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Hellpoint Breakpoint Stats Analysis Guide (Growth Changes & Optimal Points)

Posted on August 7, 2020

If you play Hellpoint and want to know how to use your Breakpoint, this is an analysis of the stats and how their growth changes over time to find the optimal stopping points for each, let’s check it out.

Table of Contents

  • Intro
  • Health
  • Stamina
  • Energy
  • Load
  • Strength / Reflex
  • Defenses
  • Related Posts:

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 ~50Methodology:
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…

READ:  Hellpoint All Achievements Guide

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 = ForesightBreakpoints:
2 = 1%
10 = 5%
22 = 9%
30 = 11% <<< Optimal
48 = 14%
57 = 15%
67 = 16%
79 = 17%
95 = 18%
115 = 19%

 

That’s all we are sharing today in Hellpoint Breakpoint Stats Analysis Guide (Growth Changes & Optimal Points), if there are anything you want to add please feel free to leave a comment below and we’ll see you soon.

Credit to Drake Ravenwolf

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