(1.4.x) Stat Point methodology.
Posted: Sun Jan 31, 2016 2:41 am
So, I'm fairly new to the game and have been skimming about in my offtime (I play offline mostly due to hedgey Internet) but I've yet to find an in depth explaination of how, and more importantly why you distribute your stats the way you do. Yes, obviously you pump necessary stats to unlock class skills while it's still relevant to do so, but the actual method people use seems to be something just not discussed. The following methods seem apparent to me, though I make no claim as to their viability, and i would be interested in comments, suggestions, concerns, and alternates suggested for each. I will be assuming for the sake of this post that the reader does not have access to stat-boosting equipment in the item vault, and therefor can't rely on equipping +10 to whatever stat on a whim, as that somewhat trivializes the issue in the first place.
Steroid
Select one stat first that will be most beneficial to your unlocks, and dump 3 points in each level until it caps out, and keep it maxed. Once it's greyed out, put the remaining points in secondary class stats, or whichever ones are necessary for generics you want.
Benefit: A significant early game advantage dependent upon the class, but narrows your scope early on in what you can do.
Issues: This leaves you focused, and you are unlikely to be able to start buying generics that you want or need.
Example: As an Archer, no matter whether you focus on slings or bows, dexterity feeds your damage, unlocks, accuracy, and defense, and all of your class abilities (or almost all of them) unlock through dexterity. Unfortunately this means you will be unable to use metal armor or most non-leather armors for several levels.
Slow and Steady
Select three stats which are important to your development which you will then put one point into each level until they are no longer necessary to raise to unlock the skills you want, then change to a different stat.
Benefit: Steady progression which slowly makes several routes dynamically available to you to be built around as the game progresses.
Issues: Very weak early game, reliance on the Random Number God having pity on you and giving stat boosting equipment to get any skill unlocked around the level it first becomes available.
Example: As an Arcane Blade, you want Strength for damage output and skills, Magic to get the most out of your spells (and to buy them in the first place), and if you plan on utilizing the trees in question, Cunning or even Willpower to get some mana / stamina built up.
2:1 Two-Step
If there's a single important stat you need, dump 2 points into it, and then a secondary stat each level can get 1 until you reach the cap for your levels, which will then alternate between putting 2 in your main stat, 1 in your secondary, and 1 in your main stat and 2 in your secondary, keeping the primary stat maxed at all times.
Benefit: Stronger early game, and skills related to your secondary will be available before too long, eventually capping out entirely (or getting to prodigy level and stopping) and allowing your secondary to catch up while you start on tertiary stats.
Issues: Your secondary stat may have a skill tree you really really want, but not enough to take priority over your main stat, and progression can feel slow with just one point per, and if you need a third stat, you have to split your focus and slow down even more.
Example: Rogue decides they want to crank their dexterity up to up their dagger power and stealth effectiveness, and starts sinking points in Cunning for traps and other skills, but can't wear any kind of decent armor due to lack of strength.
Magpie
Oooh shiny! OK I want this this this and this, and I'm gonna dump points in till I can buy 'em, then move to the next one!
Benefit: For those who know exactly what skills they're going to focus on or equipment they want, this can ensure you get it as fast as possible, especially across a varried field.
Issues: You may find yourself in trouble if stat boosting items just WILL NOT drop, and you may fall behind the curve of enemie's damage output / defense as levels go on.
Example: A Summoner knows already that they want to run ranged summons and tank themselves with psiblades. They need willpower for their summons and psiblades, but also Strength to be able to buy and wear armor that can keep them alive in close quarters, and they need it yesterday, so after getting a summon or two to a workable level, they leave off on willpower entirely to hike Strength up enough to 3/5 Armor Mastery, and occasionally pause to hike strength up as needed if they come across armor they simply *must* have. This also means they don't have to use mindstars before they unlock psiblades.
Block-Step
Steroid one stat (3 points each level) until reaching a point (for example every 4 levels switch to another stat you need), resulting in growth in that stat in bursts, taking turns.
Benefit: This can help ensure you get whatever skills you need unlocked in the first place soon enough, and the early steroiding can give you an advantage in your primary skills.
Issues: While you're pumping a different stat, your first isn't growing outside of items bonuses, which can be unpredictable and unreliable to acquire.
Example: You're planning on running an anti-magic bow-archer. You need Strength, Dexterity, and Willpower. Cunning doesn't hurt either but it's not important. You decide every 20 stat points, you will cycle between those stats on each level up until you reach 60 Dexterity, 40 Strength, and 40 Willpower, at which point you'll see what might need some attention.
Aside from all of the skill-focused stats there's also those stat-ups that are just 'nice to have'. A few extra points in Willpower for a melee class to get a nice pool of stamina earlier on, some Strength to edge up enough to equip that Dwarven-Steel Mail Armor that gives +15% resist to all the things, etc. Of course these little breaks in your early development feel like they can leave you falling behind the curve, so I'm wondering how folks justify it. Assuming again of course people don't just use the item vault to scum about for the best stat-up items they can find for whenever they wanna unlock something.
