Character Attribute Progression Guild Lines

RiiC - Raging Tide
RiiC - Raging Tide Posts: 40 Arc User
edited October 2010 in Dungeons & Tactics
Character Attribute Progression Guild Lines

Note from RiiC
I got this from an other player when I first started and it seems to be a good guild line but you may want to change some values according to other factors or needs at the time.
I have found that when you level up you will have to make adjustments to the needs of your character type and what you need to survive the trials that you will face.
I am adding a rough percentage guideline.

Character Stat Point Guide

Blademaster/Barbarian

Strenth = (Str)
Dexterity = (Str - 15) = (Dex)
Vitality = (Dex - 15) = (Vit)
Magic = (Vit - 15) = (Mag)


Proportional Build

Strenth (STR) = 45-50% of Tolal Available Points, My choice is 45%
Dexterity (Dex) = 15-20% of Tolal Available Points, My choice is 20%
Vitality (Vit) = 15-20% of Tolal Available Points, My choice is 20%
Magic (Mag) = 15-20% of Tolal Available Points, My choice is 15%


Assassin

Dexterity = (Dex)
Strength = (Dex - 15) = (Str)
Vitality = (Str - 15) = (Vit)
Magic = (Vit - 15) = (Mag)


Proportional Build

Dexterity (Dex) = 50% of Tolal Available Points
Strenth (STR) = 20% of Tolal Available Points
Vitality (Vit) = 20% of Tolal Available Points
Magic (Mag) = 10% of Tolal Available Points

Archer

Dexterity = (Dex)
Strenth = (Dex - 15) = (Str)
Magic = (Str - 15) = (Mag)
Vitality = (Mag - 15) = (Vit)


Proportional Build

Dexterity (Dex) = 50-40% of Tolal Available Points
Strenth (STR) = 20% of Tolal Available Points
Magic (Mag) = 15-20% of Tolal Available Points
Vitality (Vit) = 15-20% of Tolal Available Points

Wizard/Cleric/Psychic/Venomancer (Animal Character)

Magic = (Mag)
Strength = (Mag - 15) = (Str)
Dexterity = (Str - 15) = (Dex)
Vitality = (Dex - 15) = (Vit)


Proportional Build

Magic (Mag) = 40-50% of Tolal Available Points, My choice is 45%
Strenth (STR) = 20-25% of Tolal Available Points, My choice is 23%
Dexterity (Dex) = 15-20% of Tolal Available Points, My choice is 16%
Vitality (Vit) = 15-20% of Tolal Available Points, My choice is 16%
Post edited by RiiC - Raging Tide on

Comments

  • RiiC - Raging Tide
    RiiC - Raging Tide Posts: 40 Arc User
    edited July 2010
    Also was given the strategy to built my BM (Blade Master) Like this:
    Chest= Heavy Armor everything else use light armor with highest element numbers you can get but not the High magic armor, that's for wizards ect. Try to up grade when you can but sometime if you wait you can pick up drops that will be good for you. Sometimes rings and necklaces don't have to much element protection so go with something that add to your HP, MP, evation or other levels. Remember to build around you characters class base ie Blade Masters - strength, Wizards - Magic, ect.
  • Fruitluips - Lost City
    Fruitluips - Lost City Posts: 190 Arc User
    edited July 2010
    No >_>

    Melee characters don't need magic, and casters don't need dexterity unless they're putting on non-arcane armor. Your stats should be built first and foremost around the requirements of necessary armor and weapons at your level. BMs wear heavy armor only; anything else will get you slaughtered. There's a bunch of things wrong with both posts.
  • RiiC - Raging Tide
    RiiC - Raging Tide Posts: 40 Arc User
    edited September 2010
    No >_>

    Melee characters don't need magic, and casters don't need dexterity unless they're putting on non-arcane armor. Your stats should be built first and foremost around the requirements of necessary armor and weapons at your level. BMs wear heavy armor only; anything else will get you slaughtered. There's a bunch of things wrong with both posts.



    OK, I assumed that the elemental numbers are for protection against magic and the armor for protection against physical damage. You need Dex to make more accurate hits, evasion and Vit for more faster Hp recovery rates and physical and magic defense. I am finding as I level up the proportions demand a change but the core attribute for the type of character still has to remain very high.
    I have changed my original guide to include a percentage graduation.

    This works well for my Veno and Blade Master so far but seems to be a work in progress.
  • sangodoc
    sangodoc Posts: 0 Arc User
    edited September 2010
    OK, I assumed that the elemental numbers are for protection against magic and the armor for protection against physical damage.
    For Heavy Armor (HA) classes your attribute points are usually better spent on Vit instead of Mag. The HP you gain from Vit will serve you better than the small increase in magical defenses (MDef) you would get from Mag.
    You need Dex to make more accurate hits, evasion
    For magic using classes, spells always hit, so Dex only really affects evasion and crit rates. It's not recommended that you spend any points on this unless you're going Light Armor (LA) for some reason. Arcane Armor (AA) users should leave Dex alone.
    and Vit for more faster Hp recovery rates and physical and magic defense.
    Vit only affects physical defense (PDef). Mag is what affects MDef.

    Also, you should keep in mind that different classes get different amounts of benefits from the various attributes. For example, a barb gets 17 HP per Vit, while a wizard only gets 10 HP per Vit. This is why a wizard might be better off using HP shards than spending attribute points on Vit.
    [SIGPIC][/SIGPIC]
    Visit the PWI wiki for the useful information. Stay at the PWI wiki for the pie. ;-)
  • Yali - Harshlands
    Yali - Harshlands Posts: 5 Arc User
    edited October 2010
    LA BM's can be alright for PvP... but it is suggested you go HA
    I put 40 pts on dex, and with gear I have a 7% crit rate... those crits help a TON. while those point could have been put into mag, the crits increase the damage I can deal to something with a lot of HP over time. mag classes should invest in _some_ dex if AA, but not a ton.
    and I do find that some mag should go to some physical characters, as even slightly more mp does help with skill usage for those that can't afford the massive number of pots
  • Typhyse - Sanctuary
    Typhyse - Sanctuary Posts: 3,469 Arc User
    edited October 2010
    Never never NeVeR nEvEr Never NEVER give a sin or archer magic...10% of your stats doesn't put a dent in their mana/magic resistance. Besides, they get decent mag resist from LA.
    Demon_Troll: "takes on the appearance of an innocent archer but turns into a mindless idiot once you hear him speak"
    ~Spazz~