What the stats mean
Gear carries five stats. Here is what one point of each does, exactly as the game counts it, and a calculator to try your own numbers.
Power
Each point: +1% damage and +1% healing, on everything you do: attacks, spells, bleeds and burns, heals, and the shields you put on friends (their size grows the same way). 50 Power is +50%.
Grit
Each point: +1% max health. 50 Grit on a level-10 Guardian is 545 health instead of 363.
Armour
Each point: 0.5% less damage from every enemy blow, added to your class's own armour. Armour never goes past 60%. A blow of 100 does 100 × (1 − your armour).
Edge
Each point: +0.5% chance to crit, added to your class's own. A critical hit does 2× the damage (some talents raise that). Only you and your crew crit; enemies never do.
Every 1% of crit chance past 50%: a Rogue's crits on bosses and elites hit 3% harder for each (Cold Blood). Past 80%, each 1% more also adds 1.6% to their Dagger Storm's cleave (35% of the blow, up to 67% at 100%). Every 1% past 40%: a Hunter's Heavy Shot, Quickdraw and Storm Net crits 2% harder (Steady Aim). In Bellows, a Firebrand's chance to crit becomes extra damage.
Tempo
Each point: +0.5% haste. Haste makes you fight faster:
- the auto-attack swings sooner (a 1.0 s swing at 40 Tempo comes every 0.83 s);
- wind-ups and cast bars are shorter, and so is the pause after a swing or a cast;
- channels run faster, ticks and all;
- the global cooldown is shorter (never under 0.75 s).
It does not shorten a power's own cooldown, and it doesn't make you run faster. Haste from powers and brews multiplies with it: the Shaman's Spring Tide (+30%), the Hunter's Dead Eye (+50%), the Firebrand's Bellows (+25%), a Storm Draught (+15%).
Your level counts too
Health, damage and healing are also multiplied by your level's base: 0.55 at level 1 up to 0.865 at level 10, and it stops there. The same gear on a level-5 character does 80% of what it does at 10. Past 10, levels bring skill points, not base.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Level base | 0.55 | 0.585 | 0.62 | 0.655 | 0.69 | 0.725 | 0.76 | 0.795 | 0.83 | 0.865 |
How many points a piece carries
Points = round((item level + 2) × rarity × slot). The item level counts every forge star and temper rank as +3.
| Rarity | × |
|---|---|
| Common | 0.7 |
| Uncommon | 1 |
| Rare | 1.3 |
| Epic | 1.55 |
| Legendary | 1.8 |
| Mythic | 2.05 |
| Slot | × |
|---|---|
| Weapon | 1.2 |
| Body | 0.9 |
| Head | 0.7 |
| Off-hand | 0.6 |
| Back | 0.5 |
| Trinket | 0.5 |
The points split over the piece's stats in the order its card lists them: a common piece puts all of them in its first stat; an uncommon 60/40 over its first two; a rare 50/30/20 over three; an epic or legendary 40/30/20/10 over four (a piece with only three stats gives the fourth share to its first). So two pieces of the same slot and level can lean different ways.
Try your numbers
The total of your gear's points is capped by your progress in the Wreck and on the shared island; an honest set never reaches it (more).