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Hellpoint - Stat Breakpoints Guide

Written by Drake Ravenwolf   /   Aug 7, 2020    


An analysis of the stats and how their growth changes over time to find the optimal stopping points for each.

Guide to Stats



Intro



25 to 35 is generally where you want a stat to get the most out of it, with a harder breakpoint at ~50.

Methodology



I created a new character and left him at lvl 1, ran around collected all the items I could from the areas before the 1st boss then used cheat engine to give this toon 9 million souls

From there I hand recorded the value changes in the levelup menu from 1 to ~120 for each stat without ever committing - these values were recorded using v1.01 of the game

The raw data is available here:


Health



Breakpoints

  • 5 = 99
  • 11 = 145
  • 19 = 200
  • 31 = 270 <<< Optimal
  • 51 = 363
  • 71 = 435
  • 110 = 537

Stamina



Breakpoints

  • 13 = 73
  • 30 = 100
  • 50 = 120 <<< Optimal

Energy



Breakpoints

  • 10 = 75
  • 25 = 115 <<< Optimal
  • 50 = 155

Load



Linear growth for as many points as I put into it.

Always put in at least 1 point, but from then on - only increase it by 3s; eg.

2, 5, 8, 11, 14, 17, 20, etc - this takes advantage of the rounding error to gain 1 extra point.

Mobility = based on what %age of your max load you are wearing

  • 0-50% = no penalties
  • 51-75% = ?
  • 76-100% = can only run when sprinting; otherwise, you walk - which can be useful at times.
  • 101+% = can never run nor sprint.

Strength / Reflex



Weapon stats are harder, the whole point of an analysis like this is to see where the rounding errors give you a slight advantage... but there are a lot of weapons... and even for a single weapon you can change its scaling factor depending on what you slot into it... and that slot has upgrades of its own...

So I can give examples, but this section can't be used as a hard rule like the others can be.

Strength - Pipe Breakpoints (w/o anything slotted)

  • 6 = 15 damage
  • 17 = 18
  • 35 = 21 <<< Optimal
  • 54 = 23
  • 80 = 25
  • 118 = 27

Strength - Column Breakpoints (w/o anything slotted)

  • 20 = 37 damage
  • 33 = 41 <<< Optimal
  • 41 = 43
  • 51 = 45
  • 69 = 48
  • 84 = 50
  • 113 = 53
  • 124 = 54

Reflex - Shard Breakpoints (w/o anything slotted)

  • 7 = 8 damage
  • 15 = 9
  • 25 = 10 <<< Optimal
  • 39 = 11
  • 60 = 12
  • 89 = 13
  • 130 = 14

If you are wondering where Cognition and Foresight are - the displayed numbers simply would not scale for me on weapons that claimed to scale with these stats so... idk!

Maybe it is just a display error /shrug

Defenses



1St, all defenses follow the same leveling curve; it is only what levels each one that changes:

  • Physical = Level (aka everything contributes to the total).
  • Entropy = Energy.
  • Induction = Load.
  • Radiation = Strength.
  • Energy = Reflex (yes, a 2nd "Energy" stat, that confused me too - it is should be called "Light").
  • Nihil = Foresight.

Breakpoints

  • 2 = 1%
  • 10 = 5%
  • 22 = 9%
  • 30 = 11% <<< Optimal
  • 48 = 14%
  • 57 = 15%
  • 67 = 16%
  • 79 = 17%
  • 95 = 18%
  • 115 = 19%

Written by Drake Ravenwolf.


Game:   Hellpoint