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Zombolini

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1

Sunday, December 2nd 2012, 7:49am

Statting for Spuds!

Hello! If you're reading this thread, you're most likely either a RoM Veteran here to critique my work, or a relatively new player who's having trouble with statting their equipment!

Well you're in luck! This thread is dedicated to the explanation of how statting works and how to best take advantage of the system it uses!

First up, let's cover the basics:

~~~Mana Stones~~~

In order to stat a piece of equipment you're going to need 3 Mana Stones. Mana Stones come in various tiers that indicate the power and level of the equipment they were extracted from. The higher the tier, the better the equipment was. Higher tier mana stones generally come from purple rarity equipment. Blues, greens and whites of a higher level won't necessarily produce a better Mana Stone.

To create a Mana Stone, you will need the following 4 things: A fusion stone, an piece of equipment you want to make into a Mana Stone, an Arcane Transmutor charge, and access to said Arcane Transmutor. Simply open your Arcane Transmutor tab from your backpack, insert fusion stone and item, hit 'confirm' and VOILA! You have yourself a Mana Stone!

The stats your Mana Stone will have are dependent on what stats were on the item you converted into a Stone as well as the stats on the fusion stone you used. Many players prefer to use Purified Fusion Stones to make sure they don't get unwanted stats.

When using these Mana Stones, in order for it to work, you must have 3 total for the stats to be transmuted onto a piece of equipment. Each Mana Stone must be of the same tier, mixing two tier 3 Mana Stones and a tier 4 WILL NOT WORK. Every equipment piece can hold up to 6 total stats. Stats are defined by named values such as "Strength of the Bunker VII". Unnamed stats or "ghosts" do not count towards the 6 stat limit.

It is important to bear in mind that some equipment pieces will already have stats on them. Adding stats to pieces like these can be difficult and frustrating. Remembering that each piece of equipment can only have 6 named stats and that you must have 3 Mana Stones to stat with, I'll provide an example of what it would look like.


Example item: Suppresion Plate Armor of the Fort.

This piece of equipment came with "Crimson Safeguard VIII" on it.

Before statting it with 3 Mana Stones, it will look like this:



______________________________________________
Suppresion Plate Armor of the Fort

Physical Defense: 3422 Magical defense: 1946
+2080 Maximum HP
+160 Physical crit rate
+80 Strength

Crimson Safeguard VIII +106 stamina
+583 defense
_____________________________________________




For this example, we'll be adding 3 Mana Stones with the following stats:

---Mana Stone 1---
Crimson Protection VIII +106 dexterity
+106 stamina
---Mana Stone 2---
Glorious Guard VIII +116 stamina
+638 defense
---Mana Stone 3---
Crimson Assault VIII +106 strength
+689 HP

The resulting armor piece would then be...



______________________________________________
Suppresion Plate Armor of the Fort

Physical Defense: 3422 Magical defense: 1946
+2080 Maximum HP
+160 Physical crit rate
+80 Strength

Crimson Safeguard VIII +106 stamina
+583 defense
Crimson Protection VIII +106 dexterity
+106 stamina
Glorious Guard VIII +116 stamina
+638 defense
Crimson Assault VIII +106 strength
+689 HP
_____________________________________________



Advanced statting including 6 stat equipment pieces will be discussed in the next post!

Thanks for reading!

Zombolini

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Sunday, December 2nd 2012, 7:52am

Welcome to Advanced Statting!

So you've already got a piece of gear with 3 or 4 stats on it, first off, congratulations! You're not done yet though!

Remember, each piece of gear can hold up to 6 different named stats. HOWEVER, since you already probably have 4 on your piece of equipment AND you can only stat 3 stats at a time, this is where your brain has to come into play.

In the case that you already have 4 or more stats on your equipment when you try to stat with 3 more Mana Stones, your highest level INSTANCED OR REWARDS YELLOW stat (indicated by Roman numerals) will be overwritten to make room for the extra stat. That's generally unwanted.

Here is a visual representation of what that would look like:

Here is our previously statted piece of equipment we used in previous examples.

