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** While most characters use their different weapons actively, this concept holds especially true for TheMedic, since he only really uses his healing ability. This is the reason why the unlockable Blütsauger weapon is not used by most medics, since its ability to leech health off the victim seldom comes into play as much as its lower health regeneration rate compared to the standard Syringe Gun.
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* {{Angband}} has a weapon type specifically designed to do this, the Defender.
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* In ''{{Torchlight}}'' equipping two weapons of the same type doesn't increase the speed at which you fire them, so the offhand weapon becomes useful only for the stats and [[SocketedEquipment gemslots]] it provides you with.

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* In ''{{Torchlight}}'' ''VideoGame/{{Torchlight}}'' equipping two weapons of the same type doesn't increase the speed at which you fire them, so the offhand weapon becomes useful only for the stats and [[SocketedEquipment gemslots]] it provides you with.
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* Quite a few loadouts in ''TeamFortress2'' give a variety of stat boosts/penalties, with whole themed sets giving an extra boost.

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* Quite a few loadouts in ''TeamFortress2'' ''VideoGame/TeamFortress2'' give a variety of stat boosts/penalties, with whole themed sets giving an extra boost.
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* ''FinalFantasyXI'' has a number of these, but the most famous of them are the eight [[LevelLockedLoot level 51]] elemental staves. Each of them has a number of significant stat boosts themed around its element (for example, the Fire Staff boosts Attack and the Wind Staff boosts Evasion), as well as far-more-important hidden effects that increase the potency and accuracy of spells of its element at the expense of the same for [[ElementalRockPaperScissors the element that it beats]]. Needless to say, any mage worth their salt buys the ele staves and swaps them to match every spell they cast.
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* DragonAge has this trope in the case of dual-wielding backstab rogues. Normally dual-wielding attacks alternate hands, so both weapons are equally important. However, rogues only ever backstab with their right-hand weapon; their left-hand weapon can therefore be used as a StatStick.
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** This is also true for the relic slot now as they no longer have unique effects or procs and are now just there to give the hybrid classes the same stat boosts that the other classes get from wands and ranged weapons.
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* This is the idea behind KingdomOfLoathing Cheffstaves. Mysticality classes attack using spells. Cheffstaves have the same attack power as the starting weapons but great effects. They are ideal for characters that use mysticality. They always increase spell damage as well as other effects.

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* This is the idea behind KingdomOfLoathing Cheffstaves. Since Mysticality classes attack using spells. spells, attack power is useless to them; Mysticality related enchantments are much more important. Most utensils are weaker than other weapons while increasing Mysticality or spell damage, but the Cheffstaves exemplify it. They all have the same attack power as the starting weapons weapons, but they great effects. They are ideal for characters that use mysticality. They always increase percentile spell damage increases, as well as other effects.2-3 of the following: MP regeneration, bonus power to certain elemental spells, direct and/or percentile Mysticality increases.
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* Slight variant in {{Flyff}}: [[TheMario Billposters]] carry sticks around, since Assist buffs can only be used with a stick equipped. Thus, if one can afford it and has money to spare, there is no reason not to get one that gives additional MP or INT while it's equipped.

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* Slight variant in {{Flyff}}: [[TheMario [[JackOfAllStats Billposters]] carry sticks around, since Assist buffs can only be used with a stick equipped. Thus, if one can afford it and has money to spare, there is no reason not to get one that gives additional MP or INT while it's equipped.
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** The Morion Blade is this for a Hyper Mode user. The Adjudicator's Shield is also often used as one, as it provides substantial health regen, but as an actual shield it's kind of cruddy, meaning that most people just wear it on their backs while wielding their weapon with both hands.
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* This is often recommended for ''FinalFantasyVI'' for characters whose effectiveness is not dependent on their basic physical attacks (which is most of them); why does Sabin need the damage with the highest physical attack power (in the GBA version, the Godhand) when his best skills are all powered by his Magic stat (raised by Tiger Fangs but NOT the Godhand), for instance?

