The maximum points you put into a single stat is 200. For, 3 personal stats (Mental, Crit, & Tech) each point is 0.5%.
However, you will always have a 5% failure rate for Mental and Crit. So don’t waste points getting 200 points in Crit or Mental. Tech has can go to 200. Which equals +100 proficiency to Blacksmith lvl. But, Tech does not increase item potential (pot), making this idea a bad one unless you max it, Smith to reach max lvl, then reset your points. This will give you high prof and allow you to put those points int a base stat for full pot. This is expensive because resetting a personal stat costs orbs and a Reset Book doesn’t reset personal points.
Luck works differently. The game has a unique method of assigning drops. It uses a “nested” rarity index rather than flat percentages. It works like this:
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Example boss drop index:
(For ease of understanding I’ll show the values as 1-100.)
1-80 normal drop (refer to normal drop chart, value is rerolled)
81-100 rare drop (refer to rare drop chart, value is rerolled)
Normal drop chart
1-49 No Drop
50-75 Normal drop A
76-100 Normal drop B
Rare Drop Chart
1-49 See Normal Drop Chart
50-70 Rare drop A
71-95 Rare Drop B
96-100 See Very Rare Drop Chart
Very Rare Drop Chart
1-49 See Rare Drop Chart
50-90 Very Rare drop A
91-100 Very Rare drop B
Your base Luck is 0%. Luck stat increases this to 50%. So what Luck stat at max 200 points simply keeps yo from getting a roll which drops you off the chart you reach because your base roll is never under 50, and the charts send you to a lower chart only if you roll 49 or lower. HOWEVER, your random value roll only reachs 100 regardless. It does this by making the roll a fraction: (your luck + 100 ÷ 100 = X)
Your roll is 1-100X.
I.e. at 200 Luck, you can only roll 0-50 + 50. So rolls actually range from 50-100 on the charts.
I hope that wasn’t too confusing.
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As it stands now, 456 stat points are known to exist for lvl200. (That’s 2 pts/lvl + emblem points.) So, let’s take a look at endgame.