Many of us in the for honor community have wondered for a very long time how much does each gear score really affect our character and their effectiveness. Some options seem obviously better than others, but after much testing and data collection I have made this tier list and how low of an impact some of my personal "obvious choices" actually really weighed down my potential. The difference in some stats after leveling them are overwhelming, and some are so surprisingly minuscule it begs the question if they are worth it. This is every gear stat, the higher the tier the BIGGER the impact it has after going from 0 in that stat to max level.
DISCLAIMER: I am posting this as unbiased as possible and using nothing but facts and controls to compare each stat. These are just how much I have found each stat to have an increased reward by, and by no means do I imply any stat to be better or worse for any particular build. It is also important to note, no matter how small, each stat DOES matter, just some have a higher impact than others and have a better reward for leveling. This is just a chart of the data I have gathered to help show you how much of an impact each stat leveling has and to help you see the differences in choices for each piece of gear. We also have gathered this data over a long period of time and it is not up to date with the newest patch YET. We will have to see how much the change to revenge has impacted the stats, more to come later.
I tested all with a friend attacking/defending to see how each stat faired. He chose stock gear each time as a Warden all except to test Debuff resistance, which was tested with a Nobushi.
I have used everytime while testing, specific maxed gear item with all other items being stock:
Lawbringer, Berserker, Raider, Shugoki
I have supplemented SOME but not all with: Peacekeeper, Warden and Nobushi (do not have max gear for all their stats but have rare for each, these were used to see how high level rare gear stacks up with maxed out gear, the impacts of stat leveling held true to those I previously tested with max gear)
S TIER:
Debuff resistance
Exhaustion recovery
Feat cooldown reduction
Revenge mode duration
Revenge gain by defense
Revenge gain by injury
This is the top impacting leveled gear stats that I have found.
Bleed damage over time against the Nobushi almost every time would whittle down my health by 3/4 to a whole increment of health without being hit or anything. With it near max with each character we found no additional damage was taken.
Exhaustion recovery had an amazingly noticeable change. We went from waiting for roughly about 10-15 seconds from gray screen to 6-8 seconds until our character was back to normal.
Feat cooldown reduction when maxed cut time nearly in half each time
Revenge mode duration had an insane impact going from most of the time less than 10 seconds to 24-31 seconds
Revenge gain by defense went from high teens blocking side heavy hits, to single digits, more than half the hits it took normally to fill the bar
Revenge gain by injury we tested from side heavies. The bar went from about being 1/6-1/5 full at death to 3/4-7/8 full when the stat was maxed.
A TIER:
Block damage resistance
Revenge mode attack
Defense
These are the A tier stats. They still have a large impact when leveled, but not as much as the previous. Block damage resistance went from taking a full increment of health within 5-9 hits blocking side heavies to not taking any at all, at least nothing we noticed.
Revenge mode attack with 1 heavy attack went from dropping them 2 increments of health to on average 1/3 health.
Defense increased the amount of side heavy hits taken by an extra 3-4 before death.
B TIER:
Stamina regeneration
Attack
Cost reduction
Revenge mode defense
Throw distance
Revive speed
Here is the B tier, still decent but this is when we start to see a smaller reward for leveling our gear. These choices I would warn others to choose tactically to their play style.
Stamina regeneration only decreased the time when maxed by 1-2 seconds from almost exhaustion to full recovery. This stat very much surprised me as I mained it in almost every character. Exhaustion recovery was almost the same speed to full recovery when both were maxed
Attack: decreased the amount of heavy hits it took to kill my opponent only 1-2 hits. Still an extremely important stat, but its impact is again, kind of low surprisingly. More impactful for small hitters.
Cost reduction: We found this again, also a very low impacting stat. It only gave us 1-3 heavy swings before complete exhaustion. More impactful for heavy characters.
Throw distance: another shock, we saw that maxing this out only pushed the enemy about 2 feet farther. Helpful for throwing enemies off as it gives that little extra push, but not a practical amount of impact to leveling ratio. Strangely impactful for only heavies, throwing a virtual foot or two farther when leveled than others
Revive speed went from 2-3 seconds to barely over 1 second
C TIER:
Sprint speed
Execution health regeneration
Block damage
The C TIER we found to be of very low leveling impact in the game and each very much surprised me. Sprint speed only increased the sprint between two objectives by a couple seconds. It seems a very "if your fast your faster" type of stat as we only saw assassins being noticeably quicker. As for medium to heavy characters the impact was barely noticeable.
Execution health regeneration is still pretty good, but when maxed only gave the character an extra 1-1.25 increments of health. Still good but underwhelming to level.
Block damage was very surprising. Again another shock to me as I main this with almost every character. Block damage is strong, but when fully leveled provides almost nothing to the chip damage. It decreased the amount of heavy hits to the enemy by measly numbers usually only saving us 1-2 side heavies to deplete one increment versus the normal chip damage.
There you have it, that is all the data that we have collected over a long period of time, we will now rap it up with each piece of equipment and the most impactful leveling of stats to least impactful when leveling. REMEBER! THIS IS NOT A LIST OF BEST/ WORST STATS, simply BEST IMPACT upon leveling.
Head:
debuff resistance (s tier)
revenge mode duration (s tier)
exhaustion recovery (s tier)
Chest:
execution health regeneration (c tier)
block damage (c tier)
sprint speed (c tier)
Arms:
block damage resistance (a tier)
revive speed (b tier)
stamina regeneration (b tier)
Primary weapon:
attack (b tier)
defense (a tier)
stamina cost reduction (b tier)
Primary hilt:
feat cooldown reduction (s tier)
revenge mode defense (b tier)
revenge gain by defense (s tier)
Secondary:
throw distance (b tier)
revenge mode attack (a tier)
revenge gained by injury (s tier)
I hope this data will help others decide on what stats they choose to level and invest in. As stated before, each player and character has a different style. These by no means should change your builds, but should give you encouragement to try out different gear to see how they fare against what you have. Many gear stats won't even have an impact on certain characters. Just examples: assassins don't need exhaustion recovery as much. Many people run passives over normal feats making feat cooldown reduction useless. Debuff resistance and revive speed are pretty situational. For close range characters throw distance is typically bad because the enemy will end up just out of range. There are many variables with each character. Again, these tier classifications are based off impact between leveling and not usefulness. I hope this helps you all in choosing your stats and building around you and your character. Thanks for reading!
You have sprint speed and execution Regen too low.
Sprint Speed
1) It allows you to get the heck out of bad situations and makes it hard for your enemies to catch you to keep you from getting away.
2) In game modes like Elimination and Dominion it has a HUGE effect on the performance of your team. Being able to get from one side of the map to the other quickly is VITAL to getting key revives and contesting objectives before enemies can cap the points or get the buffs they want.
Execution Regen
1) Being able to get a crapload of health back after a kill is vital if you are a roaming assassin who doesn't wanna spend alot of time on points healing. Or if you are gurading a point that is being constantly contested you won't always be able to heal back to full before another enemy shows up.
2) In situations where its 2v2 you NEED that health. You are no use to your teammate if you are gonna already on the brink of death.
3) In breaking situations you need ALL the health you can get. You are no use to your team if you are running around with no health or sitting on a point trying to heal yourself while they are fighting for their lives.
I cannot test at the moment but asked a friend to. We have no idea how we wrote 10 seconds down to 2-4. You are absolutely correct, updated. Thank you! Also keep in mind this is max stat vs stock Warden so it isn't quite to scale of how a normal payer with their gear stats would be, just a control for testing, thanks for reading mate
Also, if you're planning to throw people off ledges, throw distance is incredible if only for an extra "two feet". It also allows you to ensure throws into walls. You can play off your opponents sense of security in this regard. They'll think they're far enough away only to find themselves at maximum punish, or even death.
However, throw distance is a major liability if you intend or are forced to fight your opponent strike for strike. Why? Because you can miss out on maximum punish by throwing them out of range, when exhausted for example. On the other hand, if your hero has a long range weapon, you might be able to get the best of both worlds thanks to your superior range.
Relegating throw distance to a single tier doesn't do it justice. To many factors to consider.
Butonfly I really appreciate the chart you posted, thank you! I agree throw distance can be devestating, leveling it up is definitely a unique choice that I found is awesome with shugoki for wall throw demons embraced when in a bind. So I definitely agree, just surprised that upgrading the throw distance didn't actually increase the throw as much as we thought.
Bmason1000, glad we could help! Attack vs defense is very tough to choose between, it all depends on play type and character. For instance, shugoki, raider etc are already hard hitters so survivability makes them more effective in my own personal opinion, however assassins are so agile and quick typically players always prefer attack for these types of characters. Same with very high defensive characters like conqueror and warlord. It all depends though I highly encourage trying different stats!