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Neverwinter Wiki
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==Character Stat Rundown== '''Basic rundown of how the primary stats in Neverwinter function. Unless otherwise noted, all Stat Totals listed in the formulae are the player's.''' ===Offensive Stats=== * [[Power]] :Power Damage and Heal Multiplier = Base Damage or Heal * ( 1 + {{green|Power Total}} / 100 ) :'''{{green|Power}}''' works as a direct multiplier for damage dealt and healing. If you have 50% '''{{green|Power Total}}''', you will deal 1.5x your Base Damage. * [[Accuracy]] :Accuracy Damage Multiplier on a Deflected Attack = Base Damage / ( 1 + ( Enemy {{encounter|Deflect Severity Total}} - {{green|Accuracy Total}} ) / 100 ) :Average Damage Multiplier = Base Damage / ( 1 + Enemy {{encounter|Deflect Total}} ( Enemy {{encounter|Deflect Severity Total}} - {{green|Accuracy Total}} ) / 100 ) :'''{{green|Accuracy}}''' reduces damage reduction when an enemy deflects the players attack. In all PvE content, enemies have a 50% '''{{encounter|Deflect Total}}''', and have a 90% '''{{encounter|Deflect Severity Total}}'''. This means that PvE enemies have a 50% chance to reduce each attack's damage by up to ~47% (based on 1 / ( 1 + 90% ) ). :'''{{green|Accuracy}}''' directly reduces the target's '''{{encounter|Deflect Severity}}'''. If you are in PvE content and have a 50% '''{{green|Accuracy Total}}''', your target will still '''{{encounter|deflect}}''' 50% of your attacks, but your deflected attack's damage will only be reduced by ~29% (number gotten from 1 - ( 1 / ( 1 + 90% - 50% ) ) ). * [[Combat Advantage]] [[File:Combat_Advantage_Example_Narwhalprime_2.jpg|thumb|right|300px|1) blue ring, 2) opposite ally, 3) Combat Advantage damage floater]] :Combat Advantage Multiplier = Base Damage * ( 1 + ( {{green|Combat Advantage Total}} - Enemy {{encounter|Awareness Total}} ) / 100 ) :'''{{green|Combat Advantage}}''' works as a direct damage multiplier whenever you have combat advantage against your target. The easiest way to maintain combat advantage is to stand on opposite sides of an enemy with an ally or companion. :You can visually tell if you have combat advantage by looking for a ring at the base of your enemy. If it has a blue section closer to your position, you currently have combat advantage. If your attacks are dealing combat advantage damage, your damage floaters will also have a small sword to their right. * [[Critical Strike]] and [[Critical Severity]] :Damage Multiplier on a critical hit = Base Damage * ( 1 + ( {{green|Critical Severity Total}} - Enemy {{encounter|Critical Avoidance Total}} ) / 100 ) :Average Critical Damage Multiplier = Base Damage * ( 1 + ( ( {{blue|Critical Strike Total}} ) * ( {{green|Critical Severity Total}} - Enemy {{encounter|Critical Avoidance Total}} ) ) / 100 ) :'''{{blue|Critical Strike}}''' directly tells you how likely you are to critically hit or heal your target. If you have a 50% '''{{blue|Critical Strike Total}}''', you will critically hit or heal half of the time. :'''{{green|Critical Severity}}''' gives a multiplier to damage whenever you critically hit. If you have a 50% '''{{green|Critical Severity Total}}''', you will deal 1.5x your Base Damage when you critically hit or heal. For a calculation of average damage or heal multiplier: If you have a 50% '''{{blue|Critical Strike Total}}''' and 50% '''{{green|Critical Severity Total}}''', you on average heal or deal 1.25x more damage. :It is best practice to increase your '''{{blue|Critical Strike}}''' and '''{{green|Critical Severity}}''' Totals at the same rate, as they are directly complementary statistics. :Note that PvE enemies do not have a '''{{encounter|Critical Avoidance}}''' rating. In PvP, the damage of your critical hits is reduced by your target's '''{{encounter|Critical Avoidance Total}}'''. If you have a 50% '''{{green|Critical Severity Total}}''' and your target has a 25% '''{{encounter|Critical Avoidance Total}}''', you will deal 1.25x your Base Damage on a critical hit. ===Defensive Stats=== * [[Defense]] :Defense Damage Reduction = Incoming Base Damage / ( 1 + {{green|Defense Total}} / 100 ) :'''{{green|Defense}}''' is a damage reduction statistic. If you have a 50% '''{{green|Defense Total}}''', you will take 33% less base damage (based on 1 / (1 + 50% ) ). '''This means 33% less damage before accounting for the enemy's combat advantage and critical strike.''' * [[Awareness]] :Awareness Damage Reduction when enemy has combat advantage = Incoming Damage * ( 1 + ( Enemy {{encounter|Combat Advantage Total}} - {{green|Awareness Total}} ) / 100 ) :'''{{green|Awareness}}''' is a defensive stat which reduces the additional damage enemies deal with '''{{encounter|Combat Advantage}}'''. PvE bosses always deal combat