The ULTIMATE Attribute Guide For Wartales

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what's going on everybody this is cloudy and fair let's talk about war Tales stat Edition yeah I've touched upon this in a couple of my build videos and I really wanted to just make its own Standalone video for actual statistics or aptitude attribute points and how they actually affect the gameplay and the current build release version of War Tails going into 2023. as of right now strength dexterity Constitution willpower critical hit and movement are the main stats here that are going to be talked about and I'm going to expand upon each one and whether or not I think they are that they're actually viable to contribute to your stat total on what particular units and whatnot as well as talk about whether or not I believe they should be tweaked and how the overall attribute system works and how it scales going into the late game so first things first we're going to go ahead and just to go into normal order here and we're going to start off with strength so the way strength works is that it increases your minimum and maximum amount damage on all strength scaling abilities and attacks and it also increases critical damage critical damage which means every time you have a critical hit that is the damage modifier that is applied to all critical hits by default it increases not only your raw damage output but also your critical damage output now two-thirds of all the classes scale off of strength that would be your warriors your Swordsmen your brutes and your spearmint so your main melee units all scale off of strength they're okay with it and the other attribute that needs to be addressed here is that the heavier the armor your subclass has the less strength growth you will have for your classes to expand upon that a medium armor wearer will have a higher strength stat than a heavy armor wearer at level 11 which is the current max level that is assuming you don't get extra attribute point allocations during the actual gameplay but a base level 11 unit that is in medium armor will have higher strength than a base level 11 unit wearing heavy armor to counteract that a base level 11 unit and heavy armor will have more Constitution overall putting points into strength to increase your damage output is always a good option if you don't have anything else to input stats into the major problem that I have with it is by the time you reach mid to late game you're actually gaining more strength from your weapons than you ever will from level up or Stat Point allocations especially once you get to late game for a legendary weapon you're looking at like an extra 60 strength or more just by equipping it and a level 11 medium armor unit only has 28 strength points here assuming you only leveled up strength for two points using career plans for every single level from Level 1 to level 11. so that's ten level difference you're only looking at 20 attribute points so from 28 to 48 with a perfectly rolled strength build and if you're looking at a perfectly rolled strength build with only 48 strength this legendary weapon actually gives you not only more than what your base stats would be from leveling up as well as your attribute allocations and then another 50 percent on top of that it's just to me it's more important for you to input these stat points into something else that will make your unit more well-rounded and give it more survivability movement more damage output through critical hits or the ability to get galvanized quicker so we'll expand upon that later but this is a reoccurring theme and by reoccurring theme we're going to move on to dexterity dexterity suffers the same issues as strength dexterity is the main damaging attribute for the Ranger and the Archer it increases critical hit chance not critical damage your Rangers and archers will naturally have a higher critical hit chance than all of your other units as well because they well quite frankly scale more on a base stat level on decks now unfortunately there's still the issue here with the base level 11 stat plus your maximum level up of 20 attribute points with a perfect roll going into a weapon that adds an extra you know 40 60 plus attribute points at max level it's worthwhile to invest in a dexterity it's never a bad option but there's just better options for it that being said there's really only light armor for dexterity users so there's not really a heavy armor option for a ranger or an Archer or medium armor option for Ranger Archer so you don't really have to worry about any issues in that aspect moving on from dexterity we've got Constitution now Constitution is the major factor when it comes down to actual Health pools but depending on how you play the game you may never actually reach the health pool in your own units because armor consistently grows as you level up and get higher level armor so armor is already your bigger Health pool combine that with guard and you're taking reduced damage while you have armor and it just makes the health pool from the armor last longer I personally never put any points in the Constitution even as Spearman which is only a medium armor user ends up having over 50 constitutional level 11. why would I input more points in the Constitution for this unit that doesn't really see that much Frontline action at least not with my personal play style I would much rather put points into strength for critical hit or anything else really then into con now for a tank honestly I would put more points into strength and movement than Constitution because my tanks have heavy armor and they generally have reduced damage incoming skills or reduce incoming damage skills rather moving on from Constitution we have willpower willpower is arguably the the best stat in the game and I highly recommend having at least 12 willpower on every unit the reason being is once you hit 12 volt power if your unit gets knocked down to the dying State they will resist it and stay with one HP for the well at least for that attack they basically cling onto life through sheer willpower with mad anime Vibes and then the next attack will knock them down to dying regardless if you heal them back up with first aid or anything like that the next attack will reduce them to dying in that particular encounter if you heal them and they're back to full health going into the next battle The Willpower effect will take effect again the other reason why you want to increase willpower is because it increases your morale ratio at the top of the screen for all battle encounters once this ratio which math wise is your total unit will power so every single unit on your side of the battlefield add up their willpower total divided by the amount of willpower that's across the entire Battlefield if your units have at least 70 percent of all the total willpower you enter galvanized state which increases all damage output by 50 in other words in order for you to get a 50 damage bonus from your main stat at max level with a legendary weapon so to speak so as an example 28 strength on a medium armored melee DPS plus another 60 from a two-handed weapon at level 11. so right now you're looking at 88 strength an extra 20 points is only going to increase that by 25 percent whereas if you increase your willpower you're looking at a 50 bonus once you kill one or two units triggering galvanized as long as you're able to take out one or two units you're actually creating more damage output potential in value than you would if you were to put every single point into strength or dexterity for that matter so yeah bare minimum 12 points and The Willpower honestly it's perfectly fine to throw more in there if you don't have any other good roles so take that for what it's worth moving on we have critical hit now critical hit someone thought it was a great idea to make the the secondary stat point for strength and dexterity which is critical damage and critical hit chance and combine them into their Own stat pool so now instead of doing a fun little build where your Ranger has a lot of strength to increase critical damage for its backstabs why would I do that when I can just pump all the points into critical hit instead and increase not only critical hit chance but critical damage you see where I'm going here basically instead of increasing dexterity to increase your minimum maximum damage you can just put points in the critical hit chance to increase all your critical damage and willpower and you not only increase your damage output once you hit galvanized by a lot but you have more critical chance and critical damage so you just consistently do more damage with crits and your crit damage is increased moving on from critical hit chance we've got movement movement is the bread and butter for any sort of strategy game of this caliber being able to move further means you're able to lock down the more trouble some units with your tanks you are able to deal more damage with your melee DPS and actually reach enemies quicker and take out enemies before they're able to act that's mostly due to the meta of the way War Tails currently Works where people want to defeat enemies before they're able to move because removing the damage from coming out on the board entirely is better than just having a good tank to tank damage right now the main meta is to actually just have glass cannons and wipe the entire enemy force in the first turn or two and just prevent damage from happening altogether which in all reality is actually a pretty solid strategy the easiest way to remove this is to Simply remove the turn counter and don't show who goes next in the turn order that that would be it or Implement an initiative system which I could see a lot of people being upset about so anyway I highly recommend getting at least 14 movement on all units which would mean 16 movement on your heavy armor users because heavy armor reduces your Movement by two and that would just give you a nice base movement speed to initiate most fights and be able to get a hold of those pesky units that are just further out I personally pump up my movement to around 16 to 18 on most of my units because I really enjoy being able to outrun or catch basically any enemy unit out there all of this being said though guys I highly highly highly recommend grabbing career plans as your very first knowledge point in the very beginning of the game that way you could spend 10 influence to turn any one stat Point level up to two stat Point level UPS if you don't have career plans upon the beginning of the game and you have units that have leveled up you can pick specializations and not spend any of your attribute level up points and wait until you have career plans to spend them to give you a better level up boost if that makes sense or wait for you to have more influence so you can actually utilize career plans you can and complete the game of war tales with sub-optimized builds and you can complete the game of war tales with level 11 units that have never spent any level up points because their base stat growth basically makes up for everything spare you know critical hit chance of movement anyway guys I hope you enjoyed this content and you actually got something out of it I'm glad that I was able to do a full breakdown here of what each stat does and why I think it's worthwhile to invest points into it but it's also not worthwhile to invest certain points into certain areas and this will most likely become outdated in the future whenever new balancing patches come out for the game of war tales and Shiro games addresses all these issues but until then take this with a grain of salt I have all the fun you can out there it's not a competitive game so play the game the way you want to play it and just have fun because that's what it's all about I hope you enjoyed this video and if you liked this content would like to see more content such as this in the future like the video drop a comment make that number go up until next time have a good one
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Channel: Clydian Fayre
Views: 10,851
Rating: undefined out of 5
Keywords: wartales guide, wartales, wartales tips, wartales walkthrough, wartales beginners guide, wartales builds, wartales build guide, wartales starting tips, wartales guide 2023
Id: IAMnW9hkbyo
Channel Id: undefined
Length: 11min 57sec (717 seconds)
Published: Sat Jan 14 2023
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