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[Build] Hybrid DPS Brawler (a.k.a. The Breaker v3, Xbow+Knuckles) by~ NineArts

Discussion in 'Brawler' started by NineArts, Jan 14, 2016.

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  1. NineArts

    NineArts Well-Known Member

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    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    i see, thanks!

    now, i'm wondering what's the Stability increase of Paralyse Shot per level, it just says: when it hits, increase in Stability for 10 seconds.

    perhaps it will compensate for the loss of critical rate (15-20%) from Snipe, so maybe around +10 Stability?

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  2. Mugami

    Mugami Well-Known Member

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    I don't have para on my sniper or I'd tell you.
    Change to Snipe was -25% CR. The Skill damage multiplier was changed too, tho I'm not sure by how much yet. I'm busy with other crap atm.

    Oh. Yes.
    Stability +% helps dramatically for low stability weapons.

    20 of 100
    212; if 12 is 10%; 80%=30.
    70;42|60;54|50;66|40;78|30;90|20;102
    [102÷2=51] 212-51=161;110-212
    [78÷2=39] 212-39=173;134-212

    So 20% stab from tempest to exobows 20% for total of 40%
    Is the same as +11.4% atk (comparison by mean).

    Xbow/knuck: (50%+90%)×2=70%

    70;42|60;54|50;66|40;78|30;90|20;102
    [66÷2=33] 212-33=179;146-212
    [42÷2=21] 212-21=191;170-212
     
    Last edited: Jan 16, 2016
  3. NineArts

    NineArts Well-Known Member

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    i see, thanks.. :)

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  4. Mugami

    Mugami Well-Known Member

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    I thought you might like to see the math. ;)
     
  5. Hypernova

    Hypernova Well-Known Member

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    It seems inefficient to use both archer and knuckle skills as archer skills are completely superior to brawlers in every way.
     
  6. NineArts

    NineArts Well-Known Member

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    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    Build Updated:

    (1/17/2016): added Case G damage test thought experiment.

    Summary:
    at Lv.150 (DEX: 255, STR: 142)
    Skill Crit Damage = 2x Normal Skill Attack Damage​

    /*
    Computed as raw value, if added other factors, it's greater than 2x. It's because of natural stat conversion that caused the increasing return after we increased the Normal Crit Multiplier.

    Also, stat conversion is the highest variant, 1 Dex = 4 Atk. So those normal attacks are not your ordinary normal attacks.
    */

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    Last edited: Jan 17, 2016
  7. Mugami

    Mugami Well-Known Member

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    o_O..............just no.
    If you can't make a good brawler; that's your fault.
    It doesn't mean archer skills are "superior".

    That's like saying "guns are better than knives".

    Please, cut steak with your gun.o_O

    All skills are situational. For the most part, brawler skills vs shot skills is like knives to guns.

    Just because you suck with knives, don't mean knives suck.
     
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  8. Mugami

    Mugami Well-Known Member

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    Maybe it is just too early for me without my energy drink or the migraine I have right now, but you're gonna have to elaborate a little more for me on the red.


    1. How are you pulling raw? In most cases Raw is not the best. It takes the "lvl - lvl" part out of the damage equation. I don't like doing raw because Toram's calc is not the exact same as Iruna and no one has yet figured it out correctly. I (lightly) suggest you use a real world value. I use the lvl1 Raffies for most things because I actually found their Def/Mdef data (Def1/MDef1). So using them makes 4 variables in the equations onto controls, instead. (Your lvl, their lvl, and their Def or MDef.) It makes a large difference.
    2. What "other factors" are you using and why? If you want calc as close to "pure" as possible equips and skill passives should be done seperately, with all done as lowest and hifhest (range), mean found, then crit mean/ white mean for comparison. Best way I've found to use the numbers. I'll hold off saying it's the best way until you explain your method a little more. You seem to prefer calculus. I prefer statistics.
    3. What "increasing return"? I'm completely lost here. You mean the CD values? Or am I off in "La la Land"?
    4. "Variant" can mean "Variable" or "Variation" and it's not clear from the text. If "variable"; yes, but what's your point and how are you seeing it expressed? If "Variation"; then do you mean it's outside of the standard deviation (RNGesus)?
     
  9. NineArts

    NineArts Well-Known Member

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    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    raw = only the stat conversion is concerned
    variant = the flavor of stat conversion, we got 1=2, 1=3, 1=4
    other factors = drop off, refine, etc.
    increasing return = at first xbow+knucks gives bad damage, if you add in buff from STR, it boosts overall damage
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  10. NineArts

    NineArts Well-Known Member

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    @Mugami

    this build uses Quick Draw, just found out something weird about it.


    it does not trigger on each executed skill.

    it triggers according to the length of your combo, the timeframe (or how long your combo finishes)

    try this test:

    Bow+Arrow

    combo: Arrow Rain ~> MP Charge(Swift)

    if it's per executed skill, it should trigger right after MP charge is executed, but, the 100 MP regen triggers before MP Charge finishes or on the middle, MP charge i'm using is around 5seconds in duration.

    so perhaps this will make a good test case with 1h+knuck configuration, and using guard rate equips (to also check if your combo is cancelled if guard effect triggers, because if targets activate guard rate, you can't inflict any status effects, and status effects like flinch/tumble cancels your combo)

    use Bash to stun for long, then use 10sec rampage, and see the effects
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  11. Mugami

    Mugami Well-Known Member

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    Insofar as I've taken notice of, the roll for whether quickdraw succeeds is determined as the skill which triggers it activates and it takes about 3-5 seconds to show effect and animation.
    So the one you see at the start of charge is from the previous skill and the one in the middle of charge is the one from charge, most likely.
     
  12. TheShadow

    TheShadow Well-Known Member

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    Nah, dude. Brawlers have the best interrupting ability in the game. Smash & Tumble will be at 100% chance at the right skill level (also taking into account cooldowns).
    Additionally
    -brawler combos are "squishier" and can be longer dude to the fact that some skills in the combo can interrupt. But the spaces between interrupting skills can be filled by status shots from the archer tree.
    -quick draw can work well on any class
    -snipe can be used on brawlers as well. Unlike a sniper, brawlers can aggro/tank without being build to be specifically a tanking build (they're used to it with shell break)
    -lastly smoke dust is good on full agi brawler (due to blind effect)

    There's probably even more that i did not mention, that others on this thread know
     
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  13. NineArts

    NineArts Well-Known Member

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    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    current state of build: Bad DPS | Great Survivability

    max per kick on warmonger is 8k, compared to a guildmate using staff+knuckles which hits at 10k

    colon commander case: 12-13k, then the other 23k (both using drop off, proves the fact that 192% Crit Dmg from full STR builds right now is best)

    i'm interested in comparing damage again at Lv.95, where their both main stat is already at max, where according to my calculation, their damages will be almost the same, provided that staff+knuckle build compared does not use MoD, because the +100 Atk translates to 33 STR (or 16 levels ahead)

    and then compare damage at Lv.150 (which is very far away from now) to prove if my theories and calculations are right or wrong (i need actual test results not only theories. like example on Shell Break, Lv.5 = 2.5 seconds, Lv.10 = 5 seconds ~ both levels 30% chance)

    if this build fails, it will still be used, but only as my farm character (a good plus in the build due to Arrow Rain, & i still