______________________________________________
Suppresion Plate Armor of the Fort

Physical Defense: 3422 Magical defense: 1946
+2080 Maximum HP
+160 Physical crit rate
+80 Strength

Crimson Safeguard VIII +106 stamina
+583 defense
[I]Crimson Protection VIII +106 dexterity
+106 stamina
[I]Glorious Guard VIII +116 stamina
+638 defense
[I]Crimson Assault VIII +106 strength
+689 HP
_____________________________________________
[/I][/I]
Now we'll attempt to add the following Mana Stones:

---Mana Stone 1---
Protection of the Bunker VIII +106 stamina
+583 defense

---Mana Stone 2---
Crimson Guardian VIII +106 stamina
+256 phys attack

---Mana Stone 3---
Defense of the Dragon Wilderness IX +135 stamina
+887 Maximum MP

The result would end up as:

______________________________________________
Suppresion Plate Armor of the Fort

Physical Defense: 3422 Magical defense: 1946
+2080 Maximum HP
+160 Physical crit rate
+80 Strength

Crimson Safeguard VIII +106 stamina
+583 defense
[I]Crimson Protection VIII +106 dexterity
+106 stamina
[I]Glorious Guard VIII +116 stamina
+638 defense
[I]Crimson Assault VIII +106 strength
+689 HP
[/I][/I]Protection of the Bunker VIII +106 stamina
+583 defense
Crimson Guardian VIII +106 stamina
+256 phys attack

[I][I][I]_____________________________________________
[/I][/I]
As you can see, [/I][/I][/I]Defense of the Dragon Wilderness IX[I][I] (the highest ranked yellow stat) we tried to use was overwritten in order to maintain the maximum of 6 stats. This overwrite can be avoided though.

In order to avoid having a stat overwritten, there are two things you can do. The first is to use a blank Mana Stone that has no stats. This allows the perfect fit of any 2 stats you want added to a 4 stat piece of equipment while still fulfilling the 3 Mana Stone quota required to stat. Blank Mana Stones are VERY useful when statting and as such are often very expensive.

Another option is to use the doppelganger technique. Similar to how one uses a blank Mana Stone to get by the 6 stat rule, there is also a rule that prevents the use of the same stat on one piece of equipment and overwrites all identical stats except the original. For example, I have 3 [I]Crimson Guard VIII
stats I want to use on a piece of equipment. However, because of the rule, all 3 stats will only show up as 1 Crimson Guard VIII on the equipment. Sounds bad, right?

Well it isn't always bad. You can use this rule to your advantage by using a duplicate stat that you already have a Mana Stone or stat of and it will become a virtual blank Mana Stone.

If you look at the previous Advanced Statting example, and I were to substitute the Oppression X for another Crimson Guardian VIII, the result would end up having 6 stats without having a potentially valuable stat overwritten OR having to use a costly blank Mana Stone.

Please note: I would only suggest the doppelganger technique for stats that you come across in your adventures. Using the doppelganger technique on stats you may have bought on the auction house can potentially be VERY expensive.

Congratulations! You have passed Advanced Statting!

The next post will contain an attribute/class guide and stat examples to define which stats are currently best for you!

Thanks for reading![/I][/I][/I]

Zombolini

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Sunday, December 2nd 2012, 7:53am

---Stat values and tables section---

This part of the guide is to help you get acquainted with the attributes that will best benefit your character and help you get an idea what to look for in equipment.

Explanation of various stats:

HP - Hit points: The more you have the more damage you can take!
MP - Mana points: Used as fuel for spells and some skills
PATK - Physical attack: The more of this you have, the more effective your melee attacks will be.
MATK - Magical attack: The more of this you have, the more effective your magic attacks will be.
PDEF - Physical defense: Helps to mitigate damage from incoming melee attacks.
MDEF - Magical defense: Helps to mitigate damage from incoming magic attacks.
PDR - Physical dodge rate: Increases your chance to evade incoming melee attacks entirely.
PACC - Physical accuracy: Increases your chance to hit an enemy.
MACC - Magical accuracy: Decreases the enemy's chance to resist your magic attacks.
HEAL - Healing bonus: Extra HP gains from heals given.

NOTES
Dependent on your class, you will receive more of the above stats from preferred attributes. For example, warriors prefer the Strength attribute and derive 2.0 PATK for every 1 unit of Strength. However, Mages derive 0.8 PATK per 1 unit of Strength and as such, don't benefit very much from it. It is important to learn which attributes are preferred for which class and how to use them effectively. This will be discussed below.


Warrior - As previously stated, the Warrior class gains ALL of their physical attack power from their Strength attribute. If you plan to build a DPS Warrior, you'll want to maximize your Strength and Physical attack. Warriors also get a nice amount of Physical defense from Stamina attributes as well, only second to Knights.

Suggested stat types: Strength/PATK, Strength/Stamina @ 2:1 ratio

Scout -Scouts are an eclectic class in that they derive Physical attack from Strength AND Dexterity attributes. While not as efficient as Warriors in terms of Strength, they gain most of their abilities through Dexterity which not only provides Physical attack, but Physical attack accuracy AND Physical dodge rate making a Scout with high Dexterity a dead-eye hard to hit opponent.

