GFist build?
#26
Posted 06 October 2015 - 10:45 AM
http://www.divine-pr...hee-master-kiss
#27
Posted 06 October 2015 - 10:51 AM
Oh yeah, I forgot to use a SP potion, it ll probably help quite a bit.
That new lower headgear is going to be great!
#28
Posted 06 October 2015 - 11:04 AM
Oh yea that new one should be pretty good
#29
Posted 09 October 2015 - 12:27 PM
So are you able to enchant a Quadrille[2] in Malangdo from the NPC Mayomayo? And if so, what are the requirements?
#30
Posted 09 October 2015 - 12:34 PM
Who has a Quadrille [2]? :v Please test.
#31
Posted 09 October 2015 - 01:40 PM
Yeah would be nice to know
#32
Posted 09 October 2015 - 03:44 PM
Anyone?
#33
Posted 29 October 2015 - 07:48 PM
What would effect your damage more from the Malangdo enchants, two FS or two 100 SP enchants
Edited by idkDave123, 29 October 2015 - 07:53 PM.
#34
Posted 04 November 2015 - 08:54 PM
How should the final stats look with 120 str and 120 Int? What skills too i would try to get RD and Gentle Touch convert asap flash combo after?
Edited by YangeWenli, 04 November 2015 - 08:54 PM.
#35
Posted 05 November 2015 - 02:20 AM
What would effect your damage more from the Malangdo enchants, two FS or two 100 SP enchants
point by point, 1 ATK is better than 1 SP (though, as your setup improves in terms of ATK+SP, SP "almost catches up", so you can basically treat them as equal if you have very high tier gears);
note, this "ATK" here means the final ATK value after going through the whole ATK formula (w/ damage modifiers, etc)
so if you take the ATK from FS enchants (equip ATK, so just multiply by your total %damage modifers), you get the "additional ATK" - now compare this to the "additional SP" that you would get from SP enchants (after running them through the mSP formula - this should be easy if you know your current final SP (at lvl 175/60) and your total %SP modifiers from gears, rising dragon, etc - just divide your current total SP by your total %SP mods, add the flat SP (+200 in case of 2 100 SP enchants), then multiply that value by your total %SP mods to get to your "new" total SP);
whichever (2FS vs 200SP, or even 1FS+100SP) gives you the highest added value wins;
ok well, to be honest SP+200 should be better since you will need a ridiculous amount of %damage mods to even get to that (since something like FS-7 gives only ATK+24; so 2 FS-7's give ATK+48, and a usual damage modifier would be 2x AK cards (+50%), a FAW (6%, at 120 STR), maybe a bryn (+10%) - so 66% (or x1.66) - so that gives 48*1.66 = 79.68 → 79 ATK); 200 SP on the other would still get modified by the %SP mods (and thus it will be an even higher added value); even vs a demi-human boss (using +12 CEB and +12 KvM mace, the total %damage mod still isn't enough to get the added ATK close to 200) - so SP wins;
How should the final stats look with 120 str and 120 Int? What skills too i would try to get RD and Gentle Touch convert asap flash combo after?
just don't put any points into AGI
a general suggestion would be 94 VIT; VIT+6 from job bonus = 100 VIT for some status immunities (mainly for stun) & resist, and also just so you have decent mHP to survive when soloing
following that, you could put the rest into DEX (71), and LUK (58) - just to squeeze out a bit more status-ATK; cast time (from DEX) is less relevant now compared to pre-renewal, where high DEX was favored for competition (also higher DPS for bosses requiring multiple fists, since there was no 10-sec SP cool down that time) - just use a +9 KvM fist (AB's sacrament effect) to halve the fixed portion of the cast time; from there, just adjust the stats to personal taste; calculate damage based on your specific setup (stats+gears+buffs); you could even lower VIT to get a bit more DEX/LUK if you want (you could still get 100 total from gears and/or VIP/food buffs - and even then, 100 isn't necessary in every situation, like when hunting weak bosses, or those that don't stun) - just don't lower it too much to the point that you'll have issues surviving attacks from the high-tier bosses (if you do plan on hunting those) as you cast fist;
if you're still leveling, you will want to prioritize flash combo since it's the most cost-effective leveling skill; and yes, GT-convert is a must for more ATK (just get it later, after maxing FC, TC, and RD);
you could also have something similar to this skill build - the GT-revit is for your tanker (if there is) *note that TC is only lvl-8 here (or you could just have TC 10 and revit-3, up to you);
Edited by ka10, 05 November 2015 - 02:22 AM.
#36
Posted 05 November 2015 - 03:17 AM
Me and my friend ran some tests with his gfist sura regarding shadow gears. +9 kingbird set & +9 wise earring% & +7 magical pendant; this gives 37 atk and almost 200 sp.
Vs a +25 physical set, wich gives 44 atk and 2% atk.
Using a +11 bellum fist the damage was roughly the same on both sets, the phys set actually scored higher hits.
We did about 30~40 gfists to see this.
#37
Posted 05 November 2015 - 07:21 AM
oo, right about the FAW /thx; just like descriptions need changed for probably a ton of other stuff ~_~;
edit: %damage mods for the above setup might put it around x2+, favoring ATK more -
but, even then (if the formulas are right or haven't changed), the 1st set (ATK & SP) should give a slightly higher edge;
say, for the total %damage mods, put it to x2.4: ATK+37 becomes ATK+88 (floored), along with SP+~200 (which has already gone through the rest of the %SP mods, looking at the accessories' description), so this adds to 288 value to be factored into damage;
meanwhile, the 2nd set gives ATK+44 and modified by x2.42 (ATK+2%) which floors to ATK+106 (and that's it);
now given the value difference is just 182 - this is relatively small compared to the total ATK+SP factors that come into actual play into the damage formula (this constraint can be usually somewhere around 5,000~7,000); also, weapon variance can be around 200 (in terms of ATK), thus possibly nullifying the previous 182 advantage when the RNG happens to dish out minimum to average;
anyways roughly close, but how high specifically was one set doing vs the other? a quick arbitrary but reasonable setup involving the 2 sets above gave me about 20k damage difference from calculations (ignored variance for simplicity), favoring the 1st setup (ATK & SP);
just curious, since from other testing experiences (not specifically GFist (ATK vs SP), but TC/FC (ATK vs HP)), with four setup combinations; surprisingly the setup that was expected (via calculations) to do the lowest average damage often outperformed the setup that was supposedly the best; gave it a break and resumed testing on other instances (keeping control factors in check for consistency) - and on the other times the "best" setup indeed gave better damage (and by a significant amount too, ~50k damage) vs the theoretical maximum from the "worst" setup; then sometimes the "worst" would do better again, then do so-so on the next (so you could say fairly similar results overall); i would also think 30-40 fists is decent sample, but the RNG might be causing a bias that time (or...i could be totally wrong about the math/logic too);
ATK-heavy setups are indeed generally favorable for damage optimization (since mSP can easily reach 5k, while ATK (even after %mods) essentially lags behind - high upgrade physical sets do help support the ATK-side quite significantly) unless the alternative setup gives more than enough SP to outperform the former;
Edited by ka10, 05 November 2015 - 04:16 PM.
#38
Posted 06 November 2015 - 01:32 AM
it was like 10k ish damage on pvp. using reductions
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