##A little story
This observation came to me when one time I resetted. I used the stat reset potion immediately, logged off, and logged in the next day to try and play with a different build (Sw1 Pel1 Hop3 Squire2 Murm1 - Foxy Taxi*!). I was then back to R8 with the char BUT forgot to redistribute my stats and just immediately went in to a mission to test.
The mission went well. There wasnât much different to the run duration (8m+) I had with the previous build. After the mission ended, it was then I realized I had ZERO distributed stats. So I thought âHey, that was with no stats? Wow it must be even easier with stats on!â
So I did run the mission again, now with FULL STR to test. The run duration was a minute or two faster, but maybe I just got a lot more knockdowns in the 1st run.
I resetted before the 3rd run (you can get to have 2 reset potions if you got the 1st one in just a few hours before 12am EDT so you can get another reset) and got 100 CON with the rest going to STR. Again, there was barely any difference in run duration.
All these was of course with a +15 Geras Spear.
I had a similar observation with a Wizard I have regarding INT.
[details=Click here for some math against lv.323 Kugheri Balzer (cloth, medium, beast, nonâflying)]0 STR
Dunkel Short Spear (lv. 40)
4k headbutt
1.2k spear lunge
8.2k synchro
//
267 STR
Dunkel Short Spear (lv. 40)
10.2k headbutt
3.6k spear lunge
20.7k synchro
+152% increase in synchro damage
0 STR
+5 Khasti Spear
9.8k headbutt
3.6k spear lunge
27k synchro
//
267 STR
+5 Khasti Spear
18k headbutt
5.7k spear lunge
38k synchro
+41% increase in synchro damage
0 STR
+15 Geras Spear
17k headbutt
6.5k spear lunge
40k synchro
//
267 STR
+15 Geras Spear
~23k headbutt
8.2k spear lunge
52.4k synchro
+31% increase in synchro damage
â[/details]
##Possible implications?
I havenât tried transcending anything yet, but if the game keeps the stats this way I expect STR and INT would even further be less significant once you get to high enhancement and transcendence with a high-level, high-grade weapon.
Hereâs how I thought the stats are currently:
###STR = meh
pAtk tends to falls off with better weapon, enhancement and transcendence. Accuracy is probably the only good point with taking STR right now since we can no longer get it from Gloves, and only through Green Gems on gloves and Accuracy bonuses from gear.
Compared to pre-rework: BlockPen on STR before made sense since not getting it means those who went full DEX would sacrifice without that substat (except for Catas/Lancers). The STR bonuses, particularly for Swordsmen, made the stat have more impact even when Transcendence was already around.
###CON = ok-ish
No more pDef. Is it just me or is HP recovery a little too slow now when using pots especially when I have high CON (IIRC recovery from pots scale with CON)? Stamina boost might be good for some classes (anyone tried Stamina-Agility build for Enchanter yet?) Block is nice, but it wasnât as good as before (seems a flat additive now per 1 CON, or was it always like this and I just didnât notice before?).
Compared to pre-rework: The removal of pDef is something I donât know what to say - I guess itâs fine for how it affects gearing now. Overall the changes to CON is ok.
###INT = meh for non-Thaums
Great if Iâm a Thaum as it scales up really well with the buffs. Otherwise, I might as well go full CON as a non-summoner.
Compared to pre-rework: Before, not much if you took less of it, slightly better if you had a lot of it. People with endgame gear doing PVP usually skip on this stat or do a split, and pump CON instead. The INT bonuses for Wizards back then made the stat at least worth to invest even by endgame. For every additional class rank, you used to receive a bonus of 10% INT.
###SPR = meh for non-summoners
Great if Iâm a summoner (Sorc, Necro). At some point in SPR investment, Sorc Summoning will no longer drain my SP to a point that it reaches zero. Going full SPR seems the way for Necros if I focus on summons alone. I kinda miss the status resistance, but Iâm glad the took that out of the equation as it was P2W with the +90 SPR bracelets and it makes P.Barrier status resistance a little less of a joke since not everyone would have it.
Compared to pre-rework: It got better. As I donât have a Cleric (well I do, but I donât play it anymore), Iâm not sure how this stat benefits them outside of shop buffs. Anyone tested with Bokor zombies or Paladin Conversion yet? BlockPen on SPR before didnât make sense but the slight increase in mDef did.
###DEX = meh for non-PVPers, non-AAers, and those who can hardly stack Crit Rate
I donât have much info regarding the ASPD boost it gives but Iâve been hearing from people that itâs barely noticeable to a point due to ping so you can never really go full DEX or something (my SR can only get 200 DEX, beyond that thereâs no increase in ASPD at all). CritAtk is somewhat a joke due to how hard Crit Rate is to stack unless youâre an Archer with Rogue in your build or your hellbent to get all the Crit Rate you possibly can.
Evasion is borderline a joke as well for non-Archer2/Peltasta (non-Hoplite) classes (and they decided to take evasion out of leather set attribute). BlockPen is probably the only good thing with DEX but thatâs for PVP only (doesnât seem to be really needed in PVE as far as Iâve experience with 320+ mobs with zero DEX investment). As a 100 CON Pel1 Hop3 Murm with buffs on (around 500+ block, not using C block), a Cannoneer with ~150 investment in DEX can still blast through about 1/4 or 1/5 of the time.
Compared to pre-rework: Accuracy on DEX made sense before as it has always been with most games (why STR now? you donât need to be strong to be accurate ). I donât know much about Crit Rate as I think itâs the #1 reason why full DEX was a thing so I guess removing it was a good change? Evasion is weaker now than before but since nearly everyone avoids full DEX now, itâs gotten better PVP-wise.
If I am to try and provide a reason for all these changes, the closest thing that comes to mind is that IMC wanted us to play more as a party so we benefit from each otherâs buffs - but what of our lone wanderers out there?
What do you think of the stat rework? Are these changes justifiable? Please feel free to correct me if there are errors in what I wrote.
*Foxy Taxi is a Squire camp taxi service for the citizens of Telsiai. Full exploration, warp anywhere as long as itâs possible. Please contact ZeroFoxGiven in-game.