Suggested stat types: Dexterity/PATK, Dexterity/Stamina @ 2:1 ratio

Rogue - Much like Scouts, Rogues derive their Physical attack power from Dexterity attributes as well as Strength, but at a slightly higher rate than the Scout. A Scout makes up for this lack by not having to be up close and personal to attack. Rogues don't derive much Physical defence from Stamina, like Scouts, and as such won't be seen taking many hits for the team.

Suggested stat types: Dexterity/PATK, Stamina/PATK @ 2:1 ratio

Mage - Mages focus around Intelligence to increase their MATK. It provides a healthy bonus of 2 MATK per unit of Intelligence as well as some bonus MP and a teeny weeny bit of PATK for who knows what? Mages get the VERY short end of the stick in terms of Physical defense and don't derive much PDEF at all from Stamina attributes. They are commonly labelled as "Squishy".

Suggested stat types: Intelligence/MATK, Stamina/MATK @ 2:1 ratio

Priest - Priests can be tricky. They're a versatile class that can be outfitted for direct combat or simply as a support class. For this guide, we'll focus on statting them as a support class. Priests are one of 2 classes that derive healing bonus from their Wisdom attributes along with a higher maximum MP, MDEF, and Magical accuracy, they are one of the best support classes in the game. Healers are often most comfortable fixing wounded soldiers AWAY from the main fight where they can't get smashed to bits by Physical attacks.

Suggested stat types: Stamina/defense, Wisdom/Stamina @ 2:1 ratio

Knight - The indestructible savior. Knights are tanks. Tanks don't rely so much on the amount of damage they're producing but the amount of attention they get for trying. While they can't keep up in terms of offense, they're flailing and raging at the enemy keeps their eyes on him and away from you. These meatwads boast some of the highest HP and PDEF of any class in the game. They derive a whopping 3.0 PDEF for every unit of Stamina they have. While they can hold the attention of monsters well, they do still need to hit so some PATK stats are necessary.

Suggested stat types: Stamina/defense (OR HP), Stamina/PATK @ 2:1 ratio

Druid - The elven healer. Much like the Priest, this class operates around Wisdom. Much like the Mage and Priest, they are VERY squishy and prefer not to be on the front lines. Luckily, their Wisdom provides them with MDEF, more MP, and Healing bonus to take care of themselves and anyone who is in need of assistance.

Suggested stat types: Stamina/defense, Wisdom/Stamina @ 2:1 ratio

Warden - Colloquially known as the "Elf Knight". While they don't get as much PDEF as Knights, their attacks are FAR more powerful and often have Strength damage modifiers, making Strength attributes a must-have. Wardens also use pets, but a Warden's pet's power is based off of the Warden's.

Suggested stat types: Strength/PATK, Stamina/PATK @ 2:1 ratio


NOTES:

-For Champions, refer to the Warrior guide.
-For Warlocks, refer to the Mage guide.
-Stat ratios apply to the amount of certain stats you should have on your equipment.
Example: 4x Strenth/PATK and 2x Stamina/PATK for Wardens.

These suggested stat type builds are structured for DPS use. Feel free to stat according to your play style. It's your adventure!


Thank you for reading "Statting for Spuds" by Zombolini, if you have any questions, comments, concerns, conniptions, please post them below and I'll do my best to tend to them.


Good hunting,


Zombolini

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Sunday, December 2nd 2012, 5:35pm

Quoted from "Zombolini;579387"

In order to stat a piece of equipment you're going to need 3 Mana Stones. The higher the tier, the better the equipment was.


This is not always true. A Purple Tier 3 item can be (and usually is) better than a white Tier 4 item. Tier is usually based on the level of the equipment, and its rarity colour.

Quoted from "Zombolini;579387"


When using these Mana Stones, in order for it to work, you must have 3 total for the stats to be transmuted onto a piece of equipment. Every equipment piece can hold up to 6 total stats. Stats are defined by named values such as "Strength of the Bunker VII". Unnamed stats or "ghosts" do not count towards the 6 stat limit.



I think it should be mentioned that the 3 mana stones have to be the same tier to prevent confusion. But otherwise, decent guide you have here. I've seen many statting questions pop up in the Questions section in the past month, so this would be quite helpful as well.
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Zombolini

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Sunday, December 2nd 2012, 5:51pm

Thanks! I'll edit those points in.

