Author Topic: Titan Quest Attribute Points Guide by Poinas  (Read 413 times)

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Titan Quest Attribute Points Guide by Poinas
« on: 14 August 2018, 11:54:49 »
Attribute Points Explained
You get 2 attribute points per level up. You can spend them at any time you choose, or save them for later usage. You can not reallocate them. If you miss-click, you can undo the choise by clicking “undo” button next to your attributes. The choises are final after you close the character screen. There are five stats that you can spend them on; health, energy, strength, dexterty and intelligence.
Titan Quest is not an extremely picky game when it comes to attribute points, 20 points here or there won’t make or break your build.
The maximum amount of attribute points you can get from level-ups is 74×2 = 148. You get another 18 from quest rewards.
It is a good idea to keep around ten unspent attribute points. Let’s say your strategy is to increase strength and dexterity evenly. You may find a bow that requires a lot of dexterity. If you had spent all your attribute points already, you may not be able to equip the bow due to high requirements. But with unspent points, you could allocate them all to dexterity, and be able to equip the bow.
Anohter reason is that you may be wearing, let’s say, boots that have +15 intelligence among other stats. Then you find a better pair of boots, but with no +intelligence. It may be that you need that +15 intelligence to wear your stave for example. So if you replaced the boots you couldn’t wear the stave due to not meeting intelligence requirements anymore. This is where your unspent attribute points step in.
One trick with attribute points is that you can undo your choises as long as you don’t close the character screen. Let’s say you find a helmet with + 47 strength, and it requires 525 sthrength to wear, but you only have 510 strength. You can spend a few attribute points to increase your strength to 525 or more, then equip the helmet. Your strength increases by that 47. Now hit “undo” and the attribute points you just spent will be returned, but you’ll have 510 +47 = 557 strength due to the bonus of the helmet.
Similar stat boosting can be done with items. Use item A to reach the requirements of item B. Assuming item B has sufficient bonus to the required attribute, you can then remove item A, and still meet the requirement.
Maximum Attribute Requirements for Items:
Values listed by Normal/Epic/Legendary
Intelligence based weapons: 326/452/560
Intelligence based armor: 242/343/460
Strength based weapons: 320/428/524
Strength based armor: 335/470/600
Bows (dex): -/-/458
Spears (dex) : 242/340/427
Dexterity based armor: -/319/394
Health is the most important attribute for you, obviously. I’ve heard from fairly reliable sources that your DPS is quite low when you’re dead.
Every attribute point spent in health gives you +25 health. How much exactly is that worth, you may ask. Let’s do some math.
You start with 300 health. Quest rewards give you 155/300/400 (normal/epic/legendary) a total of +855 health if you complete all quests that reward you with health bonus.
Increasing your mastery levels increase your health too. Here by how much when masteries are maxed:
Dream: +1120
Defense: +1600
Earth: +720
Hunting: +784
Nature: +640
Rogue: +1120
Spirit: +640
Storm: +672
Warfare: +1280
So you have at least 300 + 855 + 640 + 640 = 2435 health if you choose two materies, max them, complete all quests that reward you with health in all difficulties. The maximum you will have is 4035.
Every attribute point spent in health increases it by 25.
You need energy to use spells and skills. You start with 300 energy. There are no quests that reward you with energy.
Here are energy gains from maxing masteries:
Defense: 0
Dream: 256
Earth: 192
Hunting: 0
Nature: 512
Rogue: 0
Spirit: 256
Storm: 460
Warfare: 0
You start out with 50 strength. Every attribute point spent in strength increases it by 4. Every 50 points in strength increases your physical damage modifier by 10%, and adds 2 flat physical damage. The formula is:
(physicalDamageDV * ((strengthDV/500)+1))+(strengthDV*0.04)
Where physicalDamageDV is the flat physical damage you’re doing without modifiers, and strengthDV is the amount of strength you have.
So if you had a mace that does 100 (physical) damage, and you have 100 strength and no other damage bonuses, you’d do 100*((100/500)+1)+(100*0.04) = 122 damage.
Strength does not increase the physical damage of your spells such as Volcanic Orb.
Masteries give you varying amounts os strength:
Defense: 51
Dream: 64
Earth: 0
Hunting: 56
Nature: 0
Rogue: 56
Spirit: 0
Storm: 0
Warfare: 64
Doing all quests gives you +42 strength.
Every attribute point spent in dexterity increases it by 4. Every 50 points in dexterity increases your pierce damage modifier by 5%, and adds 1.5 flat pierce damage. The formula is:
(pierceDamageDV * ((dexterityDV/1000)+1))+(dexterityDV*0.03)
Where pierceDamageDV is the flat pierce damage you’re doing without modifiers, and pierceDV is the amount of dexterity you have.
So if you had a spear that does 100 pierce damage, and you have 100 dexterity and no other pierce damage bonuses, you’d do 100*((100/1000)+1)+(100*0.03) = 113 pierce damage.
Dexterity does not increase the piercing damage of your spells, such as Scatter Shot.
Dexterity increases your defensive- and offensive ability, one point in dexterity increases both by one.
Offensive ability (OA) determines your chances to succesfully hit an enemy in melee combat. You can miss attacks with too low offensive ability. If you have high enough OA, you can do a critical hit which multilies your damage upto 1.5x. Staves and bows ingore OA, so if you use those you don’t need OA at all.
Defensive ability (DA) determines enemies chances to hit you in melee combat. Enemies can miss if you have high enough DA. DA reduces the physical damage that you recieve in melee combat even if you do get hit.
