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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

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.
• 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