Lies of P Character Stats

Maximize your Lies of P gameplay with our guide to character stats. Learn how to optimize your stats and dominate the world of Lies of P!

Hello from our Lies of P Character Stats guide. This guide will show you detailed information about character stats in Lies of P!

This is the guide Drake Ravenwolf it was created by. You can find the author’s link at the end of the guide.

Lies of P Character Stats

Welcome to our Lies of P Character Stats guide. Analyzing the character stats to find the optimal values for each one aka “soft caps”!

Pick Motivity or Technique and max it out ASAP (29 if a single stat, 23 if leveling both) while sometimes dropping a few levels into Vitality, Vigor, or Capacity as needed. (If you use an Advance scaling weapon then 16 is the best stopping point for it)

Before defeating the first boss there is a hard cap of 10 level ups, but past that point you could take any stat all the way to 100.

Physical / Fire / Electric / Acid DEF is mostly just tied to character level so putting a level in ANYTHING will see some gains (tho Vigor appears to give half the benefit)

Vitality

HP gains start decreasing right after 10 with a harder decrease after 12 and it is just diminishing returns from there on.

Guard is linear until 13 with only a minor dip at 14 and then just diminishing returns after 15.

Recommendation: Everyone should take Vitality to 10, but probably not worth going further than 15.

Vigor

Stamina gains are only ever decreasing so even from 6, the more levels you put in? The less benefit you get from each additional level spent (with *some* useful cutoffs)

Eg putting 10 levels into Vigor as Path of Strength would result in 50 extra Stamina, doing the same as Path of Balance would return 43 extra Stamina, and as Path of Dexterity would only return 32 extra Stamina.

Stamina is a very useful thing to have… so much so that the devs punish you for seeking more of it by only giving you half the usual DEF you’d get from putting a level in anything else…

Recommendation: Some good stopping points are: 8, 11, 15, 21
Just use the stopping point that feels right based on your playstyle.

Capacity

Legion and Weight gains are almost perfectly linear for all values tested with a minor dip in Legion gains at 20 and improved minor Weight gains at 10, 14, 19, 25 (but literally just an extra 0.1 at those levels)

Weight Class: under 30% = LIGHT, under 60% = NORMAL

Recommendation: Take only as much as you need to remain in the Weight Class you want to be.
Also consider this a dump stat once you get everything else where you want it to be; can try to be LIGHT Weight Class even with all the best gear!

Motivity & Technique

Both stats have identical progression; it is only which weapons favor which which will determine how you invest your levels. Eg C/C weapon? Both will contribute equally. B/D weapon? Invest in the one which has the B scaling.

Physical ATK gains are a little weird at the start, but they all INCREASE in value the more levels you put in so – pick one and put ALL your levels in based on which weapon you use… probably ASAP too at least up until 23, then it finally starts seeing diminishing returns with a steeper decline after 29.

This means you will get the best results from whatever class can reach the highest possible value(s) with the stat(s) governing your main weapon.
Motivity = Path of Strength
Technique = Path of Dexterity
BOTH = Path of Balance

The more levels spent on either stat BEFORE 12, the more levels that class is wasting.
Eg the Path of Balance would “waste” 4 levels getting both Motivity & Technique up to 12.
Path of Dexterity wastes 0 levels getting Technique to 12 but would waste 6 levels trying to bring Motivity up to 12.
Path of Strength is the same as Path of Dexterity, but just reversed for stats.

Recommendation: If you only use one stat take it to 29, if you use BOTH then take them both to at least 23.

Advance

Legion gains are again mostly linear just with rounding errors which makes the following levels see an extra point of benefit: 8, 10, 12, 15, 17, 19, 21, 23, 25, 28, 30 (that’s as far as I tested)

Resistance gains start seeing diminishing returns as soon as lvl 8

Elemental Weapon ATK gains peak at 16 with steeper diminishing returns after 19, 21, 24

Recommendation: If you’d like a bit of a resistance buff you can drop a couple points into it and raise it to 8 (or not) but if you use an Advance scaling weapon then take it to at least 16.

Starting Class Stats

Path of Balance

  • 9 Vitality (+1 or +6)
  • 7 Vigor (at least +1)
  • 8 Capacity
  • 9 Motivity (at least +14)
  • 9 Technique (at least +14)
  • 7 Advance (+9, if you use it)

Path of Dexterity

  • 8 Vitality (+2 or +7)
  • 12 Vigor
  • 7 Capacity
  • 5 Motivity
  • 11 Technique (+18)
  • 6 Advance (+10, if you use it)

Path of Strength

  • 11 Vitality (+1, at most +4)
  • 5 Vigor (at least +3)
  • 11 Capacity
  • 11 Motivity (+18)
  • 5 Technique
  • 6 Advance (+10, if you use it)

End

Path of Strength is VERY well optimized if you want slow but heavy hitting
Path of Balance is well optimized if you will be investing in BOTH Motivity & Technique
Path of Dexterity is NOT as well optimized but speed *is* very effective

Path of Balance would probably be the most powerful at the end game but require more grinding to really make it shine. Path of Dexterity is probably the easiest to start out with or for a casual player.

Values were recorded with version 1.1.2.0 of the game

Written by Drake Ravenwolf

Leave a Comment

Your email address will not be published. Required fields are marked *