Further details on OA and DA:…criticals.html
Dexteruty also increases your chances to block projectiles, but only slightly. More info here:…ojectiles.html
Here are dexterity bonuses from maxing masteries:
Defense: 64
Dream: 0
Earth: 48
Hunting: 80
Nature: 48
Rogue: 80
Spirit: 48
Storm: 32
Warfare: 64
Doing all quests increases your dexterity by 18.
Every attribute point spent in intelligence increases it by 4. Every 50 points in intelligence increases your elemental (fire, cold, lightning) damage modifier by 7.7%, and adds 1.25 flat elemental damage. The formula is:
(elementalDamageDV * ((intelligenceDV / 650) + 1)) + (intelligenceDV*0.025)
Where elementalDamageDV is the flat elemental damage you’re doing without modifiers, and elementalDV is the amount of intelligence you have.
So if you had a stave that does 100 elemental damage, and you have 100 intelligence and no other elemental damage bonuses, you’d do 100*((100/650)+1)+(100*0.025) = 117 elemental damage.
Every 50 points in intelligence increases your elemental (fire, cold, lightning) damage over time (fire burn, frost burn, electrical burn) damage modifier by 10%. The formula is:
(elementalDamageDV * ((intelligenceDV / 500) + 1))
Intelligence increases the elemental damage of your spells. More info here:…omparison.html
Every 1 point in intelligence increases your mana regeneration rate by 0.01, so 100 intelligence increases it by 1.0.
Here is a list of how much each mastery increases your intelligence when maxed:
Defense: 0
Dream: 56
Earth: 90
Hunting: 0
Nature: 80
Rogue: 0
Spirit: 96
Storm: 96
Warfare: 0
Doing all quests increases your intelligence by 18.
What does all this mean?
Obviously your play style and class make a huge impact on how much health you need. Melee classes need more, and mages need less.
Your typical mage ends up at around 3250 health in legendary. Melee classes end up at around 4250.
When thinking of normal diffiuclty, you generally don’t need to put attribute points in health, because you get “enough” health from items, increasing mastery levels and doing quests.
But if you decide to complete legendary, it becomes more complicated. I would aim for at least 3500 health for mages and 4500 for melee classes in legendary difficulty.
If you have Nature mastery, and you have maxed Hearth of Oak (which you should), you gain +65% health. Now every attribute point spent on health becomes more valuable, you gain +41 health with every attribute point spent. However you may end up with a lot of health even with no attribute points spent in health, +65% health is a massive bonus afterall. If you’re a Guardian (Defence + Nature) for example, you have 4780 health when both masteries and Heart of Oak are maxed, and all quests are done. And that doesn’t include health bonuses from items.
Items can give you varying health bonuses, upto 899. +300 health is quite common value with legendary items. There is still a small chance you’ll end up with an item setup that doesn’t boost your health at all.
Mages should put at least 20 there since they end up with less health from masteries, and they are weak defensively. They also get away by not having to focus on two attribute points, so generally they have more to spare. It’s not completely bad idea to stop increasing intelligence after you reach the maximum intelligence requirement of 550, especially if you have a pet build.
Melee classes can get away with spending less attribute points to health, since they get more health from masteries.
You get 18 attribute points as quest rewards if you do all quests. I usually put all those in health with every class. It results in +450 health, 9 levels worth of attribute points.
My final suggestion is to put 0-20 attribute points in health.
So with some masteries you gain a lot of energy, and none with others. In about 98% of cases, you shouldn’t need to put attribute points into energy if one of your masteries gives you energy.
Some melee classes may end up with very little available energy, since some skills reserve a part of your energy pool.
For example Warden (Defence + Hunting) gets no energy from masteries, but has to good skills that reserve energy at his disposal. Art of the Hunt and Battle Awareness both reserve 75 , and if you use the upgrade skills you’ll be left with only 65 energy, and that is terribly small amount. About 8-10 attribute points will help a lot if you’re using skills that drain energy.
My suggestion is to put not a single attribute points in energy if both of your masteries increase your energy. In most cases you only need 4-8 points in energy, and that’s only when you get no energy at all from your masteries.
Strength and Dexterity
I lump these together since they’re so tightly tied to each other, and one of the most common question is what strength to dexterity ratio should one have.
If you’re a mage, then forget all about strength, unless you really, really know what you’re doing. And as you’re reading a guide about attribute points, chances are you don’t =)
Mages should shoot for 174 dexterity, since that is the highest dexterity requirement for intelligence based items.
For melee classes forget intelligence. Keep up with item requirements and you’ll be fine. I suggest you try to have at least 850 offensive- and defensive ability in legendary act 4. That way you have 100% chance to hit all basic monsters in there, and not get critted by them.
You’ll gain 99,9% melee immunity with 1900 DA. Nothing can hit you in melee combat because of your high DA. At 1400 DA you will be well protected. However those kind of values are difficult to reach.
Recommended values are 900 OA and 1000 DA.
Items play a big role in your OA and DA just as much or slightly more than your dexterity. You can get large bonuses to OA/DA from items, 100-400 a piece in legendary.
Recommendations for mages is none in strength, and get your dexterity to 174.
Recommendations for melee characters is 1:1 strength : pierce ratio for classes that use either bows, spears or both, and 3:2 strength : pierce ratio for sword/mace/axe wielders.
Melee classes should not put anything in intelligence.
Mages can put almost all there, some in health and dexterity too.
If you’re part mage, part melee then you can put some points in intelligence.