DCUO: Combat Rating Math
Combat Rating Breakdown
Each gear piece has a percent modifier that gets applied to its item level. They are as follows:
- Weapon = 12%
- Head = 11%
- Neck = 6%
- Back = 8%
- Chest = 12%
- Legs = 12%
- Ring 1 = 6%
- Trinket = 6% [Note: this takes the highest trinket only]
- Face = 6%
- Shoulders = 9%
- Hands = 7%
- Waist = 7%
- Feet = 7%
- Ring 2 = 6%
After all of these are applied to their respective gear piece, those numbers are added up for what we see as the Combat Rating number.
Unattuned Gear Calculations
The base number we need for figuring out how gear will attune is the "Average Item Level." The way the Odyssey Calculator worked was it let the user input the CR and it would reverse that evenly across the slots and get the average. So basically the formula is...
CR / 1.15
The 1.15 or 115% is the total of all of the modifiers. What the formula does is it evenly distributes an item level to the 14 slots so that they're all equal (since we don't know & don't really need the actual mix of levels).
Once you have that number the rest is easy:
- Green will attune to Average Item Level + 1
- Blue will attune to Average Item Level + 2
- Purple will attune to Average Item Level + 3
- Capsule Items will attune to Average Item Level + 5
You also have to keep an eye on the max/cap for each. Green will have a lower cap than blue and purple. The capsule items will give you the largest boost, but cap lower than purple.
Some examples of controlled scaling:
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