I'd been told that for many characters, it's okay to get Ego and Strength to some number (which I forget, I think it was 70) with gear and stop, because the returns diminish substantially after that, but that different stats curved differently (with Con, End, and Rec not curving at all). How does int, Pre, and Dex curve in that regard? I have characters who need benefit from those stats, but not as their main focus, and I want to know how high those stats can go while getting the most out of what I put into them.
This thread has a lot of that data available. If I remember correctly, Presence's healing bonus follows the same formula as Strength and Ego's damage bonuses.
I believe the critical chance rate for Dexterity is out of date on that thread, however. Instead, check out Arona's Gift Horse thread, which contains benchmarks compiled after the dodge/critical tweak update. Not quite as in-depth and chart-filled, but gives the basic idea.
Dasher@Tool-box, donning his armor to prance into battle and blitz the enemy! No joke!
Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
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I believe the critical chance rate for Dexterity is out of date on that thread, however. Instead, check out Arona's Gift Horse thread, which contains benchmarks compiled after the dodge/critical tweak update. Not quite as in-depth and chart-filled, but gives the basic idea.
Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!