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%
| Stat | Points per 1% |
|---|---|
| Defense Skill | 1 |
| Dodge | 12 |
| Parry | 15 |
| Block | 5 |
| Hit - Melee | 10 |
| Hit - Ranged | 10 |
| Hit - Spell | 10 |
| Crit - Melee | 14 |
| Crit - Ranged | 14 |
| Crit - Spell | 14 |
| Haste - Melee | 10 |
| Haste - Ranged | 10 |
| Haste - Spell | 10 |
| Expertise | 10 |
| Armor Penetration | 10 |
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 level | K |
|---|
| 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
- Boss-level hit/crit penalties are a separate layer — this table only answers "how many points per 1%";
- 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.