History Main / DumpStat

6th Aug '17 8:14:27 AM thatother1dude
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** For anyone who decides to use elemental infused weaponry, Strength and Dexterity essentially become dump stats, especially in the first game, where elemental weapons did increased base damage but eliminated stat scaling entirely. This meant that the weapon would perform exactly the same for someone with the minimum required Str/Dex to use the weapon as it would for a character who had maxed out both stats. This frees you up to put all those points that would have gone to Strength or Dexterity into boosting Vitality and Endurance to obscene levels. Most players take this a step further and only give themselves enough Strength to use the weapon two-handed -- which is much lower than the requirement to use it one-handed -- and combine this with the ever-popular {{Stat Stick|s}} the Grass Crest Shield. The sequels lessened this somewhat by making elemental weapons scale off other stats like Intelligence or Faith, and not completely removing the Strength and Dexterity scaling. Of course, Raw weapons now function like the first game's elemental weapons, but they don't see nearly as much use for some reason.

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** For anyone who decides to use elemental infused weaponry, Strength and Dexterity essentially become dump stats, especially in the first game, where elemental weapons did increased base damage but eliminated stat scaling entirely. This meant that the weapon would perform exactly the same for someone with the minimum required Str/Dex to use the weapon as it would for a character who had maxed out both stats. This frees you up to put all those points that would have gone to Strength or Dexterity into boosting Vitality and Endurance to obscene levels. Most players take this a step further and only give themselves enough Strength to use the weapon two-handed -- which is much lower than the requirement to use it one-handed -- and combine this with the ever-popular {{Stat Stick|s}} the Grass Crest Shield. The sequels lessened this somewhat by making elemental weapons scale off other stats like Intelligence or Faith, and not completely removing the Strength and Dexterity scaling. Of course, Raw weapons now function like the first game's elemental weapons, as do Fire and Deep weapons in ''III'', but they don't see generally aren't nearly as much use for some reason.powerful as the standard versions with its scaling stats at the softcap.
6th Aug '17 8:10:05 AM thatother1dude
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* ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel'' players almost universally dump HP when it comes time to spend Badass Ranks for builds. While you gain some basic increases with each level gained, Badass Ranks are special tokens that confer small percentage increases to certain traits such as reload speed or accuracy. Players dump HP because of a mechanic called "health gating," where a player with over 50% of their health remaining cannot be killed in one hit even if that hit should drain their shield and health completely. The use of Moxxi weapons meant players ''wanted'' low HP so that the LifeDrain effect present on all Moxxi weapons would bring them back up over 50% within the next shot or two. Players also tend to dump melee damage, as not all characters can fully take advantage of it in a given game; as a result the Badass Rank spent there is often better spent on another, more universally effective stat such as shield recharge.

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* Badass Ranks in ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel'' players almost universally dump HP when it comes time to spend Badass Ranks for builds. While you gain some basic increases with each level gained, Badass Ranks are special tokens that confer small percentage increases to certain traits such as reload speed or accuracy. Some aren't considered very useful:
**
Players dump HP because of a mechanic called "health gating," where [[LastChanceHitPoint a player with over 50% of their health remaining cannot be killed in one hit even if that hit should drain their shield and health completely.completely]]. The use of Moxxi weapons meant players ''wanted'' low HP so that the LifeDrain effect present on all Moxxi weapons would bring them back up over 50% within the next shot or two. Players also tend to dump melee damage, as not
** Not
all characters can fully take advantage of it melee in a given game; as a result the Badass Rank spent there is often better spent on another, more universally effective stat such as shield recharge.



* In ''VideoGame/DarkSoulsI'', Resistance increases physical and flame defense and resistance to poison. This first two are almost useless because they both go up nearly as much when you raise ''any'' stat (because this raises your level, which increases all of your defense stats) and you can gain much more defense against ''every'' type of damage (including lightning and magical, which Resistance does nothing against) by wearing heavier armor and putting points into [[OneStatToRuleThemAll Endurance]] (which decides carrying capacity) to compensate for the extra weight. Poison resistance is only especially valuable in specific areas, so it's better to get it from equipment. To make it ''even worse'', DiminishingReturnsForBalance kicks in once your armor-less defense reaches a certain point from putting points in resistance ''or'' level up--so you're just getting a headstart up a slope that gets pretty close to being flat at higher levels. Neither of the next games have a Resistance stat: ''VideoGame/DarkSoulsII'' effectively spread its effect across Strength, Dexterity, Vitality, and Endurance. ''VideoGame/DarkSoulsIII'' has Resistance's effect as a secondary effect of Vitality (which is now what decides equip load, but not stamina).

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* ''VideoGame/DarkSouls'':
**
In ''VideoGame/DarkSoulsI'', Resistance increases physical and flame defense and resistance to poison. This first two are almost useless because they both go up nearly as much when you raise ''any'' stat (because this raises your level, which increases all of your defense stats) and you can gain much more defense against ''every'' type of damage (including lightning and magical, which Resistance does nothing against) by wearing heavier armor and putting points into [[OneStatToRuleThemAll Endurance]] (which decides carrying capacity) to compensate for the extra weight. Poison resistance is only especially valuable in specific areas, so it's better to get it from equipment. To make it ''even worse'', DiminishingReturnsForBalance kicks in once your armor-less defense reaches a certain point from putting points in resistance ''or'' level up--so you're just getting a headstart up a slope that gets pretty close to being flat at higher levels. Neither of the next games have a Resistance stat: ''VideoGame/DarkSoulsII'' effectively spread its effect across Strength, Dexterity, Vitality, and Endurance. ''VideoGame/DarkSoulsIII'' has Resistance's effect as a secondary effect of Vitality (which is now what decides equip load, but not stamina).
6th Aug '17 7:59:27 AM thatother1dude
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*** Luck increases CriticalHit rate and your chancing while gambling. However, if you mostly use automatics, shotgun, flamers, or explosive, critical chances will always be extremely low or the crits that do happen will inflict little or not extra damage. And while gambling with high Luck is an easy way to get money, average Luck can't be relied on to make a net gain long term, so 4 Luck is pretty much just as good at 1.

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*** Luck increases CriticalHit rate and your chancing while gambling. However, if you mostly use automatics, shotgun, flamers, or explosive, critical chances will always be extremely low or the crits that do happen will inflict little or not no extra damage. And while gambling with high Luck is an easy way to get money, average Luck can't be relied on to make a net gain long term, so 4 Luck is pretty much just as good at 1.
3rd Aug '17 8:07:56 PM STRX
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[[folder: Anime and Manga]]
* Near the end of B-Daman Fireblast[=/=]season 2 of Anime/BDamanCrossfire, Kamon and Riki receive Ultimate upgrades of Drive Garuburn and Rising Dracyan. While Kamon's Garuburn's stats and abilities make them a MasterOfAll, Ultimate Rising Dracyan's specialty is attack, and only attack. This becomes a problem for Riki when he has to face Bakuga in the semi finals of the Phoenix Grand Prix.
* In Anime/BeybladeBurst, Xander's bey, Xeno Xcalius's design maximizes attack by specializing in One Hit Kills, but has critically low stamina.
[[/folder]]
3rd Aug '17 7:47:01 PM nam23
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**In "VideoGame/ShinMegamiTenseiIV" the strength stat can be considered like it since elemental resistance and weakness matter more than raw power. That's because of the "press turn" system that allow you additional turn to you or your opponents so hitting ennemys on their weakness(by using and maximizing magic is more useful than attack physicly.The dexterity class suffer less from it since it define your gun damage and physical damage and guns can hit on elemental weaknesses
31st Jul '17 8:37:00 PM thatother1dude
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** In ''VideoGame/{{Fallout 4}}'', Endurance becomes the Dump Stat again, after having [[OneStatToRuleThemAll the opposite position]] in ''New Vegas''. All of the perks the Endurance stat unlocks provide some sort of healing or defensive bonus, but are rendered non-essential for any build due to the prevalence of healing items and armors that take care of all the things the Endurance perks provides without the need to spend levels on them. However, if you play on [[HarderThanHard Survival Difficulty]], the perks in the Endurance tree become much more useful.

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** In ''VideoGame/{{Fallout 4}}'', Endurance becomes the Dump Stat again, after having [[OneStatToRuleThemAll the opposite position]] in ''New Vegas''. Although it now has a much higher impact of Hit Points (giving you a bonus per level instead of just per point), even low Endurance rarely die before they can heal themselves. All of the perks the Endurance stat unlocks provide some sort of healing or defensive bonus, but which are rendered non-essential redundant for any build due to the prevalence of healing items and armors that take care of all the things the Endurance (damage/rad resistance from armor and perks provides without the need to spend levels on them. don't stack together very well because both stats suffer heavy diminishing returns). However, if you play on [[HarderThanHard Survival Difficulty]], the perks in the Endurance tree become much healing effects are more useful.useful due to standard healing items gaining negative side effects, while [[RocketTagGameplay damage values are so high]] the greater hit points help you avoid suddenly dying before you can even heal.
31st Jul '17 8:21:10 PM thatother1dude
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** In ''[[VideoGame/FalloutNewVegas New Vegas]]'', Perception, Charisma, and Luck are all utterly useless for pretty much any build, with few exceptions.
*** All Charisma does is affect the damage and defense of your companions, one of which is a sniping death machine even at 1 Charisma.
*** Luck is only worth putting points into if you base your entire build around it. It does two things: raise CriticalHit chance and make you more likely to win at gambling. It's easy enough to get money without gambling, and boosting critical chance is only worth it for specific weapons that have high critical chance multipliers. Most weapons will still rarely get critical hits even at maximum critical chance, and explosives never get them (well, they do, they just don't do any bonus damage).

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** In ''[[VideoGame/FalloutNewVegas New Vegas]]'', Perception, Charisma, Vegas]]'':
*** The main things Charisma gained since ''3'' are increasing companion damage
and DT by as much as 50% as well as one more perk--which makes your companions better when you're at low health. If you play solo, it's exactly as useless.
***
Luck are all utterly useless for increases CriticalHit rate and your chancing while gambling. However, if you mostly use automatics, shotgun, flamers, or explosive, critical chances will always be extremely low or the crits that do happen will inflict little or not extra damage. And while gambling with high Luck is an easy way to get money, average Luck can't be relied on to make a net gain long term, so 4 Luck is pretty much any build, with few exceptions.
*** All Charisma does is affect the damage and defense of your companions, one of which is a sniping death machine even at 1 Charisma.
*** Luck is only worth putting points into if you base your entire build around it. It does two things: raise CriticalHit chance and make you more likely to win at gambling. It's easy enough to get money without gambling, and boosting critical chance is only worth it for specific weapons that have high critical chance multipliers. Most weapons will still rarely get critical hits even at maximum critical chance, and explosives never get them (well, they do, they
just don't do any bonus damage).as good at 1.
8th Jul '17 8:07:20 AM Shlugo_the_great
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* The stat is useful in theory, but in practice it's applications don't come up often. If the DM prefers to resolve social interactions based on how well ''the players'' can talk it out instead of dice rolls based onmodified by character stats, there's very little initiative for them to invest points in charisma and social skills.

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* The stat is useful in theory, but in practice it's applications don't come up often. If the DM prefers to resolve social interactions based on how well ''the players'' can talk it out instead of dice rolls based onmodified on modified by character stats, there's very little initiative for them to invest points in charisma and social skills.
8th Jul '17 8:06:48 AM Shlugo_the_great
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* The stat is useful in theory, but in practice it's applications don't come up often. If the DM prefers to resolve social interactions based on how well ''the players'' can talk it out instead of dice rolls based onmodified by character stats, there's very little initiative for them to invest points in charisma and social skills.
24th Jun '17 2:31:25 PM nombretomado
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* INT in ''DragonQuest''. Yes, it's useful in the early levels, but it suffers serious decay since it does not determine magic damage. (Magic damage is fixed and then multiplied by elemental resistance.) INT and its cousin, VIT, are still useful, mind: They do raise HP and MP. But after a while, that's irrelevant.

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* INT in ''DragonQuest''.''VideoGame/DragonQuest''. Yes, it's useful in the early levels, but it suffers serious decay since it does not determine magic damage. (Magic damage is fixed and then multiplied by elemental resistance.) INT and its cousin, VIT, are still useful, mind: They do raise HP and MP. But after a while, that's irrelevant.
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