Board Thread:Suggestions/@comment-5094027-20140930124649/@comment-5094027-20140930152528

Alright, after testing through all the potential builds, ignoring the inconsequentials I've ended up with:

Strength: Melee Damage ++, HP +, Block ++,

Vitality: HP ++, HP Regen +, Defense ++, Move Spd +, MP Regen +

Dexterity: Ranged Damage ++, Melee Damage +, Skill Cast Time ++, Melee Critical +, Melee Spd +, Defense + 

Agility: Melee Spd ++, Move Spd ++, Dodge ++

Perception: Accuracy ++, Ranged Critical +, Ranged Damage +, Block +, Fishing Power +

Luck: Critical ++, Dodge +, Fishing Crate Chance +, Ammo Conservation +, Fishing Power ++, Crate Chance +

Intelligence: Remove MP Cost Penalty, Magic Damage ++, Mana +, Skill Cast Time +, Summon Damage +, Accuracy +

Willpower: HP Regen ++, Mana ++, MP Cost ++, Magic Damage +, Minion Cap ++

Charisma: Summon Damage ++, Minion Cap +, MP Cost +, Magic Critical +, MP Regen ++

Health - Str/Vit

HP Regen% - Vit/Wil

Mana - Int/Wil

Move Spd% - Vit/Agi

Melee Dmg% - Str/Dex

Melee Spd% - Agi/Dex

Range Dmg% - Dex/Per

Accuracy% - Int/Per

Magic Dmg% - Int/Wil

MP Cost% - Wil/Cha

MP Regen% - Vit/Cha

Summon Dmg% - Int/Cha

Minion Cap - Wil/Cha

Block% - Str/Per

Dodge% - Agi/Lck

Defense - Dex/Vit

Critical Hit% - Melee: Dex/Lck

Critical Hit% - Ranged: Per/Lck

Critical Hit% - Magic: Cha/Lck

Skill Cast Time% - Dex/Int

Fishing Power - Lck/Per

As far as I can see that's two overlaps - Fishing Power/Ranged Critical, and MP Cost %/Minion Cap. Without granulating it any further, I'd say I'm pretty happy with that. Can anyone break this system?