Well, I'm tempted to say, "I rest my case". The numbers you give above show the benefits very clearly. I think you'll find Dream Hammer range is increased, unless that was nerfed.Mex wrote:If you're going to make a claim at least present the facts in a specific manner.
Here is an album with pictures comparing each tree's abilities you mentioned and the benefits a category point provides:
http://imgur.com/a/kpEcX#0
NOTE: Where it says "improves with mindpower", please think in terms of percentage increase.
Nightmare
Nightmare: Damage increases by 6%.
Night Terror: Resistance penetration from 32% to 33%, Night Terror 12 to 13 turns.
Waking Nightmare: Damage increases by 6%, Chance to blind/stun/confusion from 33% to 35%.
Inner Demons: Increase turns from 14 to 15, 19% to 20% chance for demon to be summoned.
Comments: Really not seeing any meaningful benefit here, moving on.
Ooze
Mitosis: HP of ooze increases by 6%. 33% to 35% all damage resistance.
Reabsorb: Increases mana burn damage by 6%.
Call of the Ooze: HP of ooze increases by 8%. Melee attack through ooze increases from 195% to 204%.
Indiscernible Anatomy: Enemy multiple crit modifier decreases from 60% to 67%. Resistance to disease/poison/wounds/blindness form 75% to 78%.
Comments: The HP increases a little bit I suppose, but by a laughable amount. Again, not really much to see here.
Dream Hammer
Dream Smith's Hammer: 219% to 225% weapon damage. Base Power increases by 4%. Accuracy increases by 14%, APR from 10 to 11, physical crit from 10 to 11 (10% increase).
Hammer Toss: Increases damage from 157% to 161%. Accuracy of Dream Hammer from 65 to 75 (14%).
Dream Crusher: Increases damage from 157% to 161%. Increases Dream hammer from 65 to 75 physical power (14%). All Dream Hammer from 57% to 61%.
Forge Echoes: Increase damage from 157% to 161%. Adds 6% more damage to burning.
Comments: Again, very minimal benefits, the only "significant" % increases are fairly irrelevant.
Solipsism
Solipsism: Convert damage from 56% to 60% into psi, 56% to 60% heal regens psi. Reduce psi damage from 46.4% to 47.2%.
Balance: 75% to 85% of mental save substitutes others.
Clarity: Increase global speed by 4% effectively.
Dismissal: 68% to 74% of mental rolled against damage.
Comments: Again very minimal benefits, the mental save doesn't even go beyond 100% and the Dismissal really doesn't improve significantly.
"increases range, duration, a key percentage (e.g. somethings goes from ~90% to over 100%, making them failsafe)"
1. No abilities improve in range for the ones mentioned and even if they did an increase in 1 range is insignificant
2. Duration increases only in Nightmare and by 1 turn, again insignificant.
3. Key percentages do not go above 100% and always gain marginal benefits.
Please provide some evidence before making such claims, it is fairly clear that a category point in an already unlocked tree is a very bad decision and even if you were focusing on that tree (I don't see why you would) the benefits are really pathetic and a waste of time.
Those percentage increases are very valuable. I mostly play on Nightmare too btw.