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* This is often recommended for ''FinalFantasyVI'' for characters whose effectiveness is not dependent on their basic physical attacks (which is most of them); why does Sabin need the damage weapon with the highest physical attack power (in the GBA version, the Godhand) when his best skills are all powered by his Magic stat (raised by Tiger Fangs but NOT the Godhand), for instance?
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* This is often recommended for ''FinalFantasyVI'' for characters whose effectiveness is not dependent on their basic physical attacks (which is most of them); why does Sabin need the damage with the highest physical attack power (in the GBA version, the Godhand) when his best skills are all powered by his Magic stat (raised by Tiger Fangs but NOT the Godhand), for instance?
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* This is the idea behind KingdomOfLoathing Cheffstaves. Mysticality classes attack using spells, so these weapons that have the same attack power as the starting weapons but great effects, are ideal for them. They always increase spell damage. as well as other effects.

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* This is the idea behind KingdomOfLoathing Cheffstaves. Mysticality classes attack using spells, so these weapons that spells. Cheffstaves have the same attack power as the starting weapons but great effects, effects. They are ideal for them. characters that use mysticality. They always increase spell damage. damage as well as other effects.
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None


* This is the idea behind KingdomOfLoathing Cheffstaves. Mysticality classes attack using spells, so these weapons who have the same attack power as the starting weapons but great effects, are ideal for them. They always increase spell damage. as well as other effects.

to:

* This is the idea behind KingdomOfLoathing Cheffstaves. Mysticality classes attack using spells, so these weapons who that have the same attack power as the starting weapons but great effects, are ideal for them. They always increase spell damage. as well as other effects.
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* While most weapons in DemonsSouls give bonuses according to stats (which is the inverse of most RPG weapons), some weapons fall straight into this trope, such as the Kris Blade, which is a medium sword mostly wielded by mages thanks to their magic-enhancing property (while being absolutely useless for melee).
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** Also, as of the Labyrinth expansion, Staff Evies can no longer use their staffs for melee, only for magic, making their staffs essentially this.
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This also happens when weapons are used to house valuable types of inventory in such a way that more of that type can be carried with the weapon equipped than without. Your character may have the Diamond Sword in his inventory even though he never uses it, simply because it's a convenient place to store [[PowerGem power diamonds.]]

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This also happens when weapons are used to house valuable types of inventory in such a way that more of that type can be carried with the weapon equipped than without. Your character may have the Diamond Sword in his inventory even though he never uses it, simply because it's a convenient place to store [[PowerGem [[PowerCrystal power diamonds.]] May also be used to clear stat requirements for LevelLockedLoot.
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* ''{{Vindictus}}'': Magic-user Evie starts out only wearing cloth; and building sufficient skills for even ''light'' armour is difficult and time-consuming. Since she relies primarily on innate magic armour to avoid being a SquishyWizard, any armour that she does wear is almost entirely for the stat boosts.
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Forgot to make something a link. xD


* Slight variant in Flyff: [[TheMario Billposters]] carry sticks around, since Assist buffs can only be used with a stick equipped. Thus, if one can afford it and has money to spare, there is no reason not to get one that gives additional MP or INT while it's equipped.

to:

* Slight variant in Flyff: {{Flyff}}: [[TheMario Billposters]] carry sticks around, since Assist buffs can only be used with a stick equipped. Thus, if one can afford it and has money to spare, there is no reason not to get one that gives additional MP or INT while it's equipped.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Slight variant in Flyff: [[TheMario Billposters]] carry sticks around, since Assist buffs can only be used with a stick equipped. Thus, if one can afford it and has money to spare, there is no reason not to get one that gives additional MP or INT while it's equipped.
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None


* Quite a few loadouts in TeamFortress2 give a variety of stat boosts/penalties, with whole themed sets giving an extra boost.

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* Quite a few loadouts in TeamFortress2 ''TeamFortress2'' give a variety of stat boosts/penalties, with whole themed sets giving an extra boost.
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* This is the idea behind KingdomOfLoathing Cheffstaves. Mysticality classes attack using spells, so these weapons who have the same attack power as the starting weapons but great effects, are ideal for them. They always increase spell damage. as well as other effects.
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None

Added DiffLines:

* Quite a few loadouts in TeamFortress2 give a variety of stat boosts/penalties, with whole themed sets giving an extra boost.
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These are weapons used solely for the statistics they give you and not for their use as a weapon. Commonly used by {{Squishy Wizard}}s who are unlikely to need the weapon to attack anything directly, but still benefit from the added intellect and spellpower the weapon provides.

