I've seen a lot of guides focus on what to do after you roll your character, but by then a lot of mistakes may have already been made, and unlike feats and talents, the race you chose and the stats you assign when you start can't be changed.
So this is a guide for players that don't want to have to re-roll after figuring out the game half-way into it.
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Racial In-Equality: If I don't mention a race it's because it's not worth your time reading about them.
So here are the Racial advantages in a simple to read Table:
Note: I've converted the +Stat bonuses into what they do for ease of comparison.
HumansHalf-ElfDwarfPurpose:
PvE
PvE
PvP
Stat Bonuses:
~3.0% Recovery (feats)
2.0% Crit Chance
2.0% Stamina Regen
3.0% Defense
3% Recovery
1.0% Crit Severity
2.0% AP Gain
4.0% Health
1.0% Deflection
.
2.0% Crit Chance
2.0% Stamina Regen
4.0% Health
5.0% DoT & Knock down/
Knockback Resist
Effectiveness
9.08.88.0
I suspect that at some point they will add a race that will perfectly tie with the Devoted Cleric needs, thus no race is currently ascribed a 10/10.
Rolling your Stats:
First of All, what the heck do the various stats give you?
Here is the "Need to know" but I have intentionally left off some of the smaller bonuses that shouldn't impact your stat choices.
Stat
Effect
Strength:
1.0% Crit
1.0% Stamina Recharge
Constitution:
2.0% Health
Dexterity:
0.5% Deflection
Intelligence:
1.0% Recharge
Wisdom:
1.33% Heal/Dmg
Charisma:
1.0% Recharge
1.0% Action Point Gain
1.0% Damage
How the Roll Works: Now that we know a little about what the stats do for us, lets start the roll process.
Rolls are not random they are selected from a pre-defined list of results. However, as a Cleric, there are only a few rolls that you should even consider.
It's also important to note:
The stat totals are not all the same! In general, the more distributed the stats the more stat points you get in total. I've simplified the math for you so that you can see the stat point totals, but also did the math excluding Constitution and Dexterity (Spell Power Total).
Here is the short list of Legitimate Roll Starts: (Before Racial Bonuses)
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WIS
STR
CHA
INT
CON
DEX
Total Stats
Spell Power Total
18
13
13
10
10
8
72
54
Rating: 8.0: This tends to be the novice players default start since they see the big score on the primary stat (Wisdom). However, the 1.3% heal/dmg boost may not be the best use of stats, and ignores the fact that spreading points gets you more total stats.
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WIS
STR
CHA
INT
CON
DEX
Total Stats
Spell Power Total
16
16
12
10
10
10
74
54
Rating: 9.2: This tends to be the stat selection made for characters that are attempting to maximize crit values. This is done because unlike Power Rating (Wisdom Equivalent), Crit Rating is effected by diminishing returns. Thus it takes more Crit Rating to get 1% crit provided by Strength
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WIS
STR
CHA
INT
CON
DEX
Total Stats
Spell Power Total
16
14
14
11
10
10
75
55
Rating: 9.5: Similar to the last stat allocation, except this approach siphons 2 points from Strength in favor of Charisma. By doing this, you pick up 1% recovery (from Intel) for free (notice the higher Useful stat total). Both Crit Rating and Recovery Rating are impacted by diminishing returns, but crit chance is still harder to amass.
So What's Better, Wisdom, Strength, or Charisma?
Unfortunately, I have not done the math (or simulations) to actually make this determination.
However, if you assume:
1 Power (Healing/Dmg) = 1 Crit Rating = 1 Recovery
Which appears to be the way that gear balances the stats anyway, and this is what ultimately matters when you get to end game.
Then you will end up with the following recommendation:
1 Wisdom = 325 Power
1 Charisma = 350 Power
1 Strength = 375Power
Thus, in general: STR > CHA > WIS
Note: These values were calculated by determining "roughly" how many rating points it would take to increase an end game geared player's Crit Chance, Recovery, and Avg. Healing by 1.0%, 1.0%, and 1.33%; respectively.
Lastly, if you have a "Desired" character result, you can focus your attention here: https://docs.google.com/spreadsheet/ccc?key=0AsrKUoPM_yPjdFdpZHk0UG9Xa19fSnpWeE1UQU5jdVE#gid=0
You can download a copy and edit your desired results accordingly. The goal is to find a starting / ending stat allocation that minimizes the Rating points needed, i.e. building an identical character using the least amount of equipment.
Note that the "Desired" assumptions excludes everything except your stat allocation and rating points. Example it does not take into account the base 5% crit or Weapon Master (3%)
As always, I hope this helps and feel free to comment.
--Pugastrius
Comments
and imo dwarf effectiveness - 0.1
Dragon Guild
As of now, I can only say:
To get an identical amount of crit chance, recovery, and spell power stat priority is: STR > CHA > WIS
Largely because their main benefit is just 4% recovery, which is nearly strictly worse than Humans.
Trying to keep it "need to know" and to include it would mean I'd have to include all of the more or less meaningless stuff that the stats do.
Dragon Guild
Thus, in general: STR > CHA > WIS
Missed it somehow. As always, appreciate efforts in this direction - you actually had posted some of this in lanlins thread and I believe I expressed my appreciation there also.
- Both Effectively get 3.0% Recovery
Note: The feats from humans is actually worth slightly less than that, but for ease of comparability I've included as such.
- 2.0% Crit Chance, I see as roughly the same as 1.0% Crit Severity and 2.0% AP Gain
Perhaps the only real point of contention, but AP gain and Crit Severity are widely attainable through gear, thus I value them slightly higher.
- 3.0% Defense (in effect becomes much less than that since its effected by stats) is probably strictly worse than 4.0% Health & 1.0% Deflection
- The only remaining difference is the 2.0% Stamina Regen
I doubt many people could even notice. Think of it this way... A human could slide 102 times for every 100 times an Elf can. Assuming it's used on CD.
The two races are effectively equal.
I've never played a game like this before where i had to pick stats.
STR 14(16) CON 13(15) DEX 9(11) INT 12(14) WIS 19(25) CHA 16(22)
(x)brackets is totals with points spent. cant remember what bonus i picked
I always thought that domain synergy adds to your recovery rating, and so those 3 feat points would net you around 0.5% recharge (while int/cha add a flat 1% recharge rather than recovery rating). Is that wrong?
nice eh?
:rolleyes:
I want this class in NW.
Worth pointing out that I assume Clerics invest the +2 Any stat point into Strength since it appears to be the best use of stats on a point for point basis. Thus, Humans don't get any control resist advantage at all.
Your choice of race has a very minor impact on actual gameplay, so if you want to play a particular race then just go for it.
...dang.
Thanks for this post, I'll definitely use it to better my cleric.
Most of em' are awful, some of em are decent, and a few are pretty good."