Item categories

There are three categories where items and bonuses fall in:

  • Stat Distribution Changer

  • Stat Sum and Distribution Changer

  • Stat Bonuses

In the following a list for each category is given including all of its members. At the end of each list the overall given Item Level and Stats are listed to conclude the impact of each category.

Each Item that has Item Level will additionally have a metric assigned: The so called Stat Manipulation Ratio (SMR). The Stat Manipulation Value describes how much Stats are shifted from Combined Rating to individual stats. In detail, the SMR is a tuple that describes how many Combined Rating is part of the Item Level and how many individual stats are part of the Item Level. It is calculated by IL/CR and individual stats/15/IL. For example a Mythic Power Enchantment has 1500 Item Level and gives 1350 Combined Rating and 2250 Power. The Power Enchantment has a SMR of 1350/1500=0.9 and 2250/15/1500=0.1 and is abbreviated with SMR: 90 /10. In short 90% of the Item Level is given as Combined Rating and 10% is given as individual stats. In general, the higher the second value of the SMR the better the item because one can shift unnecessary stats into better individual stats.

Stat Distribution Changer

Let’s start with the members of the biggest category. Each item in this category has a SMR sum of 100% and thus represents a change in the Stat Distribution only.

  • Most Gear on the toon only changes the stat distribution and have a SMR of 90 / 10. Most Items of the category Head, Armor, Arms, Main Hand, Shield, Feet, Neck, Waist, Shirt and Trousers fall into it.

  • Rings are similar but have a higher SMR of 80 / 20.

  • Enchantments have a SMR of 90 / 10. There are 9 slots available: 4 offense slots, 4 defense slots and 1 utility slot.

  • Artifacts have in general a SMR of 80 / 20. Unfortunately the new 1000 IL Artifacts have a SMR of 80 / 15 and represent a loss in the sum of stats!

  • The Offense and Defense Guild Boon provides a SMR of 80 / 20.

  • Companion Gear has a SMR of 90 / 10.

  • Mount Equip Power has a SMR of 90 / 10.

  • Insignias have a SMR of 80 / 20.

For an old calculation of an estimation of the impact of this category, see the Mod 23 version.

Stat Sum and Distribution Changer

Next the members of the category of the remaining Item Level giving Items. Each item in this category has a SMR sum unequal of 100% and thus represents a change in the Stat Sum and a change in the Stat Distribution.

  • The Combat Enchantment does not provide raw stats but useful effects. SMR: 0 / 0 with 6000 IL. Fortified Nature buffs defensive stats based on taken damage though.

  • Armor and Jewel Kits have a net positive SMR of 0 / 1 ⅓ at 8x44=352 Item Level. (Ignoring Shirt and Pants Slots here, because currently only Everfrost Kits can be slotted there …)

  • The Utility Boon does not provide stats but a useful effect. 1000 IL / 800 CR

  • The Companion Enhancement does only indirectly provide stats if no debuff is chosen. Let's assume a SMR of 0 / 0 here. 750 IL

  • The five Companion Powers have a SMR of 100 / ⅔ (yes giving ⅔ more stats!). 5x750IL

  • The summoned Companion provides 3000 IL and 2550 CR at a loss of 450 stats. Augments provide no loss of stats!

  • Mythic Collars provide a SMR of either 50 / 0 or 100 / 0 and a ‘useful’ bonus. 5x1000 IL

  • The Companion Runestone has for fighting Companions a SMR of 0 / 0 and for Augment Companions a SMR of 0 / 100! Item Level: 1800

  • The Mount Combat Power does not provide stats but a useful effect. 3000 IL

All together they contribute to around 24600 IL with around 10600 Combined Rating (loss ~14%) and around 2970 CR (4920 CR with augments) worth of individual stats that can be used to manipulate the stat distribution by 2.97*15~44.5% (~73.8% with augments)!

Stat Bonuses

The last category with each member providing 0 Item Level and giving Stats and Boosts.

  • Ability Scores providing a bunch of stats, boosts and lots of Forte!

  • The Bonus Enchantment provides a boost to a bonus without having any IL.

  • The Combat Enchantment Fortified Nature provides up to 15% in Defense, Awareness and Deflect.

  • Race Bonuses

  • Vanguard Path Bonuses including +10% Critical Avoidance when blocking and up to 10% Combat Advantage

  • Dig In providing 15% Awareness

  • Item Bonuses, most of them being very situational or unreliable (Head: 5%-7.5% situational / reliable, Armor: 7.5% reliable, Arms: 5-10% situational / reliable, Weapon Set: Reliable, Boots: Situational up to 20% / many options are unreliable, Artifact Set: 5-10% reliable, Rings: reliable effects, Shirt / Trousers: reliable effects)

  • Most Overload Enchantments do not provide stats but useful effects. 2x1 IL. Let’s ignore the IL. Exception: Unholy Protection with +10% stats.

  • Insignia Bonuses proving very situational bonuses. Examples: 10000 stat ratings Victim’s Preservation, 2500 stat ratings Magistrate’s Patience / Berserker’s Rage

  • Boons of 4% Forte and around 9% other stats

  • Artifact Modifications for up to 2500 in an individual stat plus either 500 stat points in an individual stat or 2.5% in AP Gain, 2.5% in Recharge Speed or 5% Stamina Gain.

  • Temporary Character Buffs like Campfire Buff, 3600 stat rating Potions, 5% stat Trinkets, 10% stat Caprese and ~2000 stat ratings from Runic Aura from Manticore

  • Powers like Anointed Army

All together they contribute to a bunch of fixed stat buffs and a few chooseable stat buffs. Depending on if one wants reliable stat sources or rely on many situational sources, the number of individual stats can vary greatly. Here is an example distribution to demonstrate the amount of stats gained:

  • Dwarf Race: +5% Defense

  • Turban of Shifting Sands (Head): situational 5% Deflect Severity

  • Forest Guardian’s Scalemail (Armor): 7500 Awareness

  • Crag Scaler Gauntlets (Arms): +5% Awareness and +5% Power after 10 hits

  • Mastercraft Weapon Set: +2% outgoing damage, -2% incoming damage

  • Wisp of the Shadow Demon (Feet): unreliable +20% Hit Points and +3% Defense

  • Neck-Waist-Artifact Set: reliable +5% Awareness and -5% incoming damage

  • The Living Silver Leaves (Ring): +5% Awareness and +2.5% Combat Advantage

  • Storyteller Artifacts (3): +15000 Hit Points and some other useful bonuses

  • Fortified Nature (Combat Enchantment): -10% incoming damage, up to 12.5% each in Defense, Awareness and Deflect

  • Resilience of Depth (Overload): -5% incoming damage

  • Unholy Protection (Overload): +5% Critical Avoidance and +5% Deflect

  • Victim’s Preservation (Insignia Bonus x2): situational 3750 in four defensive stats (~15% stats)

  • Magistrate’s Patience / Berserker’s Rage (Insignia Bonuses): situational 2500 stat rating bonuses

  • 13% stats from Boons

  • Artifact Modifications worth of 2500 stat points and 5% Stamina Regeneration

  • Potion Rank 4+1: 3600 stat points

  • Chain of Scales (Trinket): 3% Awareness and +2% in a different stat

  • Caprese (Event Food, legacy version): +5% Hit Points and +10% Deflect

  • Scrolls of Fate and other Temporary Buffs for Deflect or offensive bonuses: ~3500 stat ratings

  • and potentially other bonuses …

For an old calculation of an estimation of the impact of this category, see the Mod 23 version.

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