None of the classes that can pick ogre care much about capping strength, so it's largely irrelevant whether or not you overcap it, or if it hits diminishing returns after 200.
Stamina doesn't have diminishing returns, and in order to cap it out with a non-large race, you need some pretty high-end gear that most players don't really have access to.
For shamans, the difference in wisdom between ogre and the race with the highest wisdom (iksar) is a paltry 13 points, so there's no meaningful disadvantage.
The only class that cares about dexterity is warrior, and there's a mere 20-point difference from ogre to the races with the highest DEX (dwarf/halfling). Compare that to the difference in STR/STA.
Meanwhile, never getting stunned is useful at all times to all characters. Tanks benefit from never going into derpy spin-mode if they get bashed while turning. Casters benefit from casting through bash more often than not.
Let's sum up the relevant stats of each race for the three classes that can go ogre. Less significant but still-relevant stats in paranthesis.
Warrior: STA, DEX (STR, AGI)
Shadow Knight: STA, INT (STR, AGI)
Shaman: WIS, STA
Sum of each race:
WARRIOR
Ogre: 202 (215)
Troll: 194 (206)
Barb: 175 (200)
Dwarf: 190 (175)
Halfl: 175 (180)
Iksar: 165 (175)
W-elf: 155 (175)
H-elf: 165 (175)
Gnm: 165 (160)
Hum: 160 (165)
D-elf: 150 (160)
SHADOW KNIGHT
Ogre: 197 (210)
Troll: 179 (201)
Iksar: 160 (170)
Erud: 192 (140)
Hum: 165 (160)
D-elf: 179 (160)
SHAMAN
Ogre: 204
Troll: 184
Barb: 180
Iksar: 165
So in terms of raw stats, ogres are considerably better than the other races for all classes that can be ogre. Not only that but their highest stat is the most important one, the one that all the min-maxers say to put all your points into for non-ogre characters. It's not only a higher sum of numbers but also placed predominantly in the most important stat. I hesitated to even place INT as a primary stat for SKs since mana pool doesn't really matter all that much, but if I hadn't, the gap between ogre and the other races would have been downright hilarious.
And while in theory anyone can cap out their STR/STA in the endgame, how long does it take from a fresh server's launch until you're sporting multiple pieces of Velious raid loot and a full set of Skyshrine or whatever? Two and a half years of play or something along those lines? All the way up until then, the ogre stats are especially awesome. In classic in particular, just having that much natural strength is a godsend that will earn you potentially hundreds of plat per day in fine steel weapons you didn't have to discard. Having like 120-140 strength naked is insanely convenient at the launch of a fresh server, and remains relevant even through Kunark with its statless armor sets and general lack of raid loot with strength. It's entirely normal for even full-time Kunark raiders to have no more than 20-30ish points of strength from gear, unless it's a rogue who geared specifically for it and is still wearing Hero Bracers and shit like that.
|