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Another thing worth mentioning, is there are tier 4 weapons now. Ancient Khopesh/Maul/Bow. These do 2-hit crocs with 25 strength (Maybe even lower, I didn't test anything lower to be honest).
It's not allowed to use YouTube links here?
2 hit thralls with ancient hammer 0 points in strength , 1 hit spiders, crocs 3 hits ,
As you've said AGI is a straight up point for point addition to your armor. What this actually means at level 50 with Heavy Armor and 20 pts Agi + 20 pts Vitality is that a Rocknose will take 7 hits to take down 25% of your health vs 5 hits if you had the same Vitality and 0 Agility.
Same to be said of Acc and Strength. Every 1 point is 1%. So 10 points strength would take a 40pt damage weapon to 44. Its slightly different with Acc as you add the bow and the arrow damage and add the 10% but it all works out roughly the same. The translation of this at 50 is maybe one extra hit to kill a mob with 20 invested into Stength or Acc. Not really useful unless you're shooting 150 arrows into Rhino King.
At this stage the only stats that truly seem overly game influencing are Vitality, Encumberance and Grit. Everything else with the right gear makes very little difference (imo).
If that is the case, then the diminished return on putting points on strength is pretty heavy.
That make Vit, Stamina and Encumberance far more important
Thats right. Its not useless leveling but once you are at 50 its worth grabbing a golden lotus potion.
We know that Agility gives bonus to armor at a 1:1 ratio. We also know that armor stat is exponentially less effective as it goes up. meaning the different is damage mitigation between 10 and 20 armor is MUCH higher than from 80 to 90 Armor. As such, once you have access to higher teir armor, Agility is a wasted stat for armor bonus.
Agility is also 'supposed' to give a reduction to the speed debuff due to armor encumbrance. but I do not find this noticeable, and have no idea exactly how it affects the speed debuff from armor.
On my server, I have 5x gather/xp/crafting, as well as 0.5 stamina drain for running. So things like Grit are of little importance, except in combat. While stats like Encumbrance become very important (as you gather very fast). I also experiment with modifying stats directly in the database, which has proven very easy and effective, and does not break anything else in the game. So I'm able to adjust everything to be balanced, so it's fun without the pointless grind.
What stats are useful is heavily dependent on server settings, and what you are trying to achieve. And changes constantly with each update.
EG. the recent rebalance of weapons has opened the way for more things to affect combat damage/mitigation. Such as your level, surprise attacks, power attacks, weapon range, armor penetration, etc.
As there's no way in official to re-stat your char, other than wiping it and starting over. It's worth keeping points in stats that may seem useless atm, as they will become balanced and you'll want to have some points in them.
Agility has become more useful IMO, but Vitality and Encumberance are still most important for me. However, I till put at least 10 points into all stats, even the apparently useless ones, as the stat point cost is only 15 points, which is nearly same cost as 2 points into Encumberance over 30. So you have to ask yourself, what's more beneficial 2 more encumbrance, or 10 str?
I typically run:
10 Strength (+10% melee)
10 Agility (+10 armor, reduced speed debuff)
20 Vitality (+240 Health)
10 Accuracy (+10% Ranged)
10 Grit (+30 Stamina)
36 Encumbrance (+252 carry)
10 Survival (unknown benefit)
I don't care if you like to put everything in one stat, do what works for you. But you get more bang for your buck in keeping everything at 25 or less, according to math.
I'm sure this will all be addressed over time though with balancing.