Introduction:

Understanding how good items are is important for minmaxing your gear. In this guide I will explain how stat weights work, which is the best tool for rating items. First I will explain how Rifts itemisation works in general, since it will help you gain a better unstanding of the process. Even experienced raiders might be unaware how some of these things work.

I'm writing this in the warrior guides section since I know it will actually get read here and the guide is somewhat aimed at warriors. A lot of the information should be useful for other classes aswell though.

Some terminology:

Primary stat = Strength (for warriors)

Secondary stat = Dexterity (again, for warriors)

Tertiary stat = Either Attack Power, Crit Power or Physical Crit.

Rifts itemisation:

When you look at an item ingame, the only thing you see are the stats it grants, possible armor/resist values and a level requirement. This might lead you to think that when Trion is creating items, they simply pick all these stats themselves and then put them into the game. This is not how it works.

Items have an Item Level, that grants a certain amount of "itemisation points" (also depending on the item slot, chest has more than boots for example). Item Level is determined by the tier of the item, so all t2 items for example (HK drops, gp drops, armor bought with t2 marks) have the same item level.

These itemisation points are spread over the stats the item has (primary, secondary stat, tertiary stat, endurance). How many of the itemisation points go into every stat is determined by the stat budget, which is basicly a percentage that tells how many of the itemisation points are used for each stat.

It's not possible to figure out the stat budgets for items. However, PvP items for example have a very different stat budget from most gear in the game. They have a tertiary stat budget that is a lot higher, which leads to them having higher tertiary stat (crit power/attack power/physical crit).

The actual stat value than an item gets in a category is a diminishing returns fuction of the itemisation points granted to that category. To give you an example of what this means, imagine two items, Item A and Item B with the same item level. Item A has a primary stat budget of 40%, item B has a stat budget of 20%. Item A has twice as many itemisation points granted to Strength as item B does. But Item A does not actually have twice as high strength, because of the diminishing returns. The exact formula for this is unknown.

Tertiary stat:

To finalize the item stats it also needs to be assigned a tertiary stat. Which tertiary stat an item gets (ap, CP, pc) is set by Trion. The game then calculates the actual value based on the total itemisation points and the stat budget. However, every tertiary stat has a different formula for the final stat value granted. Testing indicates that they all have a similar amount of diminishing returns, but the amount granted varies by a factor:

AP : PC : CP= 1 : 2.25 : 1.667

Dual stat items:

Dual stat items are items that have two tertiary stats. These items actually have 5 different stats all with a different budget. Because of the way diminishing returns work, these items end up more powerful than normal items. Having 5 caterogies to gain stats in rather than 4 simply means that less itemisation points end up wasted on high diminishing returns.

Stat Weights:

How good is an item? There are a couple things that matter here. For example, primary stat and tertiary stat are better than secondary stat. For DPS, having endurance on an item is basicly useless and the itemisation points in endurance could have been spend on something that increases DPS instead.

So as a rule of thumb, an item with lower secondary stat and lower endurance will be better for dpsing. But there is a limit here, because of the diminishing returns. Having low secondary stat is much better than having no secondary stat. Secondary stat still grants some dps, and at low values it is granted at a very efficient rate compared to itemisation point cost. You can also reverse this logic, when an item has a very high stat budget for one stat, you start losing efficiency. Since it is not possible to find the diminishing returns formula or the stat budgets for items, we can't calculate what the ideal stat distribution would be.

What also matters is which tertiary stat the item has. How much you gain from each tertiary stat depends on your own stats and spec, but crit power often comes out ahead.

It would be nice to have a way to get quantitative numbers to compare items. Stat weights are the solutions. There are multiple ways to calculate stat weights but the most common one used is this. Simulate how much dps you do with your current stats. Then add 1 to a stat, and see how much this changes your dps total. Do this for every stat, and then normalize it to AP values so that the stat weight for AP is always one.

Warriors can use the spreadsheet in this thread: http://forums.riftgame.com/game-disc...-bis-list.html to calculate stat weights. There are also spreadsheets available for mages and clerics in class forums.

It's important to realize that when making this calculation, you need to know exactly what spec you are using and by which buffs you are affected. These spreadsheets are generally made by raiders and assume that you have full raid buffs. This means that the calculation is wrong for dpsing selfbuffed, in an expert group or in PvP.

So what do the stat weights mean? They tell you how much dps you will gain (relative to 1 AP) for each stat. You can then use this to assign a value to an item, by multiplying the stats on the item by the stat weight and then adding those together for every stat. The highest total you get will increase your dps by the most.

Crit Power:

Using stat weights the way described earlier will tell you a combination of which item has the best stat distribution and which item has the best tertiary stat for you. It's a well known fact that above a certain gear level, crit power is by far the best tertiary stat. This means that crit power will start dominating the stat weights and that your stat weights will simply start suggesting you to equip the item with the most crit power.

The problem you will run into eventually is the crit power cap. Above 3120 crit power, crit power becomes almost worthless. When you have full t1 gear or better, it becomes very easy to reach this cap (keep in mind you will also gain CP from banners and feast).

I mentioned earlier that stat weights give you a combination of best stat distribution and best tertiary stat. At this point, you KNOW for sure that crit power is the best tertiary stat, and it shows in the stat weights. You now want to calculate on which items you can gain CP the most efficient (which items have the best stat distribution) rather than more evidence that CP is the best stat. You can't have CP on every item, because you will go over the cap. So you need to find on which items you should not use CP.

This can actually be done in a very simple way. Rather than actually calculating a weight for crit power, you can simply use the rate at which crit power appears on gear compared to attack power (0.6). Or in other words, you calculate which items would be the best if their tertiary stat was attack power.

This now gives you a way to optimize your gear. You need a gear setup that gets close to the crit power cap (because CP is the best stat) while equipping as many of the best stat distribution items as possible.

TL;DR version: Use 0.6 as crit power weight if you can easily hit the cap.

Closing:

I hope I wrote this down in an actually understandable way. If you have any suggestions to make things more clear please let me know and I'll see what I can do.

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