Offensive stats
Last updated
Last updated
This section is kept short because offensive stats are not of much focus for tanks.
The 5 offensive stats are Power, Accuracy, Combat Advantage, Critical Strike and Critical Severity.
The Power stat suffers similar to Hit Points from relative increase, that means the more Power you add the less Damage (percentage wise) you get out of it. At 80% Power adding 1% Power only increases Damage by ~0.555%. Take a look at the following graphic (or look under https://www.nw-hub.com/mechanics/power. for a graphic with higher resolution).
The Accuracy stat formula works the other way around (reverse relative increase). It counters the enemies Deflect Chance and Deflect Severity stats:
Thus its biggest mitigation per point ratio is given when adding the last few percent! However under all conditions, Accuracy yields equally or less than 0.5% in Damage.
The following graphic shows the increase of Accuracy for each 1% added. Keep in mind that it assumes that the enemy has no applied debuffs for Deflect Chance and Deflect Severity.
The Combat Advantage stat suffers similar to Power from relative increase, that means the more Combat Advantage you add the less Damage (percentage wise) you get out of it. At 80% Combat Advantage adding 1% Combat Advantage only increases Damage by ~0.555%.
The following graphic shows the increase of Combat Advantage for each 1% added. Keep in mind that it assumes that you have 100% Combat Advantage uptime.
Critical Chance and Critical Severity affect each other and can only be viewed together. Increasing one of them when the other one is low, gives low return on investment. The other way around: increasing one of them when the other one is high, gives high return on investment. The damage formula includes Critical Strike and Critical Severity in the following way:
From math, we know that the biggest return on minimal investment for variables that are equally multiplied with each other is, when both variables have similar values (e.g. 70%-70% or 80%-80%). And this is true for Critical Strike and Critical Severity! Thus we can draw the damage increase going from one optimal tuple (similar values) to another.
We can see that Critical Chance / Critical Severity provides overall more than Accuracy, thus leaving Accuracy as the least desired stat.