Without crit boost, it's a 1.15x multiplier on my attacks - not nearly a Or, if i can get to max affinity and have crit boost +3, i get a 1.4x multiplier on all my attacks - as if i had a true raw of 441. it's literally only adding 1/15th of my weapons damage. So viewed in that lenses, while attack boost 7 adding +21 true raw is not nothing. Attack Boost, food meals, Demondrugs - these all add true raw. My favoured greatswords have a true raw of 315 and 317 (Lightbreak and Safi'Jiva with 2 Attack V and 1 Attack VI respectively). ![]() In practical terms, most endgame weapons are north of 300 True Raw. (Status is applied on 1/3rd of all attacks, elemental is applied on every attack for the same amount - this is why duals care so much about Elemental, for instance) For status and element, it's much simpler - just divide the displayed amount by 10. So to get your True Raw, you have to divide that number by whatever the multiplier is. This number has little to do with reality except to vaguely estimate how much damage you might be doing per hit, accounting for the weapon's motion values (Every attack in the game has it's own motion value). What it shows you for Weapons is what we call the Inflated Raw. The game is a filthy liar about weapon damage. So the thing about Affinity vs Attack boost is this: Bring your cat and have them tootle the song of their people, even. Or block the roars or tackle them, or whatever. just run Evade 5 if you're going to commit to a defensive skill., and roll through roars. (Actually quite good, depending on the parts).Įarplugs 5. also you get a free 30% affinity just for having your weapon drawn, ontop of status and elemental damage boosts, and safi armor not being awful. if you want a similar effect, wear Safi 3 (or 5 piece) - the hp loss is no big deal with heal augments, and the heal is easy to proc with Greatsword at least, and fairly signfianct. I also wouldnt bother with Hasten Recovery - it gives you pretty poor returns, and it's bound to the somewhat crappy Ruiner Negi set. And with cool water and lightning powers! And there was something eerie about its introduction, with the glowing lights reality-warping powers (where is all that water coming from?!) I almost didn't mind getting carted once.įlinch Free 1 is worth while vs other players, but otherwise i wouldnt bother. I love the design of it! It's such a creative mixture of squid, manta ray and dragon. Just elemental attacks, like for Dual Blades and Bows as well?Īnd to switch gears a bit I had my first encounter with Namielle tonight. But I have no idea what to take for Sword & Shield. Similar to how Constitution is good for Bows. What are your thoughts about these things? And how about Attack Boost? Last I heard the meta was that Critical Eye was superior to Attack Boost?Īnd moving on, what are good skills for Sword & Shield?įor Dual Blades I've been focusing on Marathon Runner for stamina management. Critical Boost, Critical Draw, Critical Eye and Weakness Exploit. just to gather my thoughts about what looks interesting to play around with, in no particular order:įlinch Free 3 (is Flinch Free any good? I do find it annoying being pushed around by monsters during hunts!)įor Greatsword I've been rocking Focus 3 to pull off the True Charged Slash faster and Quick Sheath 3 for increased mobility. Then again, just surviving something and then getting killed by a followup kinda negates that whole idea of Guts. Also, I'm thinking of combining that with Bazelgeuse Ambition for Guts for increased survivability. Might not be very good with Greatswords, but with Dual Blades it should work nicely. I've been thinking about going for Hasten Recovery from the Ruiner Nergigante set. They are incredibly stamina dependent, for both attack and defense, so that can be a bit of a PITA early on to get the most out of, but I absolutely cannot deny how much fun they are to use. ![]() Regarding weapon, I can't speak to the bowguns only having been a dabbler myself, but Dual Swords are great if you've got a decent build for them. This may be near-superstition but I've found you tend to get stunned more often below half health, so if you take a hit that stuns you it means you're probably one hit away from dying. Stun resist +3 is also very good, because as mentioned getting stunned is frequently followed up by getting killed. It's the single largest predictor of survivability there is. It highlights the fact that the best advice is to experiment and play what you like.Īnd yeah, a true immortal build requires a nearly endgame monster, but it's not hard to make a junior version in the base game at all.Īnd yes, health boost +3 should be on every build regardless. I appreciate the advice from people that's very different from mine.
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