I’ve been working on a spreadsheet (originally a C# application, but I converted it to a spreadsheet for ease of consumption/review) to fully capture all of the Rift calculations. Most of the analyses that I’ve seen were fairly simple and hand-wave a lot of the details. The goal of this spreadsheet is to capture all of these details so that we can understand how Rift’s calculations works. I decided to initially focus on inquisitor, but I plan to eventually expand it to the rest of the cleric souls (though I don’t plan to expand it for other classes since I only play cleric; if someone else wants to do that, please go ahead).

This is a work-in-progress, so the data/calculations may not be correct. You’ve been warned!

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Google Spreadsheet Link

You will probably want to make a copy of the spreadsheet so that you can save your own equipment. In order to do so, go to File -> Make a copy (this may require a Gmail account in order to be enabled).

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Basic Spreadsheet Usage

As a rule of thumb, you should only modify the blue cells; the spreadsheet is kind of fragile since there are a number of links between sheets.

On the Main sheet, you can enter your equipment/bonuses/buffs and see how they affect your stats, CP/SC/CP ratios, and Inquisitor tooltip damage. The spreadsheet is currently hardcoded to use the 61/11/4 Inquisitor/Warden/Defiler spec.

You should populate the equipment section with your current equipment. Click on the blue cell for the slot you’d like to change, then click on the light blue arrow on the right of the cell to see the drop-down list, and then select an item. If the item you’re looking for is not in the list, you’ll need to go to the specific sheet for that slot and enter the details in the provided row at the top (in the blue cells).

Populate the buffs that you want to have, depending on if you want calculations to be done in a raid or non-raid environment. Your current equipment and buffs matter, because they change the SP/SC/CP ratios, which in turn can change the equipment rankings. For example, CP becomes more useful when you have raid buffs, raising the relative rankings of pieces with CP. As such, EP should only be used as a relative comparison to other items at your given equipment/buffs.

The SP/SC/CP weight calculation is incomplete, so it may not be accurate. If you have your own values for the SP/SC/CP weights, you can enter them in the Override section so that they will be used for gear rankings.

On the Upgrades sheet, you’ll see the top updates (up to five) for each slot. This sheet was inspired by Ellipson’s spreadsheet, which was originally by Fluxions.If anyone knows how to make a two-way binding between cells in a Google spreadsheet, please let me know.You should not change any of the cells here. If you want to change your current equipment, you should go back to the Main sheet and update it there.

If there are more updates than can be shown, you’ll need to go to the specific sheet for that slot. Do note that the sort doesn’t update automatically, so the listed order doesn’t necessarily match the rank. If anyone knows how to automatically sort based on a changing column, please let me know.

Calculations

If you just want to use the spreadsheet, you don't need to continue reading; the rest of this post is intended for number junkies.

There are 3 hidden sheets, EquipStats, Spec/Buffs, and Inquisitor. I figure that only number junkies would really care about those sheets, so I’ve hidden them by default. To view these sheets, go to View in the menu, then Hidden Sheets, then the sheet you wish to view.

General Stat Formulas:

(Please refer to the Spec/Buffs sheet for these calculations)

Health = 4470 + Endurance * 10 + BonusHealth

Mana = MIN(17000, 5000 + Wisdom * 5 + Intelligence * 5)

Wisdom = BonusStatMultiplier * (83 + EquipWisdom) + BonusWisdom

Intelligence = BonusStatMultiplier * (44 + EquipIntelligence) + BonusWisdom

Endurance = BonusStatMultiplier * (127 + EquipEndurance) + BonusEndurance

SpellPower = BonusSPMultiplier * (0.75 * Wisdom + 0.25 * Intelligence +EquipSP) + BonusSP

SpellCrit = 0.5 * Wisdom + 0.5 * Intelligence + EquipSC

CritPower = EquipSC + BonusCP

CritChance = SpellCrit / 126 + BonusCritChance

% bonus damage on crit = FLOOR(CritPower / 28, 0.1)

The following is what I currently have as affecting the various bonuses (please let me know if I’m missing anything):

BonusHealth:

CQ – Readiness 1 (245)

CQ – Readiness 2 (485)

CQ – Readiness 3 (730) (Note: CQ bonuses do stack, so 1, 2, and 3 can all apply at the same time)

Feast of Domination (975)

BonusStatMultiplier:

Bard – Resonance (5%) (Note: Only applied to core stat values, so they don't include other bonuses such as PA)

BonusWisdom:

PA – Wis (60)

Prismatic Glory (10)

Stellar Brightsurge Vial (55)

Excellent Brightsurge Vial (50)

Bard – Fanfare of Power (70)

Archon – Vitality of Stone (70)

BonusIntelligence:

PA – Int (60)

Prismatic Glory (10)

Stellar Brightsurge Vial (55)

Excellent Brightsurge Vial (50)

Bard – Fanfare of Power (70)

Archon – Vitality of Stone (70)

BonusEndurance:

PA – End (60)

Prismatic Glory (10)

Bard – Fanfare of Vigor (70)

Archon – Shared Vigor (70)

BonusSP:

PA – Weapon SP (96)

PA – Wand SP (48)

CQ – Readiness 1 (20)

CQ – Readiness 2 (40)

CQ – Readiness 3 (60) (Note: CQ bonuses do stack, so 1, 2, and 3 can all apply at the same time)

BonusCritChance:

Armor of Awakening (5%)

Bard – Motif of Bravery (1%)

Tempest – Focused Fire (5%) (Note: This is only up 50% of the time, so I currently calc this as 2.5%)

Archon – Earthen Barrage (5%)

Assassin – Lethal Poison (5%)

Inquisitor Calculations

I will start out with the raw damage formulas, excluding any bonuses/modifiers. The raw damage fomulas look like they are just functions of SpellPower that follow linear regressions (meaning that the only difference between spells are the SP coefficients and the constants).