Guide complete

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Sunday, December 9th 2012, 5:40am

Hey there,

Just a quick question. I have my Priest/Knight/Scout which is primarily used as a support class, however I do like to use it in siege war. I was thinking the other day of a different build for my priest. Now I am stingy (mainly because I am gearing my tank side as well for those awkward moments when we are down a tank) but when I go into SW for example, I was wondering if I should edit my build slightly. Here is what I was thinking:

Stam/Def Eternity
Stam/Def Bygone
Stam/Def Wilderness
Stam/Def Remains
Stam/Wis Remains
and instead of Wis/Hp remains I was thinkin Sam/Mattk Remains (Extra Stam and a bit of Mattk).

Thoughts?
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Zombolini

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Sunday, December 9th 2012, 7:07am

You will need MATK for the off chance where you may need to kill a mob, but since you're building for support, I'd say skip it and just go all out and do Stam/HP (not sure what the name is).

Since you cap out at 8k wisdom, your secondary focus should be reliability, yes? More HP, more PDEF, more Stamina.

My 2 cents.


Zombolini

8

Tuesday, December 11th 2012, 9:12pm

OP: Decent guide, missing info tho. Doppleganger stat is a no no. Not that its wrong, its just a probable waste of a good stat. "Bumper" stats are a better way to go. That is a stat that sucks, of equal or higher rank than the rest of your stats that you can "push/bump" off when putting a piece together. This is used in gear tiering primarily.

Scout statting info is bad. Scout should never ever use a stam/dex stat, ever. Dex only gives 1 patk per point and scouts need as much patk as they can get. Scouts should stat identically to a patk rogue, that is dex/patk and stam patk, in various ratios. Rogues however can get away with using that stam/dex, but its not ideal.

Should note that that 2:1 ration on these dps statting tips are pure dps endgame statting methods, and aren't always ideal. You'll be left with much lower hp than you might need. Use caution when statting like this, and be sure to balance that with gear and runes.

Priests, druids and wisdom.

Yes soft cap for most heals is 8k for wisdom. More is still good(to a point) as the mdef will save your butt a lot more than you realize, especially if your a seige junky. Also, 4 defense stats on anything but a priest/knight is a waste. More hp is better. There is no ideal 2:1 ratio for healers. And various combos are a little different. Heavily statting defense on anything but a p/k will likely do more harm than good in one way or another. Only the p/k and d/wd get additional defense bonuses from their secondary classes(not counting short duration skills like warriors defensive formation) and as such sacrificing too much hp and or wisdom in favor of defense won't do you any favors and will likely lead to deaths that could otherwise be prevented.

Wisdom is a less than simple subject, more never hurts, too much on the wrong combo can be a waste. Some combos must stack wisdom in order to fulfill their potential. That 8k soft cap has no bearing on instant cast spells, in most cases this means heal over time, and when you think heal over time, you think druid. But not all druids rely on hots, druid/warrior is a prime example, yes they use them but don't rely on them as much as the two instant cast group heals. That being said, wisdom has a greater benefit to hots while having much lower effect on other heals(including d/w instant groups). So who, uses wisdom? Druid/scout and druid/mage, both are heavily hot based healers, and as such more wisdom is always better. D/s should absolutely use 4 wisdom stats per piece of gear, more if you can swing it that way, stam/wis, wis/hp, sta/hp, extra defense is a secondary focus, hp and wisdom are more important. Druid/warden is most flexible, and can stat with more def/hp that wisdom. D/w is gear based more than anthing, and focuses more on hp for statting, defensive statting is preferential here(imo). D/r is seldom played and is probably better off as a dps spec.

Healers and mak

I'm an advocate against putting matk stats on healing gear. If you have to deal damage as a healer, your either questing or your dps is dead or just not doing their job. If you want to deal damage for one reason or another, make pure dps gear. It costs more yes, but will serve you better than putting one or two matk stats on all of your healing gear. Best places to put these are in secondary earring and ring slots, wings, cape, belt and leg guards. And any one playing a priest/knight, should never ever put dps stats on their healing gear.

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Tuesday, December 11th 2012, 11:33pm

"In the case that you already have 4 or more stats on your equipment when you try to stat with 3 more Mana Stones, your highest level YELLOW stat (indicated by Roman numerals) will be overwritten to make room for the extra stat. That's generally unwanted."

Not always the case. Check listing on Rom-Welten to be sure: http://rom.onlinewelten.com/content.php?sec=1&inc=statrank
For example the bag drop yellow X stats are of lower level than the VIII castle/glorious types or for that matter the IX eternity/Bygones.

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Tuesday, December 18th 2012, 1:25am

Yes, the doppelganger stat is a possibility, but like I said, it's not advised.

Zombolini

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Sunday, December 30th 2012, 8:17am

Edits made

Made a few edits to comply with user input.