The asymptotic defensive formulas in An Average Campaign make stat breakpoints the most important optimization target in the game.
Block Chance
Block follows a rational curve that asymptotes near 75% as STR approaches infinity. Pushing STR past 200 yields negligible Block increase. At 200 STR: ~52% Block. At 250 STR: ~58% Block. At 500 STR: ~68% Block. Pivot to CON past 200 STR.
Block Damage Reduction
Block DR also asymptotes near 80% as CON approaches infinity. At 100 CON: ~40% Block DR. At 250 CON: ~55%. At 500 CON: ~68%. Pivot to HP or Block Chance past 250 CON.
Dodge Chance
Dodge follows a similar rational curve, asymptoting near 60%. DEX provides the linear contribution (0.15% per point). At 200 DEX: ~28% Dodge. At 400 DEX: ~42%. Crippled multiplies Dodge by 0.5x — once Crippled is imminent, switch to Block-based mitigation.
Crit Chance
Crit is linear until 100%, then converts to Recursive Critical Chance. At 150% Crit Chance, you have 100% standard Crit + 50% Recursive Crit probability. LCK is the best Crit stat (0.75% per point) for builds that don't have a racial Energy → Crit conversion.
Crit Damage
Crit Damage multiplies the base damage by the final multiplier. The base 100% Crit Damage means a standard Crit doubles damage. Each point of STR adds 0.25% Crit Damage; each point of LCK adds 0.75%. At 200 LCK, that's +150% Crit Damage on top of base, so a Crit hits 3.5x base.
The Pivot Pattern
The meta pattern is: STR to 200, DEX to 200, LCK to 200, then redistribute based on subclass. Pure physical builds add CON. Casters add INT then FTH.
Where the Pitfalls Are
Pushing STR past 300 without CON. Pushing DEX past 400 without Crit Chance (LCK or Elf race). Pushing INT past 200 without FTH for energy sustain. Each stat is a budget; spend it where the marginal return is highest.