Stat Calculation (normalized stats)
"The road goes ever on and on..." —Bilbo Baggins LOTRO Expansion, Patch or Update - This article needs to be updated with current information. Please utilize both in-game sources and the official patch notes.
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Introduction
Stats feed your character's abilities and likewise, they also feed your opponents abilities. The balance between these opposite sides is important for the game's difficulty.
In-game, stats are acquired from quite a number of sources and through it's history, the game has gone through a number of methods of calculating these stats. In the beginning, calculations were quite simple, with a value being the level * constant + optional some base value. This is a so-called Linear Function and produces a straight line in a graph. This was fine when the game's difficulty had a straight progress within a single entity as it started out with. However, with an increasing amount of expansions being added, this couldn't be maintained.
The solution was the introduction of a new system with 2 segments, based on level, with the split around level 75-76, item level 79-80. Old items were not updated, but newly introduced items were using the new system. Not many character level based stats were changed however. This all resulted in an incoherent system with stats progressing in different directions.
This brings us to the current system (introduced with Mordor expansion) and solution to the progression problems from the past: the Normal(ized) Progression or Standard Progression.
Standard Progression
The standard progression is like the previous systems, but uses a lot more straight lines which are between start and end points. These points are level based again, and so loosely based on level increases by expansions.
The standard progression needs to be fed with a progression base value, which is the other parameter besides level, and in return gives progression points.
Note that the Standard Progression is not used directly for calculating stats, but you can say it's the mother of all. Other progressions inherit directly from it, but add some flavor of their own.
Standard Progression Table
In the following table you can see all the 'graph' points. Each level based point has an associated progression multiplier. The number of progression points can be calculated as: Progression Multiplier * Progression Base Value and the result is optionally rounded (at the level 76 point to 100s).
The Relative Increase column shows the relative progression percentage from the end point in the previous section. Like for U21:Mordor, points 7&8: at level 106 the relative increase is +20% from level 105 and at level 115 this is +100% from level 105. The first section until level 75 is an exception and progresses 1 per level.
Point Number | Character Level | Progression Multiplier | Rounded to | Relative Increase | Related Game Updates |
---|---|---|---|---|---|
1 | 1 | 1 | +1 per Level | up to U7:Shades of the Past | |
2 | 75 | 75 | |||
3 | 76 | 82.5 | 100 | ~ +10% | U8:Riders of Rohan – U17:The Siege of Minas Tirith |
4 | 100 | 150 | +100% | ||
5 | 101 | 165 | +10% | U18:The Battle of Pelennor Fields | |
6 | 105 | 225 | +50% | ||
7 | 106 | 270 | +20% | U21:Mordor | |
8 | 115 | 450 | +100% | ||
9 | 116 | 495 | +10% | U23:Where Dragons Dwell | |
10 | 120 | 1125 | +150% | ||
11 | 121 | 1575 | +40% | U25:Minas Morgul | |
12 | 130 | 3150 | +180% |
Standard Progression Graph
Here is a graph of the Standard Progression. You can see that it's overall hyperbolic in shape. The start levels go up slowly, but at end levels this changes very rapidly.
Calculation Example
Calculation Example of progression points with ProgB (Progression Base Value) = 270 (Mastery, see Progression Base Values):
Point Number | Character Level | Progression Multiplier | ProgMP * ProgB | Rounded | Progression Points |
---|---|---|---|---|---|
1 | 1 | 1 | 270 | 270 | |
2 | 75 | 75 | 20250 | 20250 | |
3 | 76 | 82.5 | 22275 | 22300 | 22300 |
4 | 100 | 150 | 27000 | 27000 | |
5 | 101 | 165 | 44550 | 44550 | |
6 | 105 | 225 | 60750 | 60750 | |
7 | 106 | 270 | 72900 | 72900 | |
8 | 115 | 450 | 121500 | 121500 | |
9 | 116 | 495 | 133650 | 133650 | |
10 | 120 | 1125 | 303750 | 303750 | |
11 | 121 | 1575 | 425250 | 425250 | |
12 | 130 | 3150 | 850500 | 850500 |
Progression Base Values
ProgB values grouped and sorted by value. You can see that the percentage calculation isn't always using the same value as in the calculation of the associated rating.
ProgB Value | Group | Percentage | Main & Rating |
---|---|---|---|
10 | Health | ICMR, NCMR, Vitality | |
20 | Power | ICPR, NCPR, Power | |
40 | Main | Agility, Fate, Might, Will | |
280/3 | Light Mit. | Mitigations(Light) | Light Armour |
382/3 | Medium Mit. | Mitigations(Medium) | Medium Armour, Physical Mitigation, Tactical Mitigation |
130 | Morale | Morale | |
174 | Heavy Mit. | Mitigations(Heavy) | Heavy Armour |
200 | Low | B/P/E Chance, Critical Defence, Critical Hit Chance, Finesse, Incoming Healing, Resistance | Block/Parry/Evade, Critical, Critical Defence, Finesse, Incoming Healing, Resistance |
270 | Mastery | Physical Damage, Tactical Damage | Physical Mastery, Tactical Mastery |
350 | Partial B/P/E | Partial B/P/E Chance, Partial B/P/E Mitigation | |
400 | Medium | Devastating Hit Chance, Outgoing Healing | Outgoing Healing |
500 | High | Critical/Devastating Hit Magnitude |
B-rating Progression (Percentage Calculation)
The progression of B-ratings as used in Rating to percentage formula inherits from the Standard Progression, but adds some modifications:
- For levels up to 75: the Progression Base Value is rounded before multiplying it with the Progression Multiplier.
