)*5 U21
105 105 1.6 40 2720/21 Y Highest Floor(OppLvl*13.5)*5 U21
106 115 1.6 40 34000/9 -3420400/9 Y Highest Floor(OppLvl*13.5)*5 U21
Medium Armour 1 104 10/7 50 446/3 Y Highest Floor(OppLvl*13.5)*5 U21
105 105 10/7 50 110000/735 Y Highest Floor(OppLvl*13.5)*5 U21
106 115 10/7 50 275000/63 -27665000/63 Y Highest Floor(OppLvl*13.5)*5 U21
Heavy Armour 1 104 1.2 60 166.5 Y Highest Floor(OppLvl*13.5)*5 U21
105 105 1.2 60 1168/7 Y Highest Floor(OppLvl*13.5)*5 U21
106 115 1.2 60 14600/3 -1468760/3 Y Highest Floor(OppLvl*13.5)*5 U21

(*) speculative

Rating Graphs

Critical Rating

GR crit115.png

Finesse Rating

GR finesse115.png

Mastery (Physical/Tactical) Ratings

GR mast115.png

Resistance Rating

GR resist115.png

Note: The results of rating penetration effects as exists in T2/T3 instances and skirmishes, are not shown in this graph. See Stat Caps for the adjusted T2 rating values.

Critical Defence Rating

GR crdef115.png

Incoming Healing Rating

GR inheal115.png

Avoidance (Block/Parry/Evade) Ratings

GR avoid115.png

Note: The results of rating penetration effects as exists in T2/T3 instances and skirmishes, are not shown in this graph. See Stat Caps for the adjusted T2 rating values.

Mitigation (Physical/Tactical) Ratings

GR mit115.png

Note: The results of rating penetration effects as exists in T2/T3 instances and skirmishes, are not shown in this graph. See Stat Caps for the adjusted T2 rating values.

See also