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Rapportera problem med översättningen
That said, I appreciate a lot of the other suggestions and advice in the guide, and the inclusion of graphs is a really nice plus.
Doing the math based on Jale's spreadsheet, every 50 points added to speed gives you 7/6 as many turns as you last had.
This means once a flat-scaling stat (Strength, Spirit, Mind) hits 300, every point in speed will give more DPS than a point in the damage stat.
This has several caveats:
* Non-linear stat growth (Agility or Dex classes) will usually scale better at 300 points, so their break-even point will be higher.
* Charge casters (Cleric, Scholar, Wizard, etc) add FLAT time on to their turns. This has a much steeper relative effect the quicker your turns are.
* Utility casters (Warlock or Chemist, or debuff Rogue/Fencer) may not need a damage stat at all. Buffs are buffs.
* Utility receivers (such as a heavily buffed tank or assassin) generally consume their buffs based on turns; the slower they are, the longer they stay buffed.
If anyone wants to go get me a ton of data (luck, hit min, hit max, hit actual) I'd be happy to model it tho.