- For levels above 75: values calculated from the straight lines between the starting and end points (so only between, not including start or end) are rounded to 10s.
- In the second and third section the lines are beginning as usual at starting points 3(lvl76) & 5(lvl101), but after these points a new line is created which starts at the end level of the previous section, but with the starting value of current section.
This graph makes clear what's happening around lvl76 (lvl101 similar). Black is the resulting progression. Red is section 1 (points 1 & 2), yellow is from end point section 1 to start point section 2 and green is the modified line which is followed after the start point of section 2.
Calculation Example
Calculation Example of B-ratings with ProgB (Progression Base Value) = 382/3 (Medium Mitigations, see Progression Base Values):
Point Number | Level Range | Character Level | Progression Multiplier | ProgB | Rounded | ProgMP * ProgB | Rounded | B-rating |
---|---|---|---|---|---|---|---|---|
1 | 1-75 | 1 | 1 | 382/3 | 127 | 127 | 127 | |
2 | 75 | 75 | 382/3 | 127 | 9525 | 9525 | ||
3 | 76 | 76 | 82.5 | 382/3 | 10505 | 10500 | 10500 | |
3' | 77-100 | 75 | ||||||
4 | 100 | 150 | 382/3 | 19100 | 19100 | |||
5 | 101 | 101 | 165 | 382/3 | 21010 | 21010 | ||
5' | 102-105 | 100 | ||||||
6 | 105 | 225 | 382/3 | 28650 | 28650 | |||
7 | 106-115 | 106 | 270 | 382/3 | 34380 | 34380 | ||
8 | 115 | 450 | 382/3 | 57300 | 57300 | |||
9 | 116-120 | 116 | 495 | 382/3 | 63030 | 63030 | ||
10 | 120 | 1125 | 382/3 | 143250 | 143250 | |||
11 | 121-130 | 121 | 1575 | 382/3 | 200550 | 200550 | ||
12 | 130 | 3150 | 382/3 | 401100 | 401100 |
B-rating for level 65 = (127 * (75-65) + (65-1) * 9525) / (75-1) = (127*10 + 64*9525) / 74 = (1270+609600)/74 = 610870/74 = 8255
B-rating for level 75 = 9525
B-rating for level 76 = 10500
B-rating for level 77 = (10500 * (100-77) + (77-75) * 19100) / (100-75) = (10500*23 + 2*19100) / 25 = (241500+38200)/25 = 279700/25 = 11188 rounded to 10s: 11190
Stat Progression (Stat Calculation)
Stat Progression, like B-rating Progression, inherits directly from the Standard Progression and adds a modification:
- For levels up to 75: the Progression Base Value is rounded before multiplying it with the Progression Multiplier.
Stat Progression functions as the base of all character level(traits/effects) and item level(item stats) based progressions.
Trait/Effect Progressions (Character Level based)
Trait/Effect Progressions are used in character level based stats which appear in trait trees, (skill)effects, etc. The remarkable change from Stat Progression is the omission of lower level points until level 105. This means that we get a straight progression line from level 1 to 105. The net result is a boost of these stats in the lower level area.
Point Number | Character Level | Progression Multiplier |
---|---|---|
1 | 1 | 1 |
2 | 105 | 225 |
3 | 106 | 270 |
4 | 115 | 450 |
5 | 116 | 495 |
6 | 120 | 1125 |
7 | 121 | 1575 |
8 | 130 | 3150 |
Vitality
Vitality stat progression gets another change on top in the shape of an extra point at character level 50. With progression multiplier of 30 (instead of 1 per level = 50) this results in a nerf of Vitality at lower levels.
The character level 116 point is weirdly missing in this progression.
Point Number | Character Level | Progression Multiplier |
---|---|---|
1 | 1 | 1 |
2 | 50 | 30 |
3 | 105 | 225 |
4 | 106 | 270 |
5 | 115 | 450 |
6 | 120 | 1125 |
7 | 121 | 1575 |
8 | 130 | 3150 |
Item Progressions (Item Level based)
Item stat Progressions are item level based, but inherit from Stat Progression which is character level based. To do this, the item level needs to be converted. This is accomplished by using the following mapping table. Note that item level to character level conversion (or vice versa) may result in fractured numbers which must not be rounded.
Point Number | Character Level | Item Level |
---|---|---|
1 | 1 | 1 |
2 | 75 | 79 |
3 | 76 | 80 |
4 | 100 | 200 |
5 | 101 | 205 |
6 | 105 | 225 |
7 | 106 | 300 |
8 | 115 | 349 |
9 | 116 | 350 |
10 | 120 | 399 |
11 | 121 | 400 |
12 | 130 | 449 |
We can distinguish 3 item level based stat progressions.
