Is there a way to stat reset a character? I just played again recently, maybe there’s a stat resent event i haven’t used yet?
Check the "Few questions from a returning player" thread you posted. Resets are covered at the top of my first reply there.
Spellflow Shadow Set:
Because you have +8 Cylinder Hairband, you don't need uninterruptible cast for Cart Cannon (instant-cast skills can't be interrupted). It would be for other skills that you don't want to get interrupted, if any (such as Acid Bomb eventually). A cheaper alternative could be to carry a generic accessory carded with Phen, switch to it when you need to cast something that could be interrupted, then switch back to your main accessory.
I personally don't use any uninterruptible cast gear with my Geneticist, even though I use Acid Bomb. I just kite instead (attack while moving in order to stay out of attack range). I have an alt Sura for Mental Strength in cases where kiting won't work.
Seraphim Coronet:
Typical stats build with this is 90 STR, 90 VIT, 120 DEX, 120 INT. The remaining stat points are up to you (I went with AGI).
To IDexter's point, you don't need DEX because you already have +8 Cylinder Hairband, so get that last. When you reset stats, your goals in order should be:
- Get 120 INT
- Get enough VIT to survive (or 90 in order to get 10% neutral property reduction with HBP)
- Get 90 STR
- Get 90 VIT (if you don't already have it from above)
- Get 120 DEX
- Remaining stats: your choice
Temporal Ring:
Personally I didn't use this until I replaced Cylinder Hairband with Old Midas Whisper. I use it with Runaway Magic enchant in order to get variable instant-cast via stats (where DEX * 2 + INT ≥ 530)--the Temporal Ring and RM combo gives INT+40. Also the Cart Cannon formula includes INT.
Hawkeye enchant gives DEX+40, which makes getting instant-cast via stats even easier, but it doesn't increase CC damage as much as INT+40. The CC formula will change after job improvement updates, but INT is still a factor. And Acid Bomb currently counts as both physical and magical, allowing it to be increased by physical and magical modifiers, and its formula includes MATK; however, in the future it will become physical only.
If you have CC instant-cast through other means and have enough ASPD, Speed of Light could be better if it increases your DPS. The Temporal Ring + SoL combo reduces cast delay by 30%--Cart Cannon has 0.5s cast delay, so 30% reduction results in 0.35s cast delay . Because Cart Cannon also has 0.5s hard animation, which can be interrupted by "dancing" (cast->immediately move->cast->etc.), the most you could probably cast per second is about 3 even with 0.14s cast delay (or less). Getting hit also interrupts hard animation, so if you had 193 ASPD, had 0.14s cast delay, and were getting attacked by a monster with 193 ASPD (or multiple monsters that, together, resulted in an equivalent of 193 ASPD from a single monster), you could cast CC 7 times in a second.
Anyway, in order to cast ~3 times per second, you need 183-184 ASPD (2.94-3.125 attacks per second) and 32% cast delay reduction (0.5s -> 0.34s). Assuming instant cast and a given cast delay amount, you can calculate the necessary ASPD as follows:
- Necessary ASPD: 200 - [50 / (1 / cast delay)] (e.g., 200 - 17 = 183 ASPD). If you want to calculate one step at a time:
- Cast Delay: Take cast delay amount (e.g., 0.34s)
- Attacks per second: 1 / CastDelay (e.g., 1 / 0.34 = 2.94)
- ASPD variable: 50 / AttacksPerSecond (e.g., 50 / 2.94 = 17)
- Final ASPD: 200 - ASPDVariable
Edited by 6250140829153758463, 02 May 2021 - 10:33 PM.