Rift: Spell DPS Mechanics

__At Level 50:
__

61.8 parry rating = 1% parry

42.25 dodge rating = 1% dodge

26.375 crit rating = 1% crit

5 hit/focus rating = 1% hit

10 resistance = 1% chance to resist (damage reduction aspect seems diminishing)

*Warrior*

GCD = 1.5 seconds

1 str = .075 AP, 1 parry rating, 1 block rating

1 dex = .025 AP, 1 dodge rating, 1 crit rating

1 end = 9 hp

10 AP = 1 DPS (supposedly AP does not affect autoattack)

*Rogue*

GCD = 1 second

1 dex = .5 AP, 1 dodge rating, 1 crit rating

1 str = .5 AP, 1 parry rating

1 end = 9 hp

10 AP = 1 DPS

*Cleric*

GCD = 1.5 seconds

1 wis = .75 SP, 1.5 mana regen per 10 seconds

1 int = .25 SP, 1 crit rating, 10 max mana

1 end = 9 hp

5 SP = 1 spell DPS?

*Mage*

GCD = 1.5 seconds

1 int = .5 SP, 1 crit rating, 10 max mana

1 wis = .5 SP, 1.5 mana regen per 10 seconds

1 end = 9 hp

5 SP = 1 spell DPS

__Skill Damage Calculations:__

Sorry, not much solid math on this topic yet, just some guesswork. I can't seem to figure out where skills get their wide damage hits, or how to find out min damage.

For casters, each skill usually has an internal "casting time" that determines how much of your spell power is added to each skill. Many of these just use the skills unmodified cast time. Instant cast spells have an internal spellpower coefficient, otherwise you would get no benefit from SP on those skills.

Estimated Dmg = (((tooltipdmg + (SP*coefficient)) * total%dmgmods) * total%debuffmods)

I assume healing works similar to mage calculations.

Estimated Heal = (((tooltipdmg + (SP*coefficient)) * total%healmods) * totaltarget%healbonusmods)

__Critical Hits:__

Critical hits always do the same amount, which is your crit damage bonus (default is 1.5) x the max non-crit hit that ability can do. So to see your max possible hit for any skill, just take the crit skill value / 1.5. Of course buffs will raise your max damage, but with the same buffs, every crit will hit for the same amount.

__Hit Caps:__

The suggested values for hit/focus are:

0 for T1

100 for T2

220* for Raid (up from originally thought to be 200, people report getting misses/resists under 220)

Written by: Rhys