Looking into utility I think “info” devalues some of the properties and overvalues some.
Let’s say resists are the base...2 utility per %pt.
Base this on the 80 utility quest necklace
When you look into breakdown a stat point gets .667 utility per point
Hits gets .25/pt
Skills gets 5/pt
Power gets 2/pt
When I look at crafting 37 imbue on an item as our basis(this is where you fill in the blanks)
Resists get 35
Power get 35
Power get 35
Hits get 240
Stats get 88
Skills get 16
Extrapolating this based on resists@2/pt
Power is 2
Hits is .291667
Stats is .7955
Skills is 4.375
So the game devalues hits and stats
And overvalues skills
Power is same
So when looking at high stat/hit jewelry pieces you are actually getting better value
And high +skill pieces are overvalued
Let’s say resists are the base...2 utility per %pt.
Base this on the 80 utility quest necklace
When you look into breakdown a stat point gets .667 utility per point
Hits gets .25/pt
Skills gets 5/pt
Power gets 2/pt
When I look at crafting 37 imbue on an item as our basis(this is where you fill in the blanks)
Resists get 35
Power get 35
Power get 35
Hits get 240
Stats get 88
Skills get 16
Extrapolating this based on resists@2/pt
Power is 2
Hits is .291667
Stats is .7955
Skills is 4.375
So the game devalues hits and stats
And overvalues skills
Power is same
So when looking at high stat/hit jewelry pieces you are actually getting better value
And high +skill pieces are overvalued