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These Stat sticks are weapons used carried or equipped by a character primarily or solely for the statistics they give you and give.

This happens when possessing a weapon gives bonuses to a character even if it is
not for their use as a weapon. Commonly used by {{Squishy Wizard}}s who are unlikely to need used. In extreme cases, the weapon will provide these bonuses even when held by a character who ''cannot'' legally use it. If that sword gives [[{{mana}} additional MP]] to attack anything directly, ''anyone'' who has it in their inventory, then why not give it to your mage? Your mage can't use the sword as a weapon, but still benefit from he can certainly use the added intellect and spellpower MP!

This also happens when weapons are used to house valuable types of inventory in such a way that more of that type can be carried with
the weapon provides.equipped than without. Your character may have the Diamond Sword in his inventory even though he never uses it, simply because it's a convenient place to store [[PowerGem power diamonds.]]
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* In ''Torchlight'' equipping two weapons of the same type doesn't increase the speed at which you fire them, so the offhand weapon becomes useful only for the stats and [[SocketedEquipment gemslots]] it provides you with.

to:

* In ''Torchlight'' ''{{Torchlight}}'' equipping two weapons of the same type doesn't increase the speed at which you fire them, so the offhand weapon becomes useful only for the stats and [[SocketedEquipment gemslots]] it provides you with.
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* In ''Torchlight'' equipping two weapons of the same type doesnh't increase the speed at which you fire them, so the offhand weapon becomes useful only for the stats and [[SocketedEquipment gemslots]] it provides you with.

to:

* In ''Torchlight'' equipping two weapons of the same type doesnh't doesn't increase the speed at which you fire them, so the offhand weapon becomes useful only for the stats and [[SocketedEquipment gemslots]] it provides you with.
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* In ''Torchlight'' equipping two weapons of the same type doesnh't increase the speed at which you fire them, so the offhand weapon becomes useful only for the stats and [[SocketedEquipment gemslots]] it provides you with.
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These are weapons used solely for the statistics they give you and not for their use as a weapon. Commonly used by {{SquishyWizard}}s who are unlikely to need the weapon to attack anything directly, but still benefit from the added intellect and spellpower the weapon provides.

to:

These are weapons used solely for the statistics they give you and not for their use as a weapon. Commonly used by {{SquishyWizard}}s {{Squishy Wizard}}s who are unlikely to need the weapon to attack anything directly, but still benefit from the added intellect and spellpower the weapon provides.
provides.




* In World of Warcraft this is a term used to refer to all caster weapons (staffs, swords, daggers, shields and offhands), any melee weapon equipped by a [[TheArcher hunter]], and any ranged weapon equipped by a melee user.

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\n* In World of Warcraft ''WorldOfWarcraft'', this is a term used to refer to all caster weapons (staffs, swords, daggers, shields and offhands), any melee weapon equipped by a [[TheArcher hunter]], and any ranged weapon equipped by a melee user.user.
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* In World of Warcraft this is a term used to refer to all caster weapons (staffs, swords, daggers, shields and offhands), any melee weapon equipped by a hunter, and any ranged weapon equipped by a melee user.

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* In World of Warcraft this is a term used to refer to all caster weapons (staffs, swords, daggers, shields and offhands), any melee weapon equipped by a hunter, [[TheArcher hunter]], and any ranged weapon equipped by a melee user.

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Click the edit button to start this new page.

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Click These are weapons used solely for the edit button statistics they give you and not for their use as a weapon. Commonly used by {{SquishyWizard}}s who are unlikely to start need the weapon to attack anything directly, but still benefit from the added intellect and spellpower the weapon provides.

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!Examples:

*In World of Warcraft
this new page. is a term used to refer to all caster weapons (staffs, swords, daggers, shields and offhands), any melee weapon equipped by a hunter, and any ranged weapon equipped by a melee user.

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