Stats that stop working
Secondary stats are ratings that turn into an effect through a curve. Almost every curve has steep diminishing returns, and Instinct simply stops.
- Stop stacking Instinct near 362.
- Skill Speed, Mana Generation and Skill Recovery give most of their value in the first few hundred points, so spreading rating across them usually beats piling it into one.
- Defense is the exception: it rewards stacking, but only at high totals.
The sets that give these ratings: Gear sets and Every gear set, by the numbers.
Instinct: hard cap at 362
| Instinct rating | 0 | 50 | 100 | 200 | 300 | 362 | 500+ |
|---|---|---|---|---|---|---|---|
| Effect | 0.30 | 0.53 | 0.70 | 0.86 | 0.95 | 1.00 | 1.00 |
The effect maxes at 1.00 by rating 362 (exactly 1.0 at 378). Half the gain is in by 85, and 90% by 280. Instinct past 362 is wasted.
Skill Speed: the first 100 points do the work
| Skill Speed rating | 0 | 50 | 100 | 200 | 300 | 500 | 1,000 | 1,500 | 2,000 | 3,000 |
|---|---|---|---|---|---|---|---|---|---|---|
| Speed bonus | 0% | 10.0% | 16.8% | 23.7% | 27.8% | 32.9% | 39.8% | 43.9% | 46.7% | 50.8% |
The first 100 points give +16.8%; the 1,000 from 1,000 to 2,000 give just +6.9%. Half the maximum arrives by 236, and the last 10% needs more than 1,800.
Skill Recovery and Mana Generation
| Rating | 0 | 50 | 100 | 200 | 300 | 500 | 1,000 | 2,000 | 3,000 |
|---|---|---|---|---|---|---|---|---|---|
| Skill Recovery | 0% | 12.5% | 25.0% | 37.7% | 46.1% | 57.4% | 73.6% | 90.3% | 100.3% |
| Mana Generation | 0% | 25.0% | 42.3% | 59.7% | 69.8% | 82.6% | 99.9% | 117.2% | 127.4% |
Skill Recovery tapers slowest (half its maximum at 361). Mana Generation front-loads hard: +42% from the first 100 points.
Defense: the one that keeps going
| Defense rating | 0 | 200 | 500 | 1,000 | 1,500 | 2,000 | 3,000 |
|---|---|---|---|---|---|---|---|
| Damage taken | 100% | 96.7% | 91.9% | 84.6% | 78.0% | 72.0% | 61.7% |
No plateau. 200 rating cuts damage by only about 3%, but 3,000 reaches a 38.4% reduction.
Resistance against Accuracy
The target’s RES minus the attacker’s ACC is the resist chance, one for one up to 50, then tapering:
| RES minus ACC | 0 | 50 | 75 | 100 | 110 | 120 |
|---|---|---|---|---|---|---|
| Resist chance | 0% | 50% | 73.1% | 89.6% | 95.0% | 100% |
A 120-point edge resists everything before element and buff modifiers. ACC needed for every boss stage: How combat works.
Numbers for game version 0.61.1514.