Low
This item stat progression adds 2 points (item level 25 and 50) and takes away 1 (item level 79).
The item level 205 point is not used as with all item stat progressions.
Item stat Progression Low is used for: Morale, Vitality.
Point Number | Item Level | Progression Multiplier |
---|---|---|
1 | 1 | 1 |
2 | 25 | 15.2 |
3 | 50 | 30 |
4 | 80 | 82.5 |
5 | 200 | 150 |
6 | 225 | 225 |
7 | 300 | 270 |
8 | 349 | 450 |
9 | 350 | 495 |
10 | 399 | 1125 |
11 | 400 | 1575 |
12 | 449 | 3150 |
Medium
This item stat progression adds a new point item level 25.
The item level 205 point is not used as with all item stat progressions.
Item stat Progression Medium is used for all, except the stats mentioned for Low & High.
Point Number | Item Level | Progression Multiplier |
---|---|---|
1 | 1 | 1 |
2 | 25 | 25 |
3 | 79 | 75 |
4 | 80 | 82.5 |
5 | 200 | 150 |
6 | 225 | 225 |
7 | 300 | 270 |
8 | 349 | 450 |
9 | 350 | 495 |
10 | 399 | 1125 |
11 | 400 | 1575 |
12 | 449 | 3150 |
High
This item stat progression makes no significant changes to its Stat Progression inheritance apart from the item level 205 point which is missing here as well.
Item stat Progression High is used for: ICMR, ICPR, NCMR, NCPR, Power.
Point Number | Item Level | Progression Multiplier |
---|---|---|
1 | 1 | 1 |
2 | 79 | 75 |
3 | 80 | 82.5 |
4 | 200 | 150 |
5 | 225 | 225 |
6 | 300 | 270 |
7 | 349 | 450 |
8 | 350 | 495 |
9 | 399 | 1125 |
10 | 400 | 1575 |
11 | 449 | 3150 |
Progression Adjustments
Most progressions receive adjustments targeted at specific stats in specific level ranges. These are values (can be seen as percentages) which need to be multiplied with the original progression points from the progressions above.
-
Character Level Main, Ratings Vitality 1 1 1 - - - - - - 50 - 1 75 - - 76 - - 100 - - 101 - - 105 0.8 1 106 1 1 115 1 1 116 1 - 120 1 0.8 121 1 24/35 130 0.9 38/63 -
Item Level L Morale L Vitality M Armour, Food-Resist. M Mitigations (old) M Main M Physical Mitigation M Ratings H ICMR, NCMR H Power, ICPR, NCPR 1 0.5 0.5 1 0.5 0.5 0.5 0.5 1 1 25 0.5 0.5 1 0.5 0.5 0.5 0.5 - - 50 1 1 - - - - - - - - - - - - - - - - - 79 - - 1 1 0.8 0.8 0.8 1.04 1 80 1 1 1 1 0.8 0.8 0.8 1 1 200 1 1 1 1 0.8 1 0.8 1 1 205 - - - - - - - - - 225 1 1 1 1 1 1 1 1 1 300 1 1 1 1 1 1 1 1 1 349 1 1 1 1 1 1 1 1 1 350 1 95/99 1 1 1 1 1 95/99 120/110 399 0.8 38/45 1 1 1 1 1 38/45 0.8 400 22/35 76/105 0.9 1 1 0.9 1 76/105 22/35 449 20/35 38/63 0.9 1 0.9 0.9 0.9 38/63 63/189
You can see that in the Mordor section, the expansion for which the system initially was designed, the progression is not changed at all. The 0.8s in lower sections also came initially. Later expansions came with more nerfs, especially to morale and power related stats.
U25.4 came with 0.5/50% nerfs for the lowest segment. These nerfs are not as serious as it looks here, as the amount of stat points on lower level items were adjusted as well.
Point Multiplier Values
PntMP values grouped and sorted by value. Multiplied with progression points, this results in the value for 1 stat point.
The final value from the number of stat points for main stats (Agility, Fate, Might, Vitality, Will) needs to be rounded down.
PntMP Value | Group | Main & Rating |
---|---|---|
351/13000 | Main | Agility, Fate, Might, Will |
400/13000 | Morale | Morale |
468/13000 | Mastery | Physical Mastery, Tactical Mastery |
650/13000 | Power | Power |
663/13000 | CritHit | Critical |
780/13000 | Ratings | Block/Parry/Evade, Critical Defence, Finesse, Incoming Healing, Outgoing Healing, Resistance |
24/380 | TacMit | Tactical Mitigation |
27/380 | Mitigations | Physical/Tactical Mitigation (old) |
45/380 | PhyMit | Physical Mitigation |
1625/13000 | Vitality | Vitality |
7800/13000 | ICMR | ICMR |
9750/13000 | ICPR | ICPR |
39000/13000 | NCPR | NCPR |
78000/13000 | NCMR | NCMR |
Stat Calculation Flow Diagram
This is an overview of how stats are calculated and of the inheritance of the various progressions.