PLANNER / STAT PRIORITY

Where should the next point go?

Ranks every stat for your class and content, then spends your Daevanion, manastone and soul imprint budget. The model has unverified parts, so every ranking is recomputed across the plausible range of each assumption.

Your setup

Mode
Skills
Character sheet
Target
Encounter
Budget to spend

Budgets are in units. One unit is one step of the stat you spend it on (for example +10 attack or +1 crit point; see the unit column below).

Computing…

Computing the first plan…

Why this ranking? Assumed, help us verify

Every constant below is an analyst estimate, not a measured value. The planner draws each one from its low to high range and re-ranks, which is where the stability figure comes from. If you have combat logs that pin one down, tell us.

Assumed model terms
TermExpectedLow to highEvidenceNote
PvE defense scalar0.10.07 to 0.13assumedCommunity-formula seed: flat damage lost per point of (target defense - penetration) in PvE. Range is +/-30% around the seed; no log has confirmed the exact value.
PvP defense scalar0.010.007 to 0.013assumedCommunity-formula seed: same role as the PvE scalar but 10x smaller in PvP. Range is +/-30% around the seed; unvalidated against combat logs.
PvE base critical multiplier1.51.2 to 1.8assumedCritical hits assumed to start at 1.50x in PvE before critical boost and target crit resist. Range is +/-20% (1.20x to 1.80x) since the base is uncertain; it can never sensibly fall below 1.0x.
PvP base critical multiplier1.251 to 1.5assumedCritical hits assumed to start at 1.25x in PvP. Range is 1.00x (no inherent bonus, the natural lower bound) to 1.50x (PvE parity).
Minimum action time (s)0.20.1 to 0.3assumedFloor on a skill's action time after combat-speed scaling, so very high speed cannot produce zero-length actions. Range is +/-0.1s around the seed; true animation lock floors are unmeasured.
Mobile-skill share of movement penalty0.250 to 0.5assumedFraction of the movement/downtime penalty that still applies to skills that can be used while moving (stationary skills take 100%). Natural bounds are 0 (fully mobile) to 1; the range is capped at 0.5 as a plausible spread around the seed.
Smite damage multiplier scale0.650.3 to 1assumedScales the extra damage of a Smite proc: expectedSmite = 1 + clamp(smite - target resist) x smiteBonus. 0.65 is the centre of the plausible range (1.0 = a proc doubles the hit, the original Combat Lab seed and likely generous; 0.3 = a modest bonus). The expected value sits at the centre so the central case and the sampled median agree. True proc magnitude is unverified.
Model structure (assumed)
RuleWhat the model does
Speed and cooldownsCombat speed shortens action time only. It does not shorten cooldowns.
Damage over timeDoTs ignore crit, smite, defense and position, and are credited in full when cast.
Support skillsBuff effects are ignored: support skills are never cast, because their benefit is not modelled.
RotationOne cast at a time, always the ready skill with the most damage per action-second.
Skill setThe first 5 skills of the class by default (switch to all skills above).
TargetDefense and resists come from the sheet preset you pick, not from a specific boss.
RegionsOne model for all regions until verified data lands.
Assumed source rules
SourceEligible statsMax units per statEvidenceNote
DaevanionPure attack, Attack bonus, Attack increase %, Mode attack (PvE/PvP), Boss / species attack, Penetration, Damage boost %, Mode damage %, Boss / species %, Critical chance %, Critical boost %, Smite chance %, Perfect chance %, Rear damage %, Combat speed %No limitassumedAssumed to feed every damage stat except the weapon-bound one (weapon boost), with no per-stat maximum. Real board nodes are narrower; replace with the live board.
ManastonesPure attack, Attack bonus, Critical chance %, Penetration, Perfect chance %3assumedAssumed to roll offensive base stats only (attack, attack bonus, crit, penetration, perfect), at most 3 units per stat per build.
Soul imprintAttack increase %, Critical boost %, Damage boost %, Mode damage %, Boss / species %2assumedAssumed to roll attack-increase, crit damage and the damage-boost family only, at most 2 units per stat per build.
GearPure attack, Attack bonus, Attack increase %, Weapon boost %, Mode attack (PvE/PvP), Boss / species attack, Penetration, Damage boost %, Mode damage %, Boss / species %, Critical chance %, Critical boost %, Smite chance %, Perfect chance %, Rear damage %, Combat speed %No limitassumedAssumed to be able to supply any catalog stat, including weapon boost, with no per-stat maximum.