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Rating an Item

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Coar
Posts: 9

Rating an Item

Post#1 » Mon Apr 20, 2026 8:32 am

Hey Folks,

i need help answering the question down here. If i asked /advice everyone missunderstand the Questing so read carefully what my real Question is.

I want to rate an Item to compare it to a different Item(what gives more Value) . i DONT want to know that eg INI gives X of Parry/Dogde/getting crit for a specific class. You can assume that all stats are wanted and helpfull for the class wearing it, so dont jugde "this is better for this class" etc.....

I try do "translate" every stat into Mainstat as a Baseline. So for example u can later say 1% parry is the same value as XX Statpoints. Or 4 AP/s is the same value as XX Statpoints.

Stats i like to value are:
% dogde
% parry
% disrupt
% reduced Armor pen
% reduced parry
Resistance Point
AP/s
Moral/s
HP/4s

This way i can later say: the Cloak with 40 Stats + 100 Resi is the same/more/less Value then 20 Stats+100Resi+4 APs and if i have close enough value on items i can simply decide what stat i need more/wanna focus on.
The simple Itemlevel / Rarity is sadly not enough, because some Items of same Itemlevel/Rarity have clearly different Values, where one is better then the other.

Hope i made it clear enough for your kind answers(its not my native language)

Best regards
Coar

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Ruin
Posts: 345

Re: Rating an Item

Post#2 » Mon Apr 20, 2026 8:37 am


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Coar
Posts: 9

Re: Rating an Item

Post#3 » Mon Apr 20, 2026 9:16 am

thats a good indicator and i c u understood the question right....but are this values reliable? for example from my noob view they value Melee Power the same as for example STR.....but i believe STR has a higher impact or( there was a memory of someone said this in advice, not sure what melee Power rly does, maybe i heard something u bring first STR to Softcap than u take Melee Power, what litterly mean str has higher value!??)

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Ruin
Posts: 345

Re: Rating an Item

Post#4 » Mon Apr 20, 2026 10:57 am

Well, this ling was created recently as the base line for item changes, to show haw it will proceed and the mechanic behind the charges, so it’s a relatively new wiki page.

and in terms of the main difference between Str and Mpower:
str:
- Increase damage of associated abilities and auto attacks
- Decrease chance of the defender to defend (Parry, Disrupt, Dodge) against an attack
- soft cap at 1050
- there are skill that buff/debuff this stat
mpower:
- Increase damage of associated abilities and auto attacks
- no cap
- no skills buffing/depuffing it

hope i didn’t forget about things

nocturnalguest
Posts: 889

Re: Rating an Item

Post#5 » Mon Apr 20, 2026 11:32 am

Your approach will bring you nowhere, my sweet summer child.

Ruin linked you correct current values that you seek, they are valid for currently on-going reitemization. Before those no values were set, you can safely consider them random or none-existant. Linked weights have huge issue, they are pretty meaningless (see here viewtopic.php?t=60528).

Approach you discrad to compare items ("this is better for this class") is actually the only correct one. Its the only proper way to gear which will define certain classes, specs or builds. Assumption that "all stats are wanted and helpfull for the class wearing it" is plain wrong.

str vs mp, str is accounted in strikethru calculations, mp is not, str hardcap is 1050 so after you hit hardcap mp>str, before it str>mp.

User avatar
Coar
Posts: 9

Re: Rating an Item

Post#6 » Tue Apr 21, 2026 3:43 am

so at least my memory what is being said about atr/mp is right, and thx u i know now the reason. like i have said: sometimes u have on 2 items 2 different approches like my example with more stats against less stats+ap/s.... so i try to use the link from Ruin and maybe ajust the values a bit, and the explanation of str/MAP shows me i have to lower the value of MAP , to maybe 0,8? maybe even lower. it seems like that the Item designer used this formular posted, but value not all stats correctly, but like for everything in live: there is a mathematical solution. Thx guys for the answer

3Form
Posts: 56

Re: Rating an Item

Post#7 » Wed Apr 22, 2026 8:26 pm

Coar wrote: Tue Apr 21, 2026 3:43 am so at least my memory what is being said about atr/mp is right, and thx u i know now the reason. like i have said: sometimes u have on 2 items 2 different approches like my example with more stats against less stats+ap/s.... so i try to use the link from Ruin and maybe ajust the values a bit, and the explanation of str/MAP shows me i have to lower the value of MAP , to maybe 0,8? maybe even lower. it seems like that the Item designer used this formular posted, but value not all stats correctly, but like for everything in live: there is a mathematical solution. Thx guys for the answer
It's interesting you mention a mathematical solution, but ultimately you are still making subjective decisions in how you score these stats.

A while ago I dug into one of the combat calculation spreadsheets available on here and typed all the formulae up programmatically so that I could easily run them for hundreds of different combinations. But even then I was only able to answer very specific questions, i.e. "If I only have X free stat points to play with, what is the best weapon skill / ballistic skill split given (a) the armour/toughness of my target and (b) the damage modifiers of my ability/weapon etc?".

I had grand plans about going further with this: simulating multiple abilities in a rotation; pulling opponent's gear (and thus stats) from the killboard... Imagine running a combat simulation against a representative sample of BIS opponents...

So ultimately I suppose you are not going to get to a universal mathematical solution without recreating much of the game mechanics outside the game... The best you can do is supplement your subjective analyses with mathematics when appropriate. And you certainly cannot consider a single gear piece without considering how it fits into you entire gear set, because at some point you have to make a decision about whether X is worth more than Y especially for defensive vs offensive stats - unless you are completely min-maxing a single stat, I suppose.

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