Introduction
Different players have fun playing the game in different ways. Being primary a single player game, your real opponent is just yourself and whatever self imposed challenges your create. But when you finally reach the max level, what should be stats you are aiming and how you decide why a build isn’t satisfactory. That’s what I am trying to create, guide with some baseline advises about the details on the character sheet panel. Of course universal stats for all character classes don’t exist and of course end game is broad concept. Anyway I will do my best: Here are the stats!
Resistances:
Very important is throughout the game to cap your resistances, that’s direct way to decrease enemies damage. But in end game, just caping them isn’t enough, you need overcaps to deal with enemy resistances shred. Usually playing in SR and especially in Crucible, enemies can stack resistance reduction shreds on you and deal easily twice the damage. So better to overcap them!
So some resistances are more important than others. On some build is impossible to have overcaps, but what you aimed for is:
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Aether-Most important one, In Crucible you want 35% at very least, better to have more than 50%. Aether overcaps is never going to waste.
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Elemental- Good to have 25-30% at least. Fire is important in dungeons against bosses like SharZul and Gargabol. Also cold&lightning are very important as well.
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Vitality- Same value, very common damage type, you need it to be safe.
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Acid- 20%-25%. Acid is popular damage type in the expansion, with Kaisan providing the biggest threat.
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Chaos- at least 15-20%, for SR and buffless Crucible even more. Chaos isn’t what kills you usually, but still you need it.
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Bleeding- good to have 10-15% over the top. No very common damage type, but without absorb skill like Inquisitor Seal, the DoT can drain your health. For Inquisitors is almost useless stacking bleeding res.
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Pierce- Fabius is the only dangerous pierce enemy. Just caping it is fine.
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Physical- specific damage type. For casters with light armor is much needed stat, same for physical builds, where the retal damage may insta kill you. For some builds 10% is fine, for some you need 25% or more. Basically the more is better, unless you sacrifice too much. Physical resistance helps with big damage hits, like Alex’s meteors.
Crowd Control Resistances:
CC resistances, most important are slow&stun. Ulo buff in Crucible doesn’t provide with slow and slow is crucial for any auto attacker/spammer. So:
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Slow- Good to cap it on auto attackers or to have at least 50%. On kiting casters values like 30-40% is minimum.
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Stun- In Crucible is almost useless because of Ulo’s buff. But in SR is way important. For Crucible 30% is minimum. For SR good to be 80% or close.
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Trap- Important mainly for kiting casters, they need 80%. For other builds is less important.
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Petrifiy- Done by some basilisk enemies. Not very common. But you need to be prepared for anything.
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Freeze- Moosilauke is the main concern. You have nice Hoarfrost potions as backup option. So you need either freeze or potions against him.
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Disrupt- Mostly for channeling spells like Albrecht Aether Ray. Note that most problematic disruption comes from ground pools. So don’t stand on them if you noticed the disruption. Also can be used on other archetypes.
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Sleep- Not a thing. Plus the sleep mechanic of waking after taking damage means even if really existed, it wouldn’t be a problem.
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Life leech- Good to have it, never make or break build, though.
Offensive Ability:
First of all, the important thing is that you can also stack Defensive Ability shred on skills and increase “effective” OA. You need at very least 2.8k effective OA in end games. Pierce and Physical builds you need lot more to trigger Assassins mark-your source of resistance reduction, which is activated with crit. Also on this builds is worth investing in cunning to improve the damage anyway. OA scales well to 3.5-3.8k. After that reaps less benefits.
Defensive Ablity:
OA shred can ease the need of DA. But you need again end game at least 2.8k. If you play Crucible or SR, you need lot more to compensate for shredding enemies like Kymon and Fabius. You need like 3k effective DA. 3.7k is the threshold. You don’t even need that much.
Health:
Formula is your level x100 health points . So for level 100, you need 10k health at least. For some classes it’s easy to have abundance, for some even reaching 10k is challenge. For SR health is nice buffer, in order to not be one shotted by nuking skills. So there 14-15k is nice minimum.
Armor:
So tough to put a number. For tanks you need 4-5k. For melee it’s good to have more, since you face tank a lot. For kiting casters, usually is tough to reach more than 2k. Bloody crystals on jewels help you reach respectable numbers. Armor is very useful for soaking small damage sources, like trash mobs damage. Some builds can feel comfortable in their skins wearing around 3k armor and having multiple sources of damage avoidance.
There’s also armor absorption. In order your armor to fully function you need 100%. It’s really worth pushing it on builds with high armor. On builds with less than 2k I rarely bother with higher than 92%.
Speed:
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Attack speed is used on skills with auto attacks or other attacks with big Weapon Damage and no Cooldown period. Examples are; Savagery, Fire Strike, Cadence, Thunderous Strikes, Blade Arc etc. For dual wield melee is good to have close to 200%. On 2h is sometimes hard to reach high percentage. Sometimes 170% even is good number.
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Cast speed. Used on builds with spamming spells like Panetti, Drain Essence, etc. Also on component skills like Stormfire or Chain Lighnting. Usually your target is the maximum-200%. Cast speed on theory should help too with each individual spell cast. Not sure about it
Critical Damage:
All builds need it to shine offensively. Casters have usually more easy sources of crit. It’s really good if you have high OA to take advantage with good crit damage too.
Damage:
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%Damage- One of the most important stats in the game offensively. Every build needs it. For builds with high weapon damage skills you need to find balance between flat and % but on builds with low or non(casters) you need that damage. For some builds you can reach preposterous numbers like over 3k%. For absolute minimum for end game build, I will write 2k. Although builds that can increase their damage through cunning or spirit can compensate.
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Flat damage- You see this numbers on gear, devotions,etc. Sometimes you don’t think that 9 damage is big deal, but is multiplied by your % damage and have big impact to builds with high percentage of Weapon Damage. Usually some damage types can stack bigger WD than others. Also 2h melee have usually the biggest WD, same applies to chaos as damage type. But big WD isn’t necessarily transcending into results. Otherwise 2h Chaos melee would be king…
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Total damage- You can see this bonus on gear, augments or Kraken/Korvaak devotions. It’s a percentage damage boost to all of your damage types including DoT, expect pet damage and retaliation.
Further explanation done by Sir Spanksalot:
Flat damage and %damage have a direct relationship with one another. So both are equally important.
It all depends on which you need more.
If I have 3500% chaos damage, and 100 flat chaos, stacking flat damage here makes vastly more sense, and vice versa.
[All things being equal, %damage is more important than flat, because it benefits procs and FDS.
Damage Mitigation:
There are some ways to avoid damage and different attacks. Nightblades count on that. Dodge, deflect, fumble against melee. Impaired aim too can help against range attacks. But there’s also different other important mechanics.
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Damage Reduction- It reduce all incoming damage. Some players considered getting damage reduction skill/proc to be ABC of building the defense of your character. Damage reduction can’t stack, so one source of it it’s enough.
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Damage absorb - Two types: Flat and %. Flat absorb stacks additive and it’s present on skills like Inquisitor seal, Ascension and Blast Shield, also on procs. % Absorb stacks multiplicatively, but having two sources won’t hurt you. Absorb damage is nice way to avoid taking damage. Skill like Inquisitor seal can make you invulnerable against small damage sources like DoT ticks from trash mobs. Percentage absorb might be useful in multiple instances.
Now look at Mage Hunter class combo- Both types of damage absorb, combined with instant damage reduction from Censure. Nice, right?
Resistance Reduction:
The holy grail of stats in end game. And you can’t even see the numbers, you need to calculate the stats. Three types of RR are existing -RR, flat and %. Only - RR have multiple sources stacking. You need one source from the other two and as much as possible from -RR.
How much resistance reduction you need/can get depends on class combo you play and also how resistant is the damage type by monsters. Usually fire and vitality are crazy resistant by mobs, so you need to stack high RR. Pierce and bleeding RR sources are scarce , but they are also less resistant by mobs. Physical is interesting case, since damage is affected by armor as well as physical resistance by the monsters.
Pets:
Pets have their one stats in the game, you’re counting on them to deal the damage, but also they need to be resilient in order not to die. Being pet master your focus is on caping resistances, have high health bar and also enough defensive ability to not be critted by random attack. And please don’t stay in the ground pools and in the direct way of attacks Here are recommended pet stats by Maya:
150%+ HP
1000%+ Total dmg
90%+ attack speed
50%+ cast speed
100%+ Crit dmg
40%+ OA
As for the player, 2600+ DA, Capped primary resistances, 40%+ Phys res. You can get by without overcapping Aether/Chaos and without focusing on armor.
But ofcourse, builds vary a lot and the required amount of stats and how much you can actually get depends on your build. The above should still be a decent amount to aim for.
Player Skills:
Not a stat, but was convinced to included here. Basically how well one build can perform in Crucible or SR depends on player’s skill level. Same thing applies in Hardcore mode. In HC you need the awareness what can kill you and to know bosses mechanics. In Crucible your clear rate depends on that too. Times are function of how well you can control your AoE damage for trash clearing, combined with picking correct enemy for single target damage. So skill level can make build looks great in hands of someone’s and average in hands of other.
Final
If you have ideas and feedback, please write it! Also please look at these connected guides, they may help you!
Thanks to all players commented to thread and especially the guys providing useful information and ideas: @maya @sir_spanksalot @ya1 @BOG @x1x1x1x2 and to moderators for the approval!