(Please refer to the Inquisitor sheet for these calculations)

Scourge = 0.9x + 2187

SanctionHeretic_Min = 0.285x + 692.5

SanctionHeretic_Max = 0.315x + 765.5

Sanction = 0.3x + 729

BoltOfRetribution_Min = 0.475x + 1154.25

BoltOfRetribution_Max = 0.525x + 1275.75

BoltOfDepravity_Min = 0.57x + 1385

BoltOfDepravity_Max = 0.63x + 1530.9

NysyrsRebuke = 2.7x + 9840

These formulas may not be exact, but they are extremely close if they aren’t; I had to tweak some of the constants with weird fractional parts to make them match my data.

On top of these raw formulas, there are a number of SP multiplers and total damage multipliers based on spec/buffs. The following multiplers are based on the 61/11/4 Inquisitor build.

TotalDamageMultiplier:

61 Inquisitor gift (0.61)

Inquisitor - Corporal Punishment (0.05)

Inquisitor – Agent of Affliction (0.1) – Only for DOT damage

Diligence (0.12) (Note: I think the tooltip is wrong; it seems to gives 0.4 instead of 0.3 per level)

11 Warden gift (0.055)

Warden – Boundless (0.05)

4 Defiler gift (0.04)

Defiler – Horrible Visage (0.04)

SPMultiplier:

Concentration (0.09) – Only for BoR and NR

Mental Resilience (0.45) – Only for Scourge and Sanction

Righteous Indignation (0.15) – Only for BoR and BoD

On top of that, there’s the 10% bonus damage from Armor of Awakening.

Factoring all of these multipliers in, the tooltip damage for Scourge at, say, 4428 SP, would be:

AoAMultipler * (1 + TotalDamageMultipler) * ((1 + SPMultipler) * 0.9 * SpellPower + 2187)

= 1.1 * (1 + InquisitorGift + CorporalPunishment + AgentOfAffliction + Diligence + WardenGift + Boundless + DefilerGift + HorribleVisage) * ((1 + MentalResilience) * 0.9 * SpellPower + 2187)

= 1.1 * (1 + 0.61 + 0.05 + 0.1 + 0.12 + 0.055 + 0.05 + 0.04 + 0.04) * ((1 + 0.45) * 0.9 * SpellPower + 2187)

= 1.1 * 2.065 * (1.45 * 0.9 * SpellPower + 2187)

= 1.1 * 2.065 * (1.45 * 0.9 * 4428 + 2187)

= 18093.72411

While the tooltip may say that it does 18093 damage, this won’t necessarily match the actual damage on an enemy because this does not take Resist into account. It took me some time to figure out the damage mitigation formula since I didn't know what form it would take, but this does seem to match all of my data points, even though the constants seem wonky.

Damage mitigation for -2 levels: Resist / (Resist + 2650)

Damage mitigation for -1 level: Resist / (Resist + 2820)

Damage mitigation for even level: Resist / (Resist + 2947)

Damage mitigation for +1 level: Resist / (Resist + 2948)

Damage mitigation for +1 level: Resist / (Resist + 2949)

Even though the player is 2 levels below the level 62 target dummy, it seems to have the same mitigation as the level 60 target dummy, so I think that Trion is just treating the level 62 and 60 target dummies as the same level as level 60 players. All of this testing was done on the target dummies, so I don't know if raid bosses have different resist.

The target dummies’ inherent resist seems to mitigate damage by 15%, putting them at about 520 resist.

With 2 points in Cunning Analysis, this becomes 364 resist, which translates to 10.99366% damage mitigation.

When Spiritual Scrutiny is used, this falls to 104 resist, which translates to 3.4087% damage mitigation.

So, that scourge that says 18093 on the tooltip will actually do 18093.72411 * (1 - 0.1099366) = 16104 damage under normal conditions and 18093.72411 * (1 - 0.034087) = 17476 damage under Spiritual Scrutiny.

The aforementioned numbers are only for normal attacks, not critical hits. The base critical hit damage is just 1.5 times the normal damage. Then, CritPower will add a multiple of the normal damage (not the critical one) to the base critical hit damage.

One curious thing about CritPower is that it is floored to the thousandths place (or the tenth place if viewed as a percentage). I originally thought this was simply how it was displayed in the character window, so I kept the entire decimal in my calculations. However, it was slightly off, so I floored to the thousandths place, which then matched my data. This makes the CritPower function a bit of a step function, meaning that 1 additional CritPower doesn’t necessarily translate to any effect.

For example, if I currently have 230 CP, that means my % bonus damage on crit is FLOOR(230/28, 0.1) = FLOOR(8.2142857, .01) = 8.2%. If I were to somehow gain 1 more CP, my damage would be the exact same because my % bonus damage on crit is still 8.2% (FLOOR(231/28, 0.1) = FLOOR(8.25, .01) = 8.2%). In fact, I would have to gain 3 more CP for my damage to change at all (233 CP = 8.3%). For the purposes of the +1 CP analysis, I use the entire decimal since I figure it’ll average out in the end.

Anyways, back to the critical hit damage calculation.

CriticalDamage = NormalDamage * (1.5 + FLOOR(CP / 2800, 0.001))

To calculate the expected damage, it would just be:

ExpectedDamage = CritChance * CriticalDamage + (1 – CritChance) * NormalDamage

< To be finished at a later time >

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