Gear stat conversion in Classic-era games is remembered as "how much hit at 60" — but Forever reshaped the table: the conversion is flat at every level. Data below comes from the Forever client files the simulator reads; we have not verified in-game.

The table: rating points per 1%

StatPoints per 1%
Defense Skill1
Dodge12
Parry15
Block5
Hit - Melee10
Hit - Ranged10
Hit - Spell10
Crit - Melee14
Crit - Ranged14
Crit - Spell14
Haste - Melee10
Haste - Ranged10
Haste - Spell10
Expertise10
Armor Penetration10

Three takeaways:

  • DPS side: Hit (all three), Haste, Expertise and Armor Penetration are uniformly 10 points = 1%; Crit (all three) 14 points = 1%. "How many percent is this piece?" is now one division away;
  • Tank side: Dodge 12, Parry 15, Block 5, Defense Skill 1 — each stands alone, never added together;
  • Flat across levels: verified line by line, the table does not change from level 1 to 70. Every green replacement while leveling can be eyeballed without memorizing per-level tables.

Armor mitigation: constants and a worked example

The common formula DR% = Armor ÷ (Armor + K), with K chosen by the defender's level:

Defender levelK

| 60 (player) | 1059

|

| 63 (raid-boss tier) | 1120

|

| 70 | 1276

|

The constant rises with the defender level: 80 at L1, 1059 at L60, 1120 at the 63 boss tier and 1276 at L70.. Example: a level-60 target with 3000 armor takes 3000 ÷ (3000 + 1059) ≈ 74% mitigation; Armor Penetration (10 points = 1%) reduces the armor side before you recompute.

Two scope notes

  1. Boss-level hit/crit penalties are a separate layer — this table only answers "how many points per 1%";
  2. The source file also carries PvP-resilience columns not used by current Forever gameplay; only combat stats are listed here.

Pair this with the talent planner and the archived builds pages; this is not a gear ranking.