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Diablo 2

Stat Points and Gear Have Been Resurrected in Diablo 2

This page provides an overview of the stat points available to a character in Diablo 2 Resurrected, as well as the effects those stat points have (particularly in regard to derived stats).

Starting Statistics Based on Stat Points for Each CharacterYou will have doubled your starting Stat Point spread by the time you reach level 17, so your starting stats don’t really matter all that much in the grand scheme of things.  In actual play, the difference in starting stats between characters only serves to determine how many points a character will need to invest in Strength and Dexterity in order to reach their equipment goals before they can begin investing in Vitality, which is one of the most important factors in determining whether or not a character will survive.  In point of fact, the majority of builds adhere to the same fundamental Stat Point allocation goals.  These include having sufficient Strength for gear in the case of the Amazon and the Paladin, sufficient Dexterity for gear and maximum block chance, and investing the remainder of their Stat Points into Vitality.

The following is a discussion of the four primary statistics, as well as the statistics that are derived from them:
When it comes to just equipping items, it’s an all-or-nothing affair; either you have the Strength to equip a piece of gear or you don’t.  There is some nuance when it comes to the armor you wear and how it affects Stamina, but when it comes to just equipping items, it’s an all-or-nothing affair.  Strength Equipment has weight, and while there is some nuance when it comes to how the armor you wear and how it affects St

Your character’s class and the skills you choose to equip them with will determine the gear you’ll need, which in turn will determine the bare minimum of Strength points you’ll need to invest, but in general, most characters should aim to reach between 100 and 150 points of Strength.

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Naturally, characters who make their living by killing with whatever weapons they possess (rather than with spells) may very well face steeper Strength requirements from their chosen weapons; however, in all honesty, there are not a whole lot of common builds that require more Strength than a Spirit Monarch.

Additionally, the amount of melee damage a character deals is increased by 1% for every point of Strength they have.  As a result of the fact that this bonus alters the damage done by the weapon that is currently equipped, weapons with a higher base damage will see a more significant boost from Strength.

Although the vast majority of equipment is heavy, some of it also necessitates dexterity to use properly.  In addition to strength, dexterity may be required in order to properly utilize certain pieces of kit.  One-handed swords, bows, crossbows, daggers, fist-weapons, spears, scythes, and flails are examples of the types of weapons that are most likely to have this requirement.  Fortunately, this is much less common than the requirement for Strength.  If this is the case, then most characters can safely ignore the Dexterity requirements on gear by simply searching for a different piece of equipment.  After all, there is no point in investing points into Dexterity in order to use a Spirit Longsword when a Spirit Crystal Sword will do just as well, is there?

If a character wants to actually hit an opponent with a weapon or projectile, they need to worry about their Dexterity.  This is because Dexterity has a direct impact on a character’s Attack Rating.  Spells are the only exception to this rule; if a spell comes into contact with an opponent, it will hit, unless the opponent has an immunity to spell damage.  These two competing derived stats determine whether or not a melee or ranged attack will hit or not.  Without going into too much detail, an attacker’s Attack Rating is opposed by a defender’s Defense (also influenced, albeit slightly, by Dexterity), and these two stats determine whether or not an attack will hit.  The figure that represents your Attack Rating can be found on the character screen, and it can be used to determine the likelihood that you will successfully hit a specific creature.  If there is a low chance of hitting, you need to improve your dexterity.  Your Attack Rating can also be affected by your gear, as certain cheap Diablo 2 resurrected ladder items will either add to your Attack Rating or, more advantageously, will have mods such as “Ignores Target’s Defense. ”

When it comes to the question of whether or not you will survive, Defense is, at best, a secondary consideration.  Although it is beneficial to have a lower chance of being hit, your Life, Resistances, Damage Reduction, and Block Chance will all play much more significant roles in determining whether or not you remain alive.  In relation to Block Chance, it should be noted that characters who wield a shield will have a chance to block any incoming physical attacks, be they melee or ranged.  The exact chance of successfully blocking an attack is determined by several factors, including the level of the character, the Block Chance of the shield they are wearing, and, of course, their Dexterity score.  The maximum possible Block Chance is 75%, regardless of any of these other factors (since your Block Chance is reduced by a factor of 1. 3 whenever you move, a character who would normally have 75% Block Chance would only have 25% while moving).  Because of the amount of damage that can be reduced by this, tankier characters, particularly Paladins, should give serious consideration to using it.  If we take a very broad approach, we can estimate that a Paladin will require between 120 and 150 points of Dexterity to reach this objective.  This estimate takes into account the use of buy Diablo 2 resurrected items that boost stats and skills as well as the consistent application of the Holy Shield skill (a safe approximation would be 100 hard points invested in Dexterity).

Statistics Determined by Vitality: Life and Stamina
In general, the majority of builds will want to focus on increasing their Vitality at the expense of their Strength and Dexterity stats to the extent that these stats are required for gear, damage, attack rating, or block chance.

Statistics on Energy Derived: Mana
Oh, how the strong have been brought low. . . A character’s Energy stat used to be somewhat important a very long time ago, back in the misty past when a hypothetical computer bug known as “Y2K” was still being taken into consideration.  Although at the time it seemed like a significant amount of time, this has not really been the case for the past twenty years.  Having more mana is always a plus, but there are other, more effective ways to increase your mana total than simply investing stat points in energy.  Equipment that increases mana, a Mercenary from Act 2 armed with an Insight runeword polearm, or, if none of those are available, just some simple potions will do the trick.

As was mentioned earlier, the game contains a significant amount of D2R runes that can boost a player’s statistics, and because of this, some players may be tempted to allocate their stat point totals as closely to their maximum as possible.  After all, why invest an additional five points into Strength when you can simply wear some charms that grant you an additional amount of Strength and put those points into Vitality instead?

To put it another way, don’t let the pursuit of perfection get in the way of doing what’s good.  Especially if you are just starting out as a player.  It’s likely that your first character (or characters) won’t be perfect.  If this makes you angry — and believe us when we say that we feel your pain — make an effort to let it go.  In the beginning, you won’t be able to use the best equipment you can find, so you’ll have to make do with what you have.  You probably won’t be putting together an Enigma runeword for your Hammerdin any time soon, so you shouldn’t count on getting the +0. 75 Strength per Character Level bonus (or any of the other wonderful stats that come with Enigma) any time soon.  Spend the 100 points on Strength, equip the gear you find, and if you build up your wealth enough to get better gear that makes your current build redundant, then celebrate your success! Creating a new character is a lot less difficult than acquiring the gear was in the beginning.

There are, however, a few noteworthy exceptions to this rule, specifically two of the game’s three distinct charms.  After you have vanquished Uber Diablo, you will receive the Annihilus small charm (requires level 70), and after you have finished the Pandemonium Event, you will receive the Hellfire Torch large charm (requires level 75).  In addition to their other wonderful statistics, each of these charms rolls with a +10 to +20 bonus to all attributes.  It goes without saying that these have the potential to significantly lower the amount of stat points you need to invest in gear; however, this is dependent on how well they roll, whether you can wait until level 70 or level 75 to wear them, and, of course, whether you are successful in killing the ubers.

This topic will be discussed in greater depth at a later time; however, for the time being, we wish to emphasize the following: do not let the pursuit of the perfect get in the way of achieving the good.  You’ll get all of that lovely gear, but your characters will have flaws.  If you start out with characters that aren’t quite perfect, you’ll be rewarded with the ability to max out your stats later on.

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