Fellowship Stats Guide: How Stats Are Calculated
Understanding Secondary Stats
In Fellowship, your character's effectiveness is determined by four key secondary stats:
- Critical Strike - Increases your chance to deal critical damage. Critical Strike chance above 100% is converted to Grievous Critical Strike modifier, which increases the damage of all critical strikes.
- Haste - Reduces ability cooldowns and increases attack speed. Sometimes can also modify cooldown acceleration of abilities.
- Expertise - Increases damage and healing. Can also increase the size of shields and absorbs.
- Spirit - Increases rate at which you generate Spirit, which is the resource for your Ultimate ability. Spirit also gives you a chance to save mana, and often an additional unique bonus depending on the hero.
Rating to Percentage Conversion
All secondary stats start as rating values on your gear. These rating values are then converted to percentage values that directly affect your character's performance. Understanding this conversion is crucial for optimizing your gear.
Base Conversion Rate
The base conversion rate is 0.017% per rating point. This means:
- 100 rating = 1.7%
- 500 rating = 8.5%
- 1000 rating = 17% (before diminishing returns)
Critical Strike Base Value
Critical Strike has a special 5% base value that is exempt from diminishing returns. This means the 5% base is added after diminishing returns are calculated on gear rating only, giving Critical Strike a significant advantage over other stats.
Diminishing Returns
To prevent stats from becoming overpowered, Fellowship uses a diminishing returns system. As your stat percentages increase, each additional point becomes less effective. This encourages balanced stat distribution rather than stacking everything into one stat.
Diminishing Returns Formula
Here's how the formula works step by step:
- Convert rating to base percentage: Rating × 0.017 = Base %
- Apply diminishing returns:
- 0-589 rating (0-10%): 100% efficiency (0.017% per rating)
- 589-898 rating (10-15%): 95% efficiency (0.01615% per rating)
- 898-1242 rating (15-20%): 85.5% efficiency (0.014535% per rating)
- 1242-1647 rating (20-25%): 72.675% efficiency (0.01235475% per rating)
- 1647+ rating (25%+): 58.2% efficiency (0.009901% per rating)
- Add flat bonuses: Gem percentage bonuses and set bonuses are added after DR (immune to DR)
- Critical Strike special case: Add 5% base value after DR calculation
- Round up: Final percentage rounded up to 2 decimal places
Key Point: The diminishing returns system uses multiplicative compounding, where each threshold multiplies the efficiency by a factor. After reaching 25% (1,647 rating), efficiency stabilizes at 58.2% (0.009901% per rating), meaning you get 5% per 505 rating with consistent efficiency.
Optimization Strategy:
The diminishing returns penalties are severe, dropping from 100% efficiency before 10% down to approximately 58% efficiency at 25% and beyond. This dramatic reduction means that stacking rating beyond ~1,647 rating (25% post-DR) should generally be avoided unless your hero or chosen talents benefit immensely from that particular stat, or if your hero gains an advantage from hitting a specific breakpoint beyond this number.
General Strategy:
- Balance your stats across multiple secondary stats rather than stacking everything into one
- Use gem percentage bonuses to boost stats further (they're immune to DR and added after DR calculations)
- Invest rating in other stats where you'll get better value per point (higher efficiency)
- Only stack beyond 1,647 rating if your hero's abilities or talents provide exceptional benefits from that stat
Key Insight: While DR stops compounding after 25% (you get a consistent 5% per 505 rating), the efficiency is still quite low (~58%). The opportunity cost of investing that rating elsewhere is usually higher, making diversification the better choice for most builds.
Visualization: Rating vs Post-DR Percentage
Test the Formula Yourself: You can verify this diminishing returns information by plugging your rating value into this formula. Then add any remaining percentage bonuses from gems, the 5% Critical Strike bonus (if applicable), or bonuses from sets to the resulting percentage value. Note that this may not be exact due to rounding differences in the game, but it should be extremely close if not perfectly accurate.
Multiplicative Compounding DR Formula
If rating ≤ 589: percentage = rating × 0.017
If 589 < rating ≤ 898: percentage = 10 + (rating - 589) × 0.01615
If 898 < rating ≤ 1242: percentage = 15 + (rating - 898) × 0.014535
If 1242 < rating ≤ 1647: percentage = 20 + (rating - 1242) × 0.01235475
If rating > 1647: percentage = 25 + (rating - 1647) × 0.009901
Note: This formula uses multiplicative compounding, where each threshold multiplies the efficiency by a factor (95%, 90%, 85%, 80%). After 25%, efficiency stabilizes at 58.2% (0.009901% per rating).
Don't worry about calculating this manually - our gear optimizer handles all the math for you!
Example Calculation
Let's walk through an example with 2,200 Haste rating to see how diminishing returns work:
- Base percentage: 2,200 × 0.017 = 37.4% (this is what you'd get without DR)
- First 589 rating (0-10%): 589 × 0.017 = 10.01% ≈ 10% (full value, no penalty)
- 589 to 898 rating (10-15%): (898 - 589) × 0.01615 = 4.99% ≈ 5% (95% efficiency)
- 898 to 1242 rating (15-20%): (1,242 - 898) × 0.014535 = 4.99% ≈ 5% (85.5% efficiency)
- 1242 to 1647 rating (20-25%): (1,647 - 1,242) × 0.01235475 = 5.00% (72.675% efficiency)
- 1647 to 2200 rating (25%+): (2,200 - 1,647) × 0.009901 = 5.48% (58.2% efficiency)
- Final Haste: 10 + 5 + 5 + 5 + 5.48 = 30.48% (rounded up to match game display)
As you can see, even though your rating would give you 37.4% without diminishing returns, the actual result is 30.48% due to the DR system - a loss of 6.92%! This dramatic difference illustrates why diminishing returns become increasingly severe as you stack more rating into a single stat. This is why it's important to consider diminishing returns when optimizing your gear, especially at high rating values!
Critical Strike Special Case
Critical Strike works differently because its 5% base value is exempt from diminishing returns. The DR calculation is performed on gear rating only, then the 5% base is added. Here's an example with 800 Critical Strike rating:
- Base percentage from gear: 800 × 0.017 = 13.6%
- First 589 rating (10%): Full value = 10%
- 589 to 800 rating (10-13.6%): (800 - 589) × 0.01615 = 3.40%
- After DR: 10 + 3.40 = 13.40%
- Add 5% base: 13.40% + 5% = 18.40% (rounded up)
Optimization Tips
- Balance your stats: Due to diminishing returns, spreading stats across multiple secondary stats is often more effective than stacking one stat
- Know your breakpoints: Some abilities benefit from reaching specific percentage thresholds
- Consider gem bonuses: Gem powers can add both rating and percentage bonuses. Rating bonuses are subject to DR, but percentage bonuses are added after DR calculations (immune to DR)
- Set bonuses matter: Set bonuses provide percentage bonuses that are added after DR calculations (immune to DR)
- Rounding: Final percentages are rounded up to 2 decimal places, matching the game's display
Using the FellowBIS Calculator
Our Best in Slot calculator automatically handles all stat calculations, including diminishing returns. Simply input your stat weights and breakpoints, and the calculator will find the optimal gear combination that maximizes your character's effectiveness.