Everything you know about the main Character Stats is about to change.
For the past 5 years, in addition to the primary stats that each class uses:
- Predators have focused on STR to do melee and ranged damage and INT to increase poison damage.
- Druids have focused on STR to do more melee damage.
- Crusaders have focused on INT for spell damage and WIS for healing.
These are just the most obvious examples, but all 24 classes had some unique benefits from the different Stats. Starting with Sentinel’s Fate, each class now benefits significantly from just ONE statistic, even if they are considered a “hybrid” class.
Going forward, here’s a summary of what different stats will do for you:
All Classes
- STR (Strength) increases the amount of weight a character can carry.
- STA (Stamina) increases your maximum health.
Fighters
- Strength (primary) – determines your max power, increases your damage (including spells if you have them).
- Agility – improves your chance to avoid melee attacks, adds a crit mit bonus.
- Wisdom – improves your resists against spell damage.
Mages
- Intelligence (primary) – determines your max power, and increases your damage, adds a crit mit bonus.
- Agility – improves your chance to avoid melee attacks.
- Wisdom – improves your resists against spell damage.
Priests
- Wisdom (primary) – determines your max power, increases your damage (both spell and melee), and improves your resists against spell damage.
- Agility – improves your chance to avoid melee attacks.
- Intelligence – adds a crit mit bonus.
Scouts
- Agility (primary) – determines your max power, increases your damage (including spells/poison if you have them), and improves your chance to avoid melee attacks (adds a crit mit bonus).
- Wisdom – improves your resists against spell damage.
We have confirmed that Intelligence no longer affects the damage of poisons for Predators.
Hard Caps, Soft Caps
Also, it has been widely known that once a stat surpasses 800, the beneficial effects start to decrease due to an effect called diminishing returns, and that the benefits stop altogether when the hard cap of 1,220 is reached. With Sentinel’s Fate, the hard cap of 1,220 cap is removed.
One Stat to Rule Them All
Certain classes such as crusaders, bards, druids, and predators have previously had to try to collect different stats like STR, INT, WIS, rather than focusing on one stat. With the changes in Sentinel’s Fate, each class has just one statistic to focus on. While STR helps with carrying weight, WIS helps with resists, and INT will give critical mitigation to priests, in the grand scheme of things, this is a fundamental shift in how gear is itemized and characters will select gear.
We understand that a lot of existing gear has been altered so that it is still useful for the classes this gear was intended for.
But the diminishing return effect is still on, aye?
Stats have been mostly irrelevenat for the last 2 expansions due to the much more powerful effects on items. I can’t quite imagine stats becoming relevent again due to the massive amount of powerful effects on the SF gear I’ve seen. We’ll see. At least I don’t need INT anymore on my priest. So far, it looks like priest dps in heal gear is not as awful as before.
Diminishing Returns is tweaked I think. I know in TSO, any skill over 1,000 was pretty much wasted. I think in SF they want people’s main stat to be huge. Time will tell.
Not to mention the impact it will have on classes that utilize other stats for certain builds, such as Strength for melee Inquisitors.
So the 100 shards I just spent on creating spell oriented shard jewelry (+INT, casting speed, etc) for a Shadowknight will be useless? If I had known this I would have had the +STR, +Double Attack pieces made instead!
T1/T2/T3/T4 armor and jewelry from TSO is being tweaked to match class needs in SF.