Let’s a look at stats in lotro and what they do.
1. Basic Stats
Basic Stats are found on gear and they contribute into secondary ratings. Some rating contributions depend on the class.
-Increases block rating by 4*might
-Increases parry rating by 2*might (4*might for champions)
-Increases physical mitigation by 2*might
-Increases physical mastery for captains, champions, guardians by 10*might
-Increases evade rating by 4*agility
-Increases parry rating by 4*agility
-Increases critical hit rating by 1*agility
-Increases physical mastery rating for burglars, hunters and wardens by 10*agility
-Increases tactical mastery rating for wardens by 5*agility
-Increases morale by 5*vitality for wardens and guardians and by 3*vitality for others
-Increases resistance by 2*vitality
-Increases tactical mitigation by 4*vitality
-Increases physical mitigation by 2*vitality
-Increases non-combat morale regeneration by 7,5*vitality
-Increases resistance by 2*will
-Increases tactical mitgation by 2*will
-Increases physical mastery for minstrels, rune-keepers & lore-masters by 10*will
-Increases tactical mastery for minstrels, rune-keepers & lore-masters by 10*will and for guardians, champions & burglars by 5*will
-Increases critical hit rating by 2,5*fate
-Increases in-combat power regeneration by ~2,2*fate
-Increases in-combat morale regeneration by 1,5*fate
-Increases non-combat power regeneration by 24*fate
-Increases tactical critical multiplier by unknown amount
Morale acts as your health or hit points. If your morale drops to 0, you’re defeated
Power is used to fuel your skills. If your power drops too low, you can’t use your skills. Base power is based on formulas 65*level (for will users) and 50*level (for others)
In-combat power regen (icpr) &in-combat morale regen (icmr) are shown in the tooltip of your power and morale. They do exactly what their name says, i.e. you gain said amount of power/morale per minute while fighting. Icpr is way more important of these two. Every class needs sufficient icpr to keep up their skill rotations. Icmr is one of the least important stats for grouping. Even with highest values reasonably attainable the regeneration only equals for a one heal from your healer. Thus for survival purposes in groups it’s much more efficient to build for mitigations and possibly incoming healing rating.
Non-combat regenerations fill up your power and morale pools when you’re not in combat. Building for these is unadvisable as they are meaningless for fights and can be easily boosted with food and perks if you want to regen fast while questing etc.
Armor rating comes mostly from your armor and possibly a shield (there are some minor armor rating buffs too). It does nothing by itself, but instead 20% of your armor value is added to your mitigations. However 100% of it is added to your common mitigation (part of physical mitigation), which explains why your common damage mitigation is higher than your general physical mitigation.
2. Secondary Stats aka Ratings
These are called secondary as they are partly derived from primary stats, but nevertheless they are the stats that actually matter for combat.
Following secondary stats are presented as a rating in your character panel. For combat purposes the game converts these ratings into percentages. The conversion is affected by your level and the level of your opponent. This means that if you have the same rating on level 70 and on level 71 for example, your rating is converted into a smaller percentage value on level 71 than on level 70. Also the same rating results in a smaller percentage against higher level mobs.
Most percentage conversions have so called diminishing returns. This means that the higher your rating gets the less percentage output you get for a same rating increase. So, for example, an evade rating increase from 1000 to 1300 increases your evade change percentage more than an increase from 4000 to 4300. Percentages usually also have max values (called caps) associated with them. This means that for example your critical hit change percentage can’t normally exceed 25% no matter how high your critical hit rating is.
A. Offensive Ratings
Offensive secondary stats increase your damage or healing output
Critical hit rating governs the change of you critically hitting your opponent. Critical hits damage your foe by max damage of the skill multiplied by a critical hit multiplier. Base critical hit multiplier is 1,5 which is increased depending on how much critical rating you have. Some legacies & armour bonuses also increase this multiplier and some skills have higher base multiplier. Devastating hits are critical hits with larger damage multiplier. Your change to devastatingly hit a foe is a fraction of your critical hit change. Cap for critical hit percentage is 25%
Finesse reduces your opponents parry, block and evade ratings and resistance. Your finesse rating is first converted into percentages (visible in the tooltip) and that percentage is subtracted from enemy’s corresponding avoidance percentage. Reduction for physical avoidances (parry, block and evade) is split among these ratings proportionally. This means that if your opponent has a high block change, but a smaller evade change, its block change is reduced by a larger percentage than evade. Sum of the parry, block and evade reductions equals the percentage shown in your tooltip.
Physical mastery simply increases the damage of your physical (melee or ranged) attack. There is no cap for physical mastery and the diminishing returns are much smaller than for other ratings until you reach very high rating.
Tactical mastery is a dual-purpose stat that increases the damage of your tactical attacks and your healing output. These have different percentage conversion formulas. Cap for healing is unknown. Tactical damage increase has no cap and its diminishing returns are small until the high end.
B. Defensive Ratings
Defensive secondary stats reduce the amount of damage you take.
Avoidances give you a change to completely avoid physical attacks. These are split into block, parry and evade. Avoidances also have a small percentage change (dependent of the actual avoidance change) for partial avoidance, which means some of the incoming damage is neglected. Caps for avoidances are 25%.
Blocking requires you to wield a shield. You can only block attacks from the front.
Parrying requires you to have a melee weapon equipped. Only frontal attacks can be parried.
Evade doesn’t require any equipment. Attacks from any direction can be evaded.
Resistance is a dual-purpose rating. Firstly it acts as avoidance for tactical attacks, i.e. gives a change to completely avoid them. Secondly you have a change to resist wound/poison/fear/disease effects. If these effects are dots, you also have a change to resist their individual ticks. Cap is 50%.
Physical mitigation reduces the damage you take from attacks that deal common damage (and any other non-tactical damage, but they aren’t any mobs that would deal e.g. beleriand damage).
Tactical mitigation reduces the damage you take from attacks that deal tactical type damage (acid, fire, lightning, frost or shadow).
Cap for mitigations depends on the armor you can wear. For heavy armor classes it’s 70%, for medium and light it’s 50%. Heavy armor classes also get a higher mitigation percentage from the same rating as medium and light armor classes do.
Melee, ranged and tactical mitigations (aka defenses) are old ratings that are no longer used by the game. However, some skills add to the percentages of these. They stack multiplicatively with physical and tactical mitigations and are based on damage source instead of damage type.
Critical defense reduces the critical hit magnitude of incoming hits, so your enemies critical hits deal less damage to you. The multiplier can never be reduced below 1 no matter how high your critical defence is (i.e. critical hits won't do less dmg than normal hits).
Incoming healing increases the amount of morale you’re healed for. For example if your incoming healing rating is at 20% you get healed for 1200 instead of 1000. Race of men gets a passive bonus for +5% incoming healing.