Hellpoint – Stat Breakpoints Guide

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

Guide to Stats

All credit goes to Drake Ravenwolf!

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%
Volodymyr Azimoff
About Volodymyr Azimoff 13938 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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