Not sure about current patch, haven't play so far. But in the last patch magic damage pretty much was awful. Going mostly physical damage with your team made the battles much easier, because physical damage depends mostly on the weapons and there for can be increase much easier. At least if you did not go for an 'explode everything fire and poison'-build.

Attribute and skill benefits feel pretty simplistic and not much inspiring, still better then the first version but not much in my eyes.

They offer even less then they did in the first:

Quote
Strength Edit

Boosts Man-at-Arms skills
+20 Weight per point (base 10)
+6 Offense Rating per point for Strength-based Weapons

Dexterity Edit

Boosts Expert Marksman skills
Boosts Scoundrel skills
+5 Defense rating per point above 5? (base 4xLevel)
+6 Offense Rating per point for Dexterity-Based Weapons

Intelligence Edit

Boosts Elemental skills (Aerotheurge, Geomancer, Hydrosophist, Pyrokinetic)
Boosts Witchcraft skills
Every 2 intelligence points after 4 int reduces the cooldown of magic school skills by 1 turn until 10, then you don't reduce spells cooldown until 13.
+6 Offense Rating per point for Intelligence-Based Weapons

Constitution Edit

+1 Maximum Action Points per point (base 7)
+6.2 Vitality per point and level (+7.13 in normal difficulty due to the +15% bonus)

Speed Edit

+0.1 Movement per point
+0.5 Initiative per point
+0.5 Start Action Points per point (base 2)
+0.5 Turn Action Points per point (base 3.5)

Perception Edit

+1.0 Hearing per point
+0.5 Initiative per point
+0.5 Start Action Points per point (base 2)
+2% Critical Chance per point above 5
Ability to detect traps
Accuracy when shooting over distances
Every 0.2 meters from the target reduces chance to hit by 1%
Each point of Perception increases the distance before penalties due to range take effect by 0.4 meters.