advantage damage, and normal PvE enemies deal combat advantage damage when they are on opposing sides of the player. All PvE enemies have a '''{{encounter|Combat Advantage Total}}''' of 90%. If the player has 50% '''{{green|Awareness Total}}''' in PvE content, they will take ~26% less damage from enemies' attacks with {[encounter|combat advantage}}. * [[Critical Avoidance]] :Critical Avoidance Reduction when critically struck = Incoming Damage * ( 1 + ( Enemy {{encounter|Critical Severity Total}} - {{green|Critical Avoidance Total}} ) / 100 ) :Average Critical Avoidance Reduction = Incoming Damage * ( 1 + Enemy {{golden|Critical Strike Total}} ( Enemy {{encounter|Critical Severity Total}} - {{green|Critical Avoidance Total}} ) / 100 ) :'''{{green|Critical Avoidance}}''' is a defensive stat which reduces the additional damage enemies deal upon a {[golden|critical hit}}. PvE enemies always have a 50% '''{{golden|Critical Chance Total}}''' and a 90% '''{{encounter|Critical Severity Total}}'''. If a player has 50% '''{{green|Critical Avoidance}}''' in PvE content, they will take ~26% less damage from enemies' {{golden|critical hits}}. However, since enemies only critically hit half of the time, this averages to a 13% reduction in damage taken. * [[Deflect]] and [[Deflect Severity]] :Deflect Damage Reduction on a successful deflect = Incoming Damage / ( 1 + ( {{green|Deflect Severity Total}} - Enemy {{encounter|Accuracy Total}} ) / 100 ) :Average Deflect Damage Reduction = Incoming Damage / ( 1 + {{blue|Deflect Total}} ( {{green|Deflect Severity Total}} - Enemy {{encounter|Accuracy Total}} ) / 100 ) :'''{{blue|Deflect}}''' is a stat which determines how likely you are to deflect an attack. '''{{blue|Deflect Total}}''' gives you the percentage chance to deflect. :'''{{green|Deflect Severity}}''' is the stat which determines how much damage is reduced upon a successful deflect. If you have a 50% '''{{green|Deflect Severity Total}}''', you will reduce damage taken by ~33% upon a successful deflect (from 1 / ( 1 + 50% ) ). For a calculation of average reduction: If you have a 50% '''{{blue|Deflect Total}}''' and 50% '''{{green|Deflect Severity Total}}''', you take on average ~17% less damage from enemy attacks (from 1 / ( 50% * ( 1 + 50% ) ) ). :It is best practice to increase your '''{{blue|Deflect}}''' and '''{{green|Deflect Severity}}''' Totals at the same rate, as they are directly complementary statistics. :Note that PvE enemies do not have an '''{{encounter|Accuracy}}''' rating. In PvP, your '''{{green|Deflect Severity Total}}''' is reduced by your target's '''{{encounter|Accuracy Total}}'''. If you have a 50% '''{{green|Deflect Severity Total}}''' and your target has a 25% '''{{encounter|Accuracy Total}}''', you will take 20% less damage on a successful {{blue|deflect}} and 10% less damage on average (from 1 / (1 + 50% - 25% ) ). ===Utility Stats=== * [[Control Bonus]] and [[Control Resistance]] (unverified) :'''{{green|Control Bonus}}''' is a stat which increases the length of time that certain combat control effects (for example: daze, root, stun) last. In PvE, enemies do not have a '''{{encounter|Control Resistance}}''' stat, meaning that the '''{{green|Control Bonus Total}}''' serves as a direct multiplier to effect durations. However, most bosses and certain normal enemies are immune to combat control effects, making '''{{green|Control Bonus}}''' largely useless. :'''{{green|Control Resistance}}''' is a stat which decreases the length of time that certain combat control effects (for example: daze, root, stun) last. '''{{green|Control Resistance Total}}''' gives a direct indication of the combat control effect time reduction. However, many combat control effects in PvE, especially those from bosses, are not affected by '''{{green|Control Resistance}}'''. This renders '''{{green|Control Resistance}}''' largely unimportant. * [[Incoming Healing]] :Incoming Healing Multiplier = Base Healing * ( 1 + {{green|Incoming Healing Total}} / 100 ) :'''{{green|Incoming Healing}}''' is a stat which directly increases the healing received by a player. If a player has 50% '''{{green|Incoming Healing Total}}''', most incoming healing abilities and effects will heal 1.5x as much. * [[Outgoing Healing]] :Outgoing Healing Multiplier = Base Healing * ( 1 + {{green|Outgoing Healing Total}} / 100 ) :'''{{green|Outgoing Healing}}''' is a stat which directly increases the healing of a player's spells and abilities. If a player has 50% '''{{green|Outgoing Healing Total}}''', most of their healing abilities and effects will heal 1.5x as much. :Note: For healers, '''{{green|Outgoing Healing}}''' and '''{{blue|Power}}''' have the exact same effect. This means that it is best practice to raise them at the same rate.
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