Once you open the Character Screen (P) you’ll find a list of stats completely different from the ones you get used to in other MMOs. In WildStar, you can’t easily define Stats (Attributes), since they have different roles for almost each class, and provide subtle character development. On the Character Screen, Attributes are divided into two tabs: Primary Attributes and Secondary Attributes.
During the character’s progression your stats will automatically increase per level, and additional stuffs that also affect your attributes are Gear, Runes, and AMPs.
Before we continue with detailed explanation of Primary Attributes, I would like to draw your attention on definition of base stats: Assault and Support Powers, since those powers have the main role in many spells:
Primary Attributes in Wildstar
Each class in Wildstar starts with the same stats, and their importance for the particular class is determined by a base value. The most important stats have base value 7, which automatically increase by 7 per level. Two stats with a base value 5, increase automatically by 5 per level, and two with a base value 3 increase automatically by 3 per level. Every class has two roles, and you will focus on one set of stats with a value 7, 5, and 3 for DPS role, and the other set of stats (7, 5, 3) for Tank / Healer Role (thanks Chief Sarcan).
Esper | Medic | Spellslinger |
---|---|---|
DPS: Moxie, Finesse, Brutality Healer: Insight, Grit, Tech | DPS: Tech, Moxie, Brutality Healer: Insight, Grit, Finesse | DPS: Finesse, Moxie, Brutality Healer: Insight, Grit, Tech |
Engineer | Stalker | Warrior |
DPS: Finesse, Brutality, Moxie Tank: Tech, Grit, Insight | DPS: Brutality, Finesse, Moxie Tank: Tech, Grit, Insight | DPS: Brutality, Finesse, Moxie Tank: Tech, Grit, Insight |
In the table below we listed all Primary Attributes and their importance for each Class, along with secondary attributes, which are affected with every point of the Primary Attributes.
Wildstar Secondary Attributes
Assault Attributes
- Strikethrough Chance – This is your chance to strike through an opponent’s shields or personal defenses, mitigating their ability to deflect attacks. It is countered by your opponent’s Deflect Chance. Your current Strikethrough Chance assumes combat against an equal-level Challenger rank foe and is based on your Strikethrough Rating
- Critical Chance – This is your chance to critically strike an opponent. It is countered by your opponent’s Deflect Critical Hit Chance.
Your current Critical Hit Chance assumes combat against an equal-level Challenger rank foe and is based on your Critical Hit Rating. - Critical Hit Severity – Critical Hit Severity is multiplier that determines the amount of bonus effect, healing or damage, caused by Critical Hit.
This value is calculated from your base Critical Severity and your Critical Severity Rating and is subject to diminishing returns. - Armor Pierce – All damage you deal ignores this percent of your target’s Armor.
- Shield Pierce – This percentage of all damage you deal will ignore your target’s shield and apply directly to their health.
- Life Steal – This percent of damage you deal will be restored to you as health.
- Haste – All class ability cooldowns are reduced by this percent.
Shield Attributes
-
Shield Regen Rate – This is the percentage of your Maximum Shield Capacity that will be restored each Shield Regeneration Interval.
- Shield Reboot Time – This is the number of seconds that must elapse before your shield will begin to regenerate. Taking damage will reset the Shield Reboot Time.
C-Resistance Atributes - Physical Resistance – All incoming Physical damage is reduced by this amount. This mitigation percentage assumes combat against equal-level foe and is based on your Armor Value and your Physical Resistance Rating.
- Technology Resistance – All incoming Technology is reduced by this amount. This mitigation percentage assumes combat against equal-level foe and is based on your Armor Value and your Technology Resistance Rating.
- Magic Resistance – All incoming Magical is reduced by this amount. This mitigation percentage assumes combat against equal-level foe and is based on your Armor Value and your Magic Resistance Rating.
Defense Atributes
- Deflect Chance – This is the chance that you will deflect an opponent’s incoming attack, and is partially dependent upon the rank and level of your opponent. It is countered by your opponent’s Strikethrough Chance. Your Current Deflect Chance assumes combat against an equal-level Challenger-rank foe and is based on your Deflect Rating.
- Deflect Critical Hit Chance – This is your chance to deflect an opponent’s critical attack, and is partially dependent upon the rank and level of your opponent. It is countered by your opponent’s Critical Hit Chance.
Your current Deflect Critical Hit Chance assumes combat against an equal-level Challenger rank foe and is based on your Deflect Critical Hit Rating. - Resilience – All crowd control effects applied to you will be reduced by this percent.
Focus Attributes
- Focus Recovery Rate – This is the amount of Focus you will regenerate each second while in combat. This value is calculated from your base Focus Recovery and your Focus Recovery acquired from items and AMPS. Focus Recovery Rating is subject to diminishing returns.
- Focus Cost Reduction – The Focus cost of all your spells is reduced by this percent.
Pvp Atributes
- PvP Offense – All damage you deal to players ignores this percentage of the target’s PvP Defense. This value is calculated from your base PvP Offense and your PvP Offense acquired from items and is subject to diminishing returns.
- PvP Defense – All incoming damage from players is reduced by this percent. This value is calculated from your base PvP Defense and your PvP Defense acquired from items and is subject to diminishing returns.
On the 2nd point you make under assault attributes you made an error “Critical chance chance”.
Keep up the great work gang and I can’t wait to play this game, it looks amazing.
Great article! helped me out a lot this weekend =)
Grit isnt one of the secondary stats for Healing Espers its Finesse should be Insight, Finesse. Tech not Insight, Grit and Tech =)
According to the chart provided, all classes other than Espers have Grit as a secondary stat in non-DPS mode. It also shows Espers with Grit as a secondary in Healer (non-DPS) mode. Why should Espers be different?
Very nice work. Just the right amount of information and laid out perfectly. 5 stars!
Just what the dr ordered….or in my case…just what the Tank ordered..i already knew grit and insight were important..but now i know tech is i can build a better tank build for my character..thanks ^^
Does the author ever reply to this guide?
Esper secondaries for Brutality and Finesse are revered.
Brutality = Strikethrough & Crit Severity
Finesse = Crit Hit & Crit Severity
I’m confused. At the start of your guide, you have insight, grit, and finesse as being the three primary stats you want for a medic healer. But then later on under the Finesse details, you say, “On the other hand, this stat isn’t very important for Medic class,” and under Medic for Finesse, you say Finesse is only useful for deflect stats. So wouldn’t the key stats to have for a medic healer be insight, grit, and tech just like the other healers? Thanks.
NOT UP TO DATE