History Main / DumpStat

25th Nov '16 9:29:13 PM nombretomado
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** In Sixth Edition Hero System (which is based on ''{{Champions}}''), the Comeliness stat has been dropped -- if you want looks that have an in-game effect, you buy Striking Appearance. If you don't care if your looks have any in-game effect, you can define them however you want.

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** In Sixth Edition Hero System TabletopGame/HeroSystem (which is based on ''{{Champions}}''), ''Champions''), the Comeliness stat has been dropped -- if you want looks that have an in-game effect, you buy Striking Appearance. If you don't care if your looks have any in-game effect, you can define them however you want.
25th Nov '16 6:06:41 AM Pr1A
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** Repair is arguably even less useful than the previous two. Since it's only good for fixing items that are broken, you're better off spending your modules on Maintenance to make sure that your equipment never breaks in the first place. While it does allow you to use some extra Replicators and to access certain weapons earlier on, they are still not enough to make it worth your precious cyber-modules.
24th Nov '16 10:44:06 PM Stealth
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* In ''TabletopGame/BattleTech'', players will often dump ammo capacity, since many players play one-off matches rather than campaigns. For its RPG spinoff ''Mechwarrior'', many power-players will dump the Social Standing or Charisma stats, preferring to sink their points into attributes that improve their direct combat abilities, leaving the more nuanced politics of the setting to others.
20th Nov '16 8:30:32 AM thatother1dude
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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).
** Despite ''VideoGame/DarkSoulsIII'' having numerous armors and items that increase Poise, raising the stat ''[[UselessItem does nothing at all]]''[[labelnote:*]]Some attacks for certain weapons get [[ImmuneToFlinching (more) Hyper Armor]] when you have Poise, but that applies the same with ''any'' amount above 0, and nearly every armor set (including things like loincloths and cloth gloves) gives at least .1 Poise.[[/labelnote]].

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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).
** Despite ''VideoGame/DarkSoulsIII'' having numerous armors and items that increase Poise, raising the stat ''[[UselessItem does nothing at all]]''[[labelnote:*]]Some attacks for certain weapons get [[ImmuneToFlinching (more) Hyper Armor]] when you have Poise, but that applies the same with ''any'' amount above 0, and nearly every armor set (including things like loincloths and cloth gloves) gives at least .1 Poise.[[/labelnote]].
stamina).
4th Nov '16 12:51:57 PM Xoorligan
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* [[TankGoodness Tanks]] are similarly designed with a compromise between Armor, Firepower and Mobility. (Which encompasses ability to handle rough terrain as well as just straight-line speed.) While not all tanks have a dump stat (depending on the particular tank's role, being [[MasterOfNone merely decent in all areas]] might be considered acceptable), heavy tanks invariably have speed as their dump stat while light tanks inevitably dump armor and often firepower as well. Dump stats tend to be even more exaggerated with tank destroyers ([[ExactlyWhatItSaysOnTheTin which specialize solely in taking out other tanks]]); firepower is always emphasized, and either mobility or armor gets dumped almost to nonexistence.

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* [[TankGoodness Tanks]] are similarly designed with a compromise between Armor, Firepower and Mobility. (Which encompasses ability to handle rough terrain as well as just straight-line speed.) While not all tanks have a dump stat (depending on the particular tank's role, being [[MasterOfNone [[JackOfAllStats merely decent in all areas]] might be considered acceptable), heavy tanks invariably have speed as their dump stat while light tanks inevitably dump armor and often firepower as well. Dump stats tend to be even more exaggerated with tank destroyers ([[ExactlyWhatItSaysOnTheTin which specialize solely in taking out other tanks]]); firepower is always emphasized, and either mobility or armor gets dumped almost to nonexistence.
26th Oct '16 7:30:59 PM Stealth
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* There are quite a few stats in ''VideoGame/WorldOfTanks'', and often the differentiating factor for nations and vehicle lines is what stat they dumped to favor their preferred tactic. For instance, higher tier French vehicles tend to dump armor and ammo capacity in exchange for speed and burst damage, while many iconic German vehicles tend to dump agility and alpha damage in favor of accuracy and damage-per-minute.
19th Oct '16 2:10:14 PM Pysiewicz
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* ''TabletopGame/TheWitcherGameOfImagination'' has Movement. Dear God, Movement. The only thing it's used for is measuring how long a distance a character can travel during a single round of a fight (which is irrevelant, as sooner or later you will end up in melee distance or you can just sprint to get close fast), and while travelling the world (which is irrevelant, as when riding or traveling by any other means than on foot you use the Movement of your mount or vehicle). And it doesn't even make that much of a difference regardless of how high Movement is. There are dozens of HouseRules to derive it from different Stats to save precious Stat Points.
19th Oct '16 11:20:22 AM TheCuza
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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 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 sufficient health and shields 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 affect of a Moxxi weapon would bring them back up to near full health 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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* ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePresequel'' ''VideoGame/BorderlandsThePreSequel'' players almost universally dump HP when it comes time to spend badass ranks Badass Ranks for builds. While you gain some basic increases with each level gained, badass ranks 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 sufficient over 50% of their health and shields 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 affect of a effect present on all Moxxi weapon weapons would bring them back up to near full health 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 Badass Rank spent there is often better spent on another, more universally effective stat such as shield recharge.
11th Oct '16 8:17:41 AM thatother1dude
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** ''VideoGame/{{Fallout 2}}'' has a Dump Stat that may come across as surprising: Endurance. Most of the skills it modifies can be increased by books or quests. The resistances it provides are rarely relevant (and reloading the game is always an option) and items exist to erase any effect that Endurance resist. It influences HitPoints, but so does Strength (albeit to a lesser degree) and there's enough [[PoweredArmor good armor]] laying around that you're rarely going to take damage that isn't a freak OneHitKill critical, anyway.
** In ''VideoGame/FalloutTactics'', the game's emphasis on combat over story was heavy enough during single player, but the game also allowed players to create teams of soldiers to face one another in an arena-style PvP battle. Charisma was a worthless stat since neither it nor any of its associated skills did anything in combat, so it was common for every single soldier created for multiplayer squads to have a charisma score of 1.

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** ''VideoGame/{{Fallout 2}}'' has a Dump Stat that may come across as surprising: Endurance. Most of the skills it modifies can be increased by books or quests. 2}}'': The resistances it Endurance provides are rarely relevant (and reloading the game is always an option) and items exist to erase any effect that Endurance resist. It influences HitPoints, but so does Strength (albeit to a lesser degree) and there's enough [[PoweredArmor good armor]] laying around that you're rarely going to take damage that isn't a freak OneHitKill critical, anyway.
** In ''VideoGame/FalloutTactics'', the game's ''VideoGame/FalloutTactics'''s emphasis on combat over story was heavy enough during single player, but the game also allowed players to create teams of soldiers to face one another in an arena-style PvP battle. Charisma was a worthless stat since neither it nor any of its associated skills did anything in combat, so it was common for every single soldier created for multiplayer squads to have a charisma score of 1.



** 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, this becomes inverted with the [[HarderThanHard Survival Difficulty]] as of patch 1.5. Due to the Survival Mode mechanics, 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''. 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, this becomes inverted with the if you play on [[HarderThanHard Survival Difficulty]] as of patch 1.5. Due to the Survival Mode mechanics, Difficulty]], the perks in the Endurance tree become much more useful.
8th Oct '16 9:28:52 PM frogpatrol
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* It's just a stat you don't need for '''this''' character or playthrough. If MinMaxing is involved, playing twice with different styles will pay better than playing it with [[MasterOfNone average in all stats]], so one has to be sacrificed.

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* It's just a stat you don't need for '''this''' ''this'' character or playthrough. If MinMaxing is involved, playing twice with different styles will pay better than playing it with [[MasterOfNone average in all stats]], so one has to be sacrificed.
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