On a similar note is the CONundrum. Whether to waste points on Constitution when the benefit is nil, when all you want is Thick Skin. To max Thick Skin, you now need a total constitution of something like 54. Barring spending a game just dumping +5 /stat gems in low level equipment with Stone Alchemy and hoarding +con rings and amulets in the item vault, then using those on every character thereafter, I'm not entirely sure how you're ever reaosnably supposed to be able to max that skill when building around any other stat. Even with armor, hat, cloak, rings, and amulet of Stats +5, you're still only at 35 at most, and I don't think you can get the custom jewelry if you side with Zigur on a character.
Steroid
Select one stat first that will be most beneficial to your unlocks, and dump 3 points in each level until it caps out, and keep it maxed. Once it's greyed out, put the remaining points in secondary class stats, or whichever ones are necessary for generics you want.
Benefit: A significant early game advantage dependent upon the class, but narrows your scope early on in what you can do.
Issues: This leaves you focused, and you are unlikely to be able to start buying generics that you want or need.
Example: As an Archer, no matter whether you focus on slings or bows, dexterity feeds your damage, unlocks, accuracy, and defense, and all of your class abilities (or almost all of them) unlock through dexterity. Unfortunately this means you will be unable to use metal armor or most non-leather armors for several levels.
Slow and Steady
Select three stats which are important to your development which you will then put one point into each level until they are no longer necessary to raise to unlock the skills you want, then change to a different stat.
Benefit: Steady progression which slowly makes several routes dynamically available to you to be built around as the game progresses.
Issues: Very weak early game, reliance on the Random Number God having pity on you and giving stat boosting equipment to get any skill unlocked around the level it first becomes available.
Example: As an Arcane Blade, you want Strength for damage output and skills, Magic to get the most out of your spells (and to buy them in the first place), and if you plan on utilizing the trees in question, Cunning or even Willpower to get some mana / stamina built up.
2:1 Two-Step
If there's a single important stat you need, dump 2 points into it, and then a secondary stat each level can get 1 until you reach the cap for your levels, which will then alternate between putting 2 in your main stat, 1 in your secondary, and 1 in your main stat and 2 in your secondary, keeping the primary stat maxed at all times.
Benefit: Stronger early game, and skills related to your secondary will be available before too long, eventually capping out entirely (or getting to prodigy level and stopping) and allowing your secondary to catch up while you start on tertiary stats.
Issues: Your secondary stat may have a skill tree you really really want, but not enough to take priority over your main stat, and progression can feel slow with just one point per, and if you need a third stat, you have to split your focus and slow down even more.
Example: Rogue decides they want to crank their dexterity up to up their dagger power and stealth effectiveness, and starts sinking points in Cunning for traps and other skills, but can't wear any kind of decent armor due to lack of strength.
Magpie
Oooh shiny! OK I want this this this and this, and I'm gonna dump points in till I can buy 'em, then move to the next one!
Benefit: For those who know exactly what skills they're going to focus on or equipment they want, this can ensure you get it as fast as possible, especially across a varried field.
Issues: You may find yourself in trouble if stat boosting items just WILL NOT drop, and you may fall behind the curve of enemie's damage output / defense as levels go on.
Example: A Summoner knows already that they want to run ranged summons and tank themselves with psiblades. They need willpower for their summons and psiblades, but also Strength to be able to buy and wear armor that can keep them alive in close quarters, and they need it yesterday, so after getting a summon or two to a workable level, they leave off on willpower entirely to hike Strength up enough to 3/5 Armor Mastery, and occasionally pause to hike strength up as needed if they come across armor they simply *must* have. This also means they don't have to use mindstars before they unlock psiblades.
Block-Step
Steroid one stat (3 points each level) until reaching a point (for example every 4 levels switch to another stat you need), resulting in growth in that stat in bursts, taking turns.
Benefit: This can help ensure you get whatever skills you need unlocked in the first place soon enough, and the early steroiding can give you an advantage in your primary skills.
Issues: While you're pumping a different stat, your first isn't growing outside of items bonuses, which can be unpredictable and unreliable to acquire.
Example: You're planning on running an anti-magic bow-archer. You need Strength, Dexterity, and Willpower. Cunning doesn't hurt either but it's not important. You decide every 20 stat points, you will cycle between those stats on each level up until you reach 60 Dexterity, 40 Strength, and 40 Willpower, at which point you'll see what might need some attention.
Aside from all of the skill-focused stats there's also those stat-ups that are just 'nice to have'. A few extra points in Willpower for a melee class to get a nice pool of stamina earlier on, some Strength to edge up enough to equip that Dwarven-Steel Mail Armor that gives +15% resist to all the things, etc. Of course these little breaks in your early development feel like they can leave you falling behind the curve, so I'm wondering how folks justify it. Assuming again of course people don't just use the item vault to scum about for the best stat-up items they can find for whenever they wanna unlock something.
On a similar note is the CONundrum. Whether to waste points on Constitution when the benefit is nil, when all you want is Thick Skin. To max Thick Skin, you now need a total constitution of something like 54. Barring spending a game just dumping +5 /stat gems in low level equipment with Stone Alchemy and hoarding +con rings and amulets in the item vault, then using those on every character thereafter, I'm not entirely sure how you're ever reaosnably supposed to be able to max that skill when building around any other stat. Even with armor, hat, cloak, rings, and amulet of Stats +5, you're still only at 35 at most, and I don't think you can get the custom jewelry if you side with Zigur on a character.