there's a lack of stats threads, and i think we could benefit from one. a quick overview:
all stats are rounded automatically by the game(1.49 will show as 1.5%, 1.44 will show as 1.4%)
Proficiency: increases damage the same way int did, but more stream-lined. 1 proficiency = +1% damage. as damage dealers, #1 stat.
Determination: increases damage based on the the bar under your mana bar. the % raises very slowly, and as mages, we can't even cast skills when being attacked - low priority stat.
Brutality: increases damage as your enemies health lowers. sounds fan-fucking-tastic, right? i think it's also the new "conviction" ruby, so fire-builds get a +9 bonus if they so desire. unfortunately, as mages are "burst" characters, it doesn't do much for us in the sense that we let out big burst every once in awhile, not high sustained dps. sure, we'll still kill faster, but stacked proficiency will do more in the long run.
anger: rage, but it also hurts people who attack the people you heal - since we don't have a heal, that part can be omitted. increases wound complexity rate of gain at a rate of 1% per stat, counted by tenacity(which doesn't show a %, so it's undetermined how much rage is needed to counter the enemies tenacity).
Vitality: hp.
Willpower: resist control effects.. sort-of. the description is confusing, and i haven't gotten the effect to proc yet. it seems that if you're under control effect for x(lowers as you gain more, at a rate of which isn't clear) seconds, you gain an immunity to control effects for y(scales as you gain more, at a rate that isn't clear) seconds. even with this stat stacked to 40, i could not get it to work, so i don't know how this stat works. would love some insight.
Bloodlust: heal for (damage%+healing power%[which we don't have]), simple as that. however, it's unreliable in the sense that you don't always heal against every target - the game seems to pick and choose who or what allows your hits to heal you. high stacked bloodlust allows for about a 25% absorb, which is a 25k heal every time you hit 100k - not an uncommon thing by any means. so the potential is there to make this stat superior to raw health, assuming you can keep up the dps.
Tenacity: increases damage when you're not affected by wound complexity, and reduces the rate at which you gain wound complexity. it scales very nicely(13.3% at 2.22 tenacity, 22.1% at 3.69, 25.6% at 4.77, 38.7% at 6.45), but the usefulness is up for debate. in the past, you recieved wound complexity as soon as someone targeted you - whether or not this is the same is unknown to me at this point. might be a good stat for pve, where getting hit for complexity is basically impossible if you're not a tank.
luck, faith: they do exactly what you think they do
with this information(or lack there-of), what do you all think? would greatly appreciate any info involving willpower, it feels broken to me.
in other news, the new hat is pretty.