That is a good question.
If you ask me, yes it matters. That is because the game has class-specific base stat gains.
From what I could gather, you will at some point end up being around lvl600, maybe more. And your entire stats are evenly split up between 3 parts:
- Your entire equipment which gives beneficial stats
- Your classes base stats
- Your stat point allocation
Which is why you should use the stat calculator on TOSBase for the only use it has, which is to look at how the classes base stat gains differ from each other. I will save you the time and effort:
At lvl600…
Wizards end up with 11k HP and 150 extra points in Mdef compared to other classes.
Archers have 14k HP and they have around 150 Accuracy, 70 Evasion and 120 crit chance more than everyone else.
Clerics end up with 15k HP and they have the biggest mana pool and mana regeneration of all classes.
All Swordsmen end up with 19k HP and 150 more Pdef than anyone else.
You will get a free 600 points in Matk and Patk in any case, without allocating any stat points. And your weapon will most likely dish out around 500-600 damage without upgrades, base stats or stat alloction considered. Just the weapon alone will do that much damage if you had 1 atk.
Yet allocating stats still matters a lot because 500 stat points equal 600 stats. So if you allocate your points optimally, you will have a total of 720 points to spend (till lvl600).
It’s just the question which stats matter for whom?
Swordsman builds who rely on CON are more beneficial than DEX builds because they make full use of their already big advantage in HP+Def.
An Archer would always be ahead of other DEX-based classes like Barbarians since they have much higher accuracy and Evasion.
A Wizard class could go for CON to make full use of his advantage in Mdef, but he has such low base HP that going DEX might be the better route since if anything will kill you as a Wizard, it will more likely be a physical-based class than a magic-user, because you already got some extra Mdef but no HP and not much Pdef.
The mana-pool of cleric classes just means for me that you are going to want to create any cleric class that tries to outsustain his opponents. Which you already do in any case since you already start out with skills like Safety Zone and Heal.
But no, you are not forced to invest into any damage stats in order to deal a decent amount of damage. You only need to do that if you have huge percentage-factors in any of your important skills. Like the Corsairs Pirate flag for example.
Con seems like the best choice to avoid getting critted as well, but the question is how much Con will be useful against a full-DEX opponent when I myself am maybe also something like an Archer who uses DEX? Could I get an edge over another Archer from investing into CON?
That’s why I wonder how much % crit chance the crit rate gives.
I get that the crit rate is a relative value, so your crit rate is measured against the targets Crit-Res. But what I don’t get is what ratio gives how much %. That’s the last piece of information about the stats that I still don’t get.