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Dexterity has a powerful regression after 350 points invested hence it's better to heavily favor Strength when using Dps Skills. Invest Focus if using Skills that don't feature Dps or Skills that state Dps dealt as a Damage Type.
Within dungeons - randomly find and use Boris the Stat Enchanter on Items to add more Stat points beyond the usual investments.
Torchlight 2 is flexible with Builds hence using Rapid Fire, Chaos Burst, Shadow Shot, and Venomous Hail as main attack skills for a Dps Strength Build will perform well with various skill combinations.
Optionally the Skills that benefit heavily from Focus or support Focus well are Cursed Daggers, Shattering Glaive, Bane Breath, Venomous Hail. and every Skill within the Lore Skill Tree.
For Outlander, I increase Dexterity, Focus and Vitality. I let Boris give me any additional Strength he happens to give me, but I seldom need to put points into Strength.
I always give my Outlanders lots of Dexterity for the crit chance on the Rapid Fire skill.
Also, the gear and weapons for Outlanders have a high Dexterity requirement. If you prioritize your Dexterity stat for your Outlander, you will be able to equip the weapons and gear designed for Outlanders much sooner.
Increasing your Focus will increase your elemental damage, and you will see that there is a passive skill that gives you more poison damage than other types of damage.
If you are taking a lot of damage, then Stone Pact works really well.
Level 100:
Strength 281; Dexterity 577; Focus 332; Vitality 459
He's still a work in progress, but is wearing a mix/match of Lv. 99 and Lv. 101 Unearthly gear. The Lv. 99 gear requires Strength 97 and Dexterity 271. The Lv. 101 gear requires Dexterity 358. Clearly, the developers intended for Outlanders to be leveled with tons of Dexterity.
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Level 66:
Strength 187; Dexterity 292; Focus 145; Vitality 285
He's wearing a number of pieces of Labarinto gear (requires Dexterity 170) that give him faster casting speed, faster attack speed, greater weapon range and greater crit damage.
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Level 30:
Strength 18; Dexterity 62; Focus 54; Vitality 60
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Level 20:
Strength 10; Dexterity 35; Focus 37; Vitality 64
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Level 28:
Strength 25; Dexterity 64; Focus 72; Vitality 71
Also 484 dex is the soft cap for crit. Everything above that has diminishing returns. For that reason alone it makes sense that every point above 484 dex goes into strenght or focus depending on the spec.
It is kinda the same with vita. 484 is shield block cap (without additional block from shields). Thus for every class that is not engi putting more points in is rather a waste and even engi's dont need more. Yes it would still increase life/armor but it wont be enough to be worth it for all other classes than maybe engi.
A weapon enchant with poison damage works though.
Yes, they will function with the Focus attributes of Venom Hail (the Dps (Strength) is dealt as Poison Damage (Focus)) and the Tier 3 Burn of Rapid Fire respectably both under the Elemental Damage category.
Yes. The Poison Passive deals Dps as Poison Damage upon foes destroyed and the Elemental Boost raises the % Damage of all Elemental Damage including that within Skills.
Then again the skill says "additional poison damage added to any elemental damage" so it should.
Certain kinds of Skills state "Dps dealt as (Any Damage Type)" hence Strength (Weapon Damage) and Focus (Elemental Boost) are both present to raise the final Damage result.
Someone would have to test various Stat amounts with specific Skills and write their results into a Steam Guide. Some Skills add different amounts of Weapon Damage and Internal Damage depending on their Rank hence the variation would have to be considered.
Currently there is one Guide that lists a graph for Emberquake under "The Mechanics of Build Design" section:
https://steamcommunity.com/sharedfiles/filedetails/?id=1883242935
Magic damage is just about every form of damage in the game, except the instant physical damage on a weapon. Focus increases it even if it happens to be non-weapon physical damage.
You may notice the overlap there. Non-physical weapon damage is also magic damage, and both attributes apply. Any other bonuses, like melee damage, ranged damage, cold, fire, etc. are applied the same as str/focus would be.
When damage is converted to a new type by a skill, this is done before attributes and bonuses are added. The poison damage from Venomous Hail for example is fully both weapon damage and magic damage.
For weapon skills, strength is a better investment than focus point-for-point, until the critical damage multiplier is capped out. From there it's a question of how much of the skill's damage is magical and not weapon-based.
I mean, how necessary it is depends on how reliant you are on weapon-based damage. Just because you CAN do well without pumping strength doesn't mean you wouldn't be doing better if you did.