Stats Reference Sheet and Opinion Gathering

Hello, esteemed Travelers. As a casual player (1-2 characters per season) I’m often at a loss when picking stats I need the most. Therefore I’ve made the following reference sheet in hopes of others sharing their opinions. Which stat levels are optimal for most players to clear all content up to Corruption 100 (certain woven echoes require CR 100 if I remember correctly)?

OFFENSIVE CAPABILITY

  1. Strongest skill DPS for non-crit builds:

  2. Strongest skill DPS for build that can crit:

  3. % Critical Chance:

  4. % Critical Multiplier:

  5. Strongets DoT:

  6. % Stun Chance:

DEFENSIVE CAPABILITY (N*)

*How many of the below should be on the suggested optimal level

  1. Health:

  2. % Resistances:

  3. Health Regen:

  4. % Endurance: /Endurance Threshold:

  5. Ward Decay Threshold: /% Ward Retention: /Ward Regen:

  6. % Armor Mitigation:

  7. % Block Chance: /% Block Mitigation:

  8. % Dodge Chance: /Dodge Rating:

  9. % Parry Chance:

  10. % Health Leech:

  11. % Increased Healing Effectiveness:

I didn’t include Critical Avoidance and Reduced Bonus Damage from Crits as I figure you should have either at 100%. Please correct if I’m wrong.

MINION BUILDS

No list here as I’m having trouble defining them statistically and so would love to hear some general suggestions:

  • What stats can minion focused builds sacrifice to boost minion stats instead?

  • Are minions still useful if they are not the main focus of the build (like Manifest Armor for a Paladin)?

  • Are minions of any use for a class that is not focused on summons in the first place (can a Tyrannosaur from an item aid a Rogue Marksman) or should they be avoided?

I made this list from the info found in build planner. Don’t know if I missed something important. Thanks in advance for any and all opinions!

Avoidance is the one you want at 100%. Any less and you’ll get one shot every now and then with a critical hit when te roll fails.
For crit reduction this isn’t as true. For example, at 50% this means you’ll take always reduce critical hits. So while critical hits still deal more damage, they don’t deal as much damage as when avoidance fails to roll.

Crit recudtion at 80%+ is still pretty effective (you take 20% more damage from crits), whereas 80% avoidance isn’t so much (you take double damage 1 in 5 hits).
EDIT: Wanted to clarify the math a bit better. The first case means that every 5 critical hits you take 20% more damage on all of them, while the second case you only take double damage on the 5th hit. Overall it’s the same amount of damage, but double damage is very likely to one shot you, while you can usually tank the extra 20% damage.

You also forgot glancing blows on your spreadsheet.

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