Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That said, I appreciate a lot of the other suggestions and advice in the guide, and the inclusion of graphs is a really nice plus.
Doing the math based on Jale's spreadsheet, every 50 points added to speed gives you 7/6 as many turns as you last had.
This means once a flat-scaling stat (Strength, Spirit, Mind) hits 300, every point in speed will give more DPS than a point in the damage stat.
This has several caveats:
* Non-linear stat growth (Agility or Dex classes) will usually scale better at 300 points, so their break-even point will be higher.
* Charge casters (Cleric, Scholar, Wizard, etc) add FLAT time on to their turns. This has a much steeper relative effect the quicker your turns are.
* Utility casters (Warlock or Chemist, or debuff Rogue/Fencer) may not need a damage stat at all. Buffs are buffs.
* Utility receivers (such as a heavily buffed tank or assassin) generally consume their buffs based on turns; the slower they are, the longer they stay buffed.
If anyone wants to go get me a ton of data (luck, hit min, hit max, hit actual) I'd be happy to model it tho.