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What I'm saying is try and feel what you are more succesful with"
That was advice I got pre-1.0.
Now my preferences are dmg > speed > armor > hp > crit.
Crit comes before hp if I get some passives and auras for crit.
Edit: I forgot about mana slots. I'd place them in the middle too.
crit stone you get and the damage % in the destiny upgrade
STR > ARM > Mana (10) > ATS > LIfe > Crit
Crit start to shine after you get it at 20 ++ stone ( Take it for high risk early game and high reward late game strategy )
Mana is great if you have 4 dodge spell
ATS is good if your basic attack modifier inflict invulnerable but its bad if you got summon element with cooldown
Armor also caps at about 20-24 stones, depending on your Auras. It can't give more than 70%.
I tend to see my health rise even though I don't care about Health stones because Andromeda's super drink includes health as well.
Crit is a good stat to buff but the reality is that 2%/stone is not really that helpful, especially when you have a lot of modifiers on. You're better off with consistent damage, attack speed to restore mana faster, or straight damage reduction.
Strength > Crit > Attack Speed > Armor > Health > Mana
With Crit Rate/Damage Auras + Destinies you can get crazy high damage, I've hit as high as 3k with a single 3 bar spell by the final boss. Strength is never wasted because bosses are tanky enough that you can always use the 5% damage boost. Attack speed is good to the point you can regenerate 1-2 mana per opening, unless you have some really strong on hit augments/auras. Armor is better than health because there is more flat healing than percent healing, and mana is only really useful if your attack speed and damage is low, and even then it's pretty marginal, as having high damage means you can kill regular enemies in a single spell, or even just a few basic attacks, and having high attack speed means you regenerate mana enough to sustain your damage without needing a huge reserve to spam spells with during boss fights, and you can always just get mana regen on signatures/hits + Spells to offset mana needs as well.
ATK Speed >>> Crit = Strength (depending on situation) > Armor > Health > Mana.
It does depend on your Auras, but generally, you can blow up a lot of enemies just through synergy, and so it's a matter of spell cycling quickly. It alsos depends on if you prioritize certain spell selections (l tend to prefer low animation time spells, usually high number of hits per spell, which means spell cycling more quickly tends to feel better.)
The higher you are, the less important defensive stats are (although they're still nice to have). It's usually just easier to blow up mooks faster than try to outlive them.