History Main / DumpStat

23rd Feb '17 7:33:59 PM TheCuza
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** In, ''[[VideoGame/FalloutNewVegas New Vegas]]'' Perception, Charisma, and Luck are all utterly useless for most builds.

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** In, In ''[[VideoGame/FalloutNewVegas New Vegas]]'' Vegas]]'', Perception, Charisma, and Luck are all utterly useless for most builds.pretty much any build, with few exceptions.
23rd Feb '17 7:33:15 PM TheCuza
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** In, ''[[VideoGame/FalloutNewVegas New Vegas]]'' Charisma and Luck may be completely useless depending on build and no build at all needs Perception. Charisma only boosts companion damage, but at the very least it does that and can be useful on a pacifist character or such. Where as Luck in the earlier games can be useful for random encounters, it has two uses in New Vegas: critical chance and gambling. Gambling can be very profitable but money can be easy to get elsewhere and if you are using a weapon that has a low critical modifier (like most automatic weapons) or doesn't get extra damage from crits (explosives), the SPECIAL points could be better suited on something else. Perception, outside of a few skill points that can be remedied with a simple level up or two, only decides your radar range to sight enemies (which is slightly useful), is used in a very small number of stat checks (which you can pass by using items to temporarily raise your Perception a very large amount), and is required for a few decent perks. To make it worse, just having ED-E as a companion gives you the same radar range as having a whole '''10''' Perception, and he's the first companion most people are able to recruit.

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** In, ''[[VideoGame/FalloutNewVegas New Vegas]]'' Perception, Charisma, and Luck are all utterly useless for most builds.
*** 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 may be completely useless depending on is only worth putting points into if you base your entire build and no build at all needs Perception. Charisma only boosts companion damage, but at the very least it around it. It does that two things: raise CriticalHit chance and can be useful on a pacifist character or such. Where as Luck in the earlier games can be useful for random encounters, it has two uses in New Vegas: make you more likely to win at gambling. It's easy enough to get money without gambling, and boosting critical chance and gambling. Gambling can be very profitable but money can be easy to get elsewhere and if you are using a weapon is only worth it for specific weapons that has a low have high critical modifier (like most automatic weapons) or doesn't chance multipliers. Most weapons will still rarely get extra damage from crits (explosives), the SPECIAL points could be better suited on something else. Perception, outside of a few skill points that can be remedied with a simple level up or two, only decides your radar range to sight enemies (which is slightly useful), is used in a very small number of stat checks (which you can pass by using items to temporarily raise your critical hits even at maximum critical chance, and explosives never get them (well, they do, they just don't do any bonus damage).
***
Perception a very large amount), and is required for a few decent perks. To make it worse, just having ED-E as only affects the distance which enemies show up on your radar, but you can recruit a companion gives you the same who will boost your radar range as to what it would be if you had a full 10 Perception just by having a whole '''10''' Perception, him in the party, so it's pretty useless. The only other thing it's good for is the "Better Criticals" perk, which requires 6 Perception and he's will really only benefit the first companion most people are able to recruit.aforementioned Luck build, or a stealth build where you'll be getting lots of sneak attack criticals.
8th Feb '17 9:36:16 AM InsomniacWeasel
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* [[TabletopGame/SeventhSea 7th Sea]] specifically sought to avoid this by making sure every single stat had some sort of critical effect on combat: Brawn affected your damage rolls (both ability to withstand Flesh Wounds and how much you caused when you hit), Finesse affected your chance to hit in the first place, Wits determined how hard it was to hit you, Resolve how many Dramatic Wounds you could take before being taken out and Panache how many actions you got to make per turn. The game's 2nd edition is seen by many to have taken this even further, as the new, narrative system means there's now essentially no mechanical difference whatsoever between the stats - every stat can be used to perform any action or paired with every skill, so much as the system is concerned. The only caveat is that you get increasing penalties each time per scene you use the same one, so people can't just apply their strongest stat to everything.
** One should note, for many, rather than solving the problem of Dump Stats, the decision to make all stats equally important in the first edition rather hurt the game's atmosphere since it's supposed to be about larger-than-life swashbuckling heroes yet the rule incentivized creating characters with rather unimpressive, "solid all around" stat arrays rather than anything cool, because dumping even one would've been too disadvantageous.
30th Jan '17 8:02:24 AM Eon-the-Dragon
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* While not a video game itself, ask anyone familiar with RPGMaker games what the Luck stat does. Most players might not have ever even thought of it, and the developers themselves are split between those who don't know what it's even supposed to do and those who know what it's for, and never use it seriously. The Luck stat actually judges how effective inflicting status effects on enemies is, as well as how effective being inflicted with a status effect, but the player has to have their Luck stat in the hundreds (if not thousands) to even notice a difference. And that means "compared to the enemy," a stat ratio of 6,600:6,100 is as effective as 600:100.
18th Jan '17 11:43:07 AM Lemia
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* In ''VisualNovel/MatchesAndMatrimony'', Propriety is the one stat that isn't required to get any of the good endings and will even lock you out of some of these good endings if it's too high. Since several activities that raise other stats increase Propriety too, it can become something of a challenge to keep it low.
7th Jan '17 12:46:03 AM Vir
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* In ''TabletopGame/{{Eon}}'', the attribute Bildning, roughly translated to Education, is often treated as a dumpstat. Education shows how much general knowledge a character has about the world and things in it, and players make a check in case they want to see if their character knows something about the town they're in, what races are common in the country, and other miscellaneous stuff. The thing is, pretty much everything you get to know by making a check against Education, can also be revealed by making a check against an appropriate skill, like History or Cultural Knowledge. These skills are often more specialized, granted, but at the same time they provide more in-depth information than Education. Besides, most classes that are expected to have a high score in Education also have most of these additional skills. Also, if there's anything worth knowing about a town, odds are a NPC is willing to share some knowledge, or one of the PC's have already been there before.

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* In ''TabletopGame/{{Eon}}'', the attribute Bildning, roughly translated to Education, is often treated as a dumpstat.Dump Stat. Education shows how much general knowledge a character has about the world and things in it, and players make a check in case they want to see if their character knows something about the town they're in, what races are common in the country, and other miscellaneous stuff. The thing is, pretty much everything you get to know by making a check against Education, can also be revealed by making a check against an appropriate skill, like History or Cultural Knowledge. These skills are often more specialized, granted, but at the same time they provide more in-depth information than Education. Besides, most classes that are expected to have a high score in Education also have most of these additional skills. Also, if there's anything worth knowing about a town, odds are a NPC is willing to share some knowledge, or one of the PC's have already been there before.



* Subverted with early ''VideoGame/ShinMegamiTensei'' games. The PlayerCharacter is usually unable to use magic, but is still able to increase Intelligence (normally a universal DumpStat) and Magic. Despite this, they are still both important as Intelligence increases the success of demon negotiation regardless of the game it appears in, and without a decent Magic or Intelligence stat most end-game spells can rip a character to pieces. The second game goes a bit further by requiring the main character to have at least ten Magic points at one point in order to win a dance contest.

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* Subverted with early ''VideoGame/ShinMegamiTensei'' games. The PlayerCharacter is usually unable to use magic, but is still able to increase Intelligence (normally a universal DumpStat) Dump Stat) and Magic. Despite this, they are still both important as Intelligence increases the success of demon negotiation regardless of the game it appears in, and without a decent Magic or Intelligence stat most end-game spells can rip a character to pieces. The second game goes a bit further by requiring the main character to have at least ten Magic points at one point in order to win a dance contest.



* ''VideoGame/ThisWarOfMine'' has combat ability, backpack size, movement speed, and empathy as primary character stats. Needless to say, empathy is often seen as the DumpStat, since it doesn't take much to improve survivors' morale, or it's more prudent to steal with a lower empathy stat. While these individual stats cannot be modified, it does set a number of characters focused on the OneStatToRuleThemAll (such as Marko and Roman) to be at the top of the tier list while the only one survivor with a high empathy stat, Boris, being immensely useful (while Zlata is average and Cveta is a TierInducedScrappy).

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* ''VideoGame/ThisWarOfMine'' has combat ability, backpack size, movement speed, and empathy as primary character stats. Needless to say, empathy is often seen as the DumpStat, Dump Stat, since it doesn't take much to improve survivors' morale, or it's more prudent to steal with a lower empathy stat. While these individual stats cannot be modified, it does set a number of characters focused on the OneStatToRuleThemAll (such as Marko and Roman) to be at the top of the tier list while the only one survivor with a high empathy stat, Boris, being immensely useful (while Zlata is average and Cveta is a TierInducedScrappy).



* As alluded to by this WebVideo/ProJared [[https://www.youtube.com/watch?v=I6lzitHLfMM review]] for ''VideoGame/{{Quest 64}}'', anything that isn't Earth or Water magic. Earth contains a magical repulsion spell and since everything in the game ''uses'' magic to attack, you can't be hurt if you use it so you definitely want that (and the Avalanche ability has the potential massive damage so that doesn't hurt either). Meanwhile Water elemental enables healing and you'll need that before you get your repulsion spell and by the time it's earned, you might as well just grind it all the way up. The character's innate abilities (like Agility) also operate like this due to the "you-get-more-by-doing-that-thing" experience system (which, as also mentioned in the review, works against itself and creates {{Dump Stat}}s of counter-productive abilities, such as physical vs. magical attacks).

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* As alluded to by this WebVideo/ProJared [[https://www.youtube.com/watch?v=I6lzitHLfMM review]] for ''VideoGame/{{Quest 64}}'', anything that isn't Earth or Water magic. Earth contains a magical repulsion spell and since everything in the game ''uses'' magic to attack, you can't be hurt if you use it so you definitely want that (and the Avalanche ability has the potential massive damage so that doesn't hurt either). Meanwhile Water elemental enables healing and you'll need that before you get your repulsion spell and by the time it's earned, you might as well just grind it all the way up. The character's innate abilities (like Agility) also operate like this due to the "you-get-more-by-doing-that-thing" experience system (which, as also mentioned in the review, works against itself and creates {{Dump Stat}}s Dump Stats of counter-productive abilities, such as physical vs. magical attacks).
25th Dec '16 5:35:48 PM OmegaKross
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* Did you LevelGrind in ''VideoGame/{{Undertale}}''? Why? Did you want to max out your stats and become strong? Is that why you walked down the KillEmAll path? Is that why you're carrying around the [[InfinityPlusOneSword Real Knife]] and [[ArmorOfInvincibility Locket]]? Well, it has certainly paid off, hasn't it? I mean, look at yourself: You're strong enough to OneHitKill anyone you encounter, you're nigh-invaunerable and have enough HP to shrug off any attack that can get past your defenses. And there's only one enemy left now, too. Want me to give you a spoiler? He's the weakest enemy in the entire game. He has a measly [[OneHitPointWonder 1 HP, 1 DEF]] and [[ScratchDamage 1 ATK]]. That's right, ''all'' of his stats are dump stats... Man, it'd be ''a real shame'' if [[SNKBoss he]] [[DeathOfAThousandCuts showed you]] [[NonchalantDodge that power]] [[MarathonBoss is worthless]] [[VideoGameCrueltyPunishment when you're choking on your sins]], huh?
20th Dec '16 8:36:51 PM Monolaf317
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20th Dec '16 8:31:32 PM Monolaf317
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* In ''VideoGame/{{Daikatana}}, leveling up Speed results in a nigh-uncontrollable sprinting speed, which is especially useless given how fast you can sprint around with base stats anyway.

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* In ''VideoGame/{{Daikatana}}, ''VideoGame/{{Daikatana}}'', leveling up Speed results in a nigh-uncontrollable sprinting speed, which is especially useless given how fast you can sprint around with base stats anyway.
16th Dec '16 9:18:07 AM MarsJenkar
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** Charisma is O-Chul's. It's not that low, but for his [[MemeticBadass badassery]] he not only needs high Strength, Dexterity, and Constitution, but also [[GeniusBruiser high Intelligence]] [[WarriorTherapist and Wisdom]] as well.

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** Charisma is O-Chul's. It's not that low, but for his [[MemeticBadass badassery]] he not only needs high Strength, Dexterity, and Constitution, Constitution (''especially'' the last), but also [[GeniusBruiser high Intelligence]] [[WarriorTherapist and Wisdom]] as well.



** Roy's isn't apparent; [[JackOfAllStats all his traits seem to be above average]], though not necessarily the highest of the group in any one specific stat.

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** Roy's isn't apparent; [[JackOfAllStats all his traits seem to be above average]], though not necessarily the highest of the group in any one specific stat. The big inefficiency with Roy is that he's a straight fighter class, rather than a class that would take advantage of his LightningBruiser stats (such as Paladin), or even a [[LinearWarriorsQuadraticWizards caster class]] which could be more handy in the endgame. The latter is even {{lampshade|Hanging}}d by his father.
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