Hellpoint Game | Stats Explained

Hellpoint is an action RPG, based on a dark and intense atmosphere. You can play this game in local, and also in co-op mode online. One major part of the game is the character stats and what they do. Knowing the optimal Breakpoints can make a difference in playing the game properly. Sometimes it can get confusing to grasp, so we aim to explain the statistics of the game characters, in order to make your gameplay a bit easier.


Introduction to the Stats

  • 25 to 35 is generally where you want a stat to get the most out of it with a harder breakpoint at ~50.
  • The raw data is available here: Dropbox Link

Hellpoint Stats Explained (with Breakpoints)

1. Health

Breakpoints:

  • 5 = 99
  • 11 = 145
  • 19 = 200
  • 31 = 270 <<< Optimal
  • 51 = 363
  • 71 = 435
  • 110 = 537

2. Stamina

Breakpoints:
  • 13 = 73
  • 30 = 100
  • 50 = 120 <<< Optimal

3. Energy

Breakpoints:
  • 10 = 75
  • 25 = 115 <<< Optimal
  • 50 = 155

4. Load

  • Linear growth for as many points as we put into it.
  • ALWAYS put in at least 1 point, but from then on, only increase it by 3 seconds;  for example 2, 5, 8, 11, 14, 17, 20, etc – this takes advantage of the rounding error to gain 1 extra point

5. Mobility

  • based on what percentage of your MAX load you are wearing
  • 0-50% = no penalties (Full mobility)
    51-75% = unknown (let us know if you manage to find out)
  • 76-100% = You can only run when sprinting; otherwise, you will walk, which can be useful at times.
  • 101+% = You can neither run nor sprint.

6. Strength and Reflex

  • The entire point of an analysis like this is to see where the rounding errors give you a slight advantage. But there are a lot of weapons, and even for a single weapon, you can change its scaling factor. It depends on what you slot into it and whether the slot has its own upgrades or not.
A) Strength – Pipe Breakpoints (unslotted)
  • 6 = 15 damage
  • 17 = 18
  • 35 = 21 <<< Optimal
  • 54 = 23
  • 80 = 25
  • 118 = 27
B) Strength – Column Breakpoints (unslotted)
  • 20 = 37 damage
  • 33 = 41 <<< Optimal
  • 41 = 43
  • 51 = 45
  • 69 = 48
  • 84 = 50
  • 113 = 53
  • 124 = 54
C) Reflex – Shard Breakpoints (not slotted):
  • 7 = 8 damage
  • 15 = 9
  • 25 = 10 <<< Optimal
  • 39 = 11
  • 60 = 12
  • 89 = 13
  • 130 = 14

NOTE: Cognition & Foresight could not be tested so far.


7. Defenses

All defense stats follow the same leveling curve. It is only what levels each one that changes:
  • Physical = Level (This means everything is added to the total)
  • Entropy = Energy
  • Induction = Load
  • Radiation = Strength
  • Energy = Reflex ( This is another energy stat, and is different from what is mentioned previously)

Nihil = Foresight Breakpoints:

  • 2 = 1%
  • 10 = 5%
  • 22 = 9%
  • 30 = 11% <<< Optimal
  • 48 = 14%
  • 57 = 15%
  • 67 = 16%
  • 79 = 17%
  • 95 = 18%
  • 115 = 19%

credits to: Drake Ravenwolf

That is all we are listing for this guide. We are open to suggestions and queries via the comment box below. And as always, see you in the next guide!

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