Hellpoint

Hellpoint

133 ratings
Stat Breakpoints
By Drake Ravenwolf
An analysis of the stats and how their growth changes over time to find the optimal stopping points for each
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Intro
TL;DR?
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:
https://www.dropbox.com/s/wief4pqoebg772m/Hellpoint%20data.ods
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%
Conclusion
If you have any constructive critismism or helpful comments - I welcome such feedback.
Or if you have any questions I'll do my best to help out.
Otherwise thank you for taking a look at my guide. :)
And remember to rate, like, and favorite this guide if you found it helpful :D
34 Comments
Moon Troll 29 Oct, 2021 @ 1:38pm 
Damage Calculator is live albeit still a bit of a WIP: https://kittyskin.shinyapps.io/HellpointCalculator/
SlantedRhetoric 7 Sep, 2021 @ 7:31pm 
Thanks for doing this, just starting out and was wondering about this exactly.
fiji water 22 Jul, 2021 @ 1:03am 
ty for dis bro
Moon Troll 3 Jun, 2021 @ 7:11am 
aside from the (101+% = can never run nor sprint)
Moon Troll 3 Jun, 2021 @ 7:09am 
When looking at your load refer to the "mobility" stat as your load affects your movement speed rather than giving defined penalties.
Cécile D. 2 Jun, 2021 @ 10:46am 
About the load :
It seems the character is slightly burdened when at [50-74]% load, running a little slower (compared to [0-49]% load).
Moon Troll 6 Dec, 2020 @ 9:13am 
Hard caps are as follows
Health Hard caps at 99,891 with 999 HP
Stamina Hard caps at 7,950 with 199 SP
Energy Hard caps at 11,950 with 274 EP
Drake Ravenwolf  [author] 17 Sep, 2020 @ 7:00am 
The values were recorded on v1.01 of the game, let me know if anything has changed since then
Moon Troll 17 Sep, 2020 @ 5:57am 
ah i see the first number signifies your health that explains a lot appreciate the explanation
Drake Ravenwolf  [author] 16 Sep, 2020 @ 9:47pm 
row 1 = level 1, row 2 = level 2 and so on
Column 1 = absolute value
Column 2 = "raw per level gain" as you put it
Column 3 = change in per level gain
Column 4 = points invested since last teir
Column 5 = change in investment
Column 6 = variance aka range over which delta changes

The columns are labeled if you expand them enough to read the headers