Stats

There’s a wide range of stats in RIFT – some are Class-specific whilst others are role-specific.

You can find your stats by opening the Character Window (default key “c“) and clicking on the ‘Stats’ tab.

Hovering over a stat can provide some more information on that stat.

Contents:

  • Stats
  • Stat Distribution
  • Stat Caps

Stats

Rift Stats

Main

Health (HP)

Health is the amount of hit points you have. Enemies who damage you will reduce your health and allies who heal you will increase your health. When your health drops to 0 your character will die.

Armor

Reduces physical damage taken based on attacker level. The lower the level of the enemy the less physical damage you take.

Mana

Mana is a resource that is managed by Clerics and Mages. Mana is used for most abilities that Clerics and Mages can use. When Mana is reduced to 0 the Cleric/Mage is unable to use abilities that require mana.

Strength (STR)

Strength is used by Warriors and Rogues. It is the primary stat for Warriors and a secondary stat for Rogues.

  • Warriors receive 0.75 Attack Power and 0.5 Physical Crit per point in Strength.
  • Rogues receive 0.25 Attack Power and 0.5 Physical Crit per point in Strength.

Dexterity (DEX)

Dexterity is used by Rogues and Warriors. It is the primary stat for Rogues and a secondary stat for Warriors.

  • Rogues receive 0.75 Attack Power and 0.5 Physical Crit per point in Dexterity.
  • Warriors receive 0.25 Attack Power and 0.5 Physical Crit per point in Dexterity.

Intelligence (INT)

Intelligence is used by Mages and Clerics. It is the primary stat for Mages and a secondary stat for Clerics.

  • Mages receive 0.75 Spell Power and 0.5 Spell Crit per point in Intelligence.
  • Clerics receive 0.25 Spell Power and 0.5 Spell Crit per point in Intelligence.

Wisdom (WIS)

Wisdom is used by Clerics and Mages. It is the primary stat for Clerics and a secondary stat for Mages.

  • Clerics receive 0.75 Spell Power and 0.5 Spell Crit per point in Wisdom.
  • Mages receive 0.25 Spell Power and 0.5 Spell Crit per point in Wisdom.

Endurance (END)

Endurance increases your health by 10 points per point in the Endurance stat.

Offense

Attack Power (AP)

Attack Power increases the damage and healing done per second for Warriors and Rogues.

Spell Power (SP)

Spell Power increases the damage and healing done for Clerics and Mages per second.

Physical Crit (PC)

Physical Crit increases the critical hit rating (the chance to deal a critical hit) for Warriors and Rogues. This applies to both damage and healing.

When you successfully crit, you basically deal more damage (or heal for more) than normal. The amount of the increase in damage/healing depends on your Critical Power.

Spell Crit (SC)

Spell Crit increases the critical hit rating (the chance to deal a critical hit) for Clerics and Mages. This applies to both damage and healing.

When you successfully crit, you basically deal more damage (or heal for more) than normal. The amount of the increase in damage/healing depends on your Critical Power.

HIT

HIT increases the chance that you will hit your target. It is not a stat you should be concerned about for general open world questing; however, it is vital for accessing Rift’s Dungeons and Raid content.

HIT is obtained from gear pieces with HIT. These are available on:

  • Helmet
  • Gloves
  • 1-handed Weapons
  • 2-handed Weapons
  • Off-hand Totems
  • Ranged Weapons
  • Neck Accessory
  • Ring Accessory

You require the following HIT to provide a ( 95% | 100% ) chance of hitting your target respectively:

  • Storm Legion Expert Dungeon: (300 | 320)
  • Storm Legion Raid – Tier 1: (400 | 420)
  • Storm Legion Raid – Tier 2: (500 | 520)
  • Storm Legion Raid – Tier 3: (600 | 620)

Crit Power (CP)

Crit Power adds extra damage or healing to your critical hits. Maximum is 50% more damage/healing reached at a CP cap of 1,400.

Defense

Defense stats are used by Tanks.

Dodge

Dodge Rating increases your chance to dodge physical attacks. This stat is only viewable in your stat screen by Warriors and Clerics as they are the only two classes whose tank souls benefit from this stat.

A successful dodge will cause you to take 0 physical damage from an attack.

Deflect

Deflect Rating increases your chance to deflect physical attacks. This stat is only viewable in your stat screen by Rogues and Mages as they are the only two classes whose tank souls benefit from this stat.

A successful deflect will cause you to take 0 physical damage from an attack.

Parry

Parry Rating increases your chance to parry physical attacks.

A successful parry will cause you to take 0 physical damage from an attack.

Block

Block Rating increases your chance to block physical attacks.

A successful block will cause you to take 30% less damage from an attack.

Toughness

Toughness reduces the extra damage caused by non-player critical hits by a % of base damage. This stat is vital for Tanks as Dungeon and Raid mobs/bosses deal significant damage when they land a successful critical attack on you.

You require the following Toughness values for Dungeons and Raids:

  • Storm Legion Expert Dungeon: 300
  • Storm Legion Raid – Tier 1: 400
  • Storm Legion Raid – Tier 2: 500
  • Storm Legion Raid – Tier 3: 600

Resistance

Life Resist/Death Resist/Fire Resist/Water Resist/Earth Resist/Air Resist

Resistance reduces the elemental damage you take based on the level of the attacker. The higher their level the less reduction.

There are items that provide individual elemental resist for a specific element and others that provide Resist All, which adds incoming elemental damage to all elements.

Player Versus Player (PVP)

Vengeance

Vengeance is a PvP stat that increases your attack power and spell power against enemy players. Think of this stat has simply additional Spell Power or Attack Power that is only useable in PvP.

Valor

Valor reduces the damage that enemy players deal to you.

At Level 60, Healing and Absorbs received in PvP are reduced by 62%.


Stat Distribution

The following shows how each class benefits from their primary and secondary stats:

Warrior
1 STR = 0.75 AP and 0.5 Phys Crit
1 DEX = 0.25 AP and 0.5 Phys Crit

Rogue
1 DEX = 0.75 AP and 0.5 Phys Crit
1 STR = 0.25 AP and 0.5 Phys Crit

Mage
1 INT = 0.75 SP and 0.5 Spell Crit
1 WIS = 0.25 SP and 0.5 Spell Crit

Cleric
1 WIS = 0.75 SP and 0.5 Spell Crit
1 INT = 0.25 SP and 0.5 Spell Crit


Stat Caps

Stat Soft Cap Hard Cap
Critical Power (CP) None* 1,400 (50%)
Attack Power/Spell Power (AP/SP) None None
Spell Crit/Physical Crit (SC/PC) 45% 60%
Block 3,534 (45%) 60%
Parry [r] None 40%
Dodge [r] None 40%
Deflect 3,534 (45%) 60%
Mana None 17,000

Max Planar Attunement (PA) – 1,277

Further Stat Details: [r]

*Critical Power – Although 1,400 is the hard cap, here’s what you want:

  • 1,297 CP unbuffed before raid consumes/buffs
  • 1,194 CP unbuffed before raid consumes/buffs if you have a Charred Flamesource Greater Essence.
  • 1,106 CP unbuffed before raid consumes/buffs if you have Charred Flamesources and Scalding Flamesource Greater Essences.

Spell Crit/Physical Crit – After the 45% Soft Cap, each point above this cap gives 1/5th of the benefit that the stat gives prior to Soft Cap.

Block/Deflect – Each point above the 45% Soft Cap gives 1/3rd of the benefit that the stat gives prior to Soft Cap.

Block/Deflect’s mitigation – Fixed at 30%. This can increase with specific soul abilities.

Parry/Dodge – The chance to miss, parry or dodge are rolled independently.

HIT – HIT is used to negate the caster’s innate chance to Miss for both Spell and Non-Spell attacks, and the defender’s chance to Parry and Dodge for non-spell attacks. It does not reduce the defender’s non-physical mitigation.

Resist – Only reduces damage taken from non-physical attacks. Does not give a chance to resist/avoid a spell attack.

Mana – Mana is increased with INT/WIS. Mana is capped at 17,000. However, abilities and consumables that directly increase mana can push you past this cap.

Mana Regeneration – This is based on player level. WIS/INT does not affect mana regeneration.

Health Points – Max HP is increased by 10 for every point of endurance. This can increase further based on soul abilities/talents.

Pets – Pets do not inherit STR/DEX/WIS/INT from their owner. They instead inherit all their derived stats such as AP/SP/Resist/Armor from their owner.

Weapon DPS – When comparing Dual-wield 1Hs or a 2H for Warriors and Rogues, take the Weapon DPS of your 1H in your main hand and multiply by 1.3 to get the comparable 2H DPS.

Always place the weapon with the highest DPS on your main hand if you are dual-wielding as the off-hand only counts its stats, not its weapon DPS.


Reference -> Character -> Stats

One Comment on “Stats”

  1. gregfromcos
    November 7, 2015 at 5:06 pm #

    Has this been updated for the new feasts?

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