Explanation of Stats, Cards and More
By Leedly.
This is a list of stats, what they do, and which cards you should hunt in the early, mid, and late game.
Stats
- Strength – Adds armor and damage, but not flat of either, but scales. You don’t need this stat because of “Colossal force” and various Str% nodes.
- Agility – Crit Chance and Life Steal Chance. Crit chance is more efficient as a standalone stat, and life steal isn’t great this season.
- Stamina – Health, not base but does scale & Healer Regen. Common HC/new player dump stat. Lifesteal/Stamina are the two general methods of healing.
- Endurance – Life Steal Amount and Energy Regeneration. Both stats (even if you want lifesteal) are better rolled standalone.
- Luck – Critical Damage. This stat scales and is a common dump stat.
- Dexterity – Movement speed that scales and attack speed that doesn’t scale much. You’ll get enough of this naturally that you shouldn’t allocate more.
- Wisdom – Experience Gain. Most efficient dump stat at certain progress points for efficient players familiar with the game. You will gain neither damage or health, but progress faster through levels.
Damage is the most important, but only if you’re alive. Health regen/Life steal are necessary. Build what you need! Vets won’t need much, but everyone will need high healing for endgame bosses!
Combat Rating – CR is a formula that is not published, and contains all damage stats OTHER than elemental %. It does not include energy gain, life steal, attack speed or animation, your stance or how it attacks, or your offhands’ mechanics, or anything else unrelated to damage. It is a great tool if you keep these things in mind. it also does not include ability damage.
Cards
- Element% refers to the element of your 3 matching offhands as well as the element your dragon converts. They are equally applied to your damage.
- Stat refers to many cards that exist with different stat options but are the same otherwise. Refer to the chart above for their uses.
- A red card as pictured in the thumbnail means, upon selection, you will obtain the set bonus of 6 full card effects. This is very good!
- Cards which are not mentioned are bad or require high game knowledge.
Early Game (1-35)
Best
- 25 Damage & Element% (both sets)
- 30 Damage
- 40 Wisdom & 150 Max Health
Okay
- Stat & Critical Damage
- Max health & Stamina (if you die)
Better Than Nothing
- 1% Critical Chance % 50% Critical Damage
- 10% Boss Damage & 5 Damage
- Dexterity & Attack Speed (only 1 ever, and only good for some slow builds early.
- 8 Inventory Slots & 50% Elemental% – you won’t have an inv modifier now but the ele is alright very early.
- Damage % & anything – Early game ONLY you may use these but still try to avoid. Damage % comes in many areas, waste of card slot.
Mid Game (36-70)
Best
- 25 Damage & Element% (both sets)
- 30 Damage
- Stat & Critical Damage
- Note do not fully stack either flat or critical damage. Mix them for highest DPS and note your gear weakpoints.
Okay
- 40 Wisdom & 150 Max Health
Better Than Nothing
- 1% Critical Chance % 50% Critical Damage – if you aren’t at 100% crit but still a bad card.
- 8 Inventory Slots & 50% Elemental% – this is better if you have 1-2 pieces of inv gear alongside dragon, but not great.
Late Game (95+)
Best
- 30 Damage
- 25 Damage & Element% (both sets)
- Stat & Critical Damage
Note do not fully stack either flat or critical damage. Mix them for highest DPS and note your gear weakpoints.
Okay
- 40 Wisdom & 150 Max Health
Better Than Nothing
- Go grind money. 1 unacceptable card is MAX. Sell offhands and stay long in ruptures.
- 1m for +1 reroll at r100 clear, 10m at r125 and 100m at r150.
Equipment
This is a small section. You will mostly use preset equipment, but there are times you need to roll gear. This is a general list of which stats you want, in approx order.
- Damage – most important by far
- Luck
- Critical Damage
- Critical Chance / Agility (only <95%ish crit) until 100% only
- Energy Regeneration (if energy hog, yes you spear)
- Strength
- Boss Damage
- Stamina
- Max Health (early-mid only, then is bad roll)
- Element% (early-mid only, then is less strong)
Mods
Another short section, these are some important mods to go for early in many, but not all, cases. You will often need to respec around good early mod rolls.
Necklace
- Essence Chance, Luck > %Damage, Wisdom > %Health, 1k Dex (speed stuff)
Bracer
- Double Ess, HCSSF, Armor > %Damage, Wisdom > %Damage
Helm
- Offhand Mod If applicable, some offhands have a crutial mod like Chain Lightning
- Additional Inv > %Damage, fs boosts
Boots
- Movement Speed (10-15% only), Additonal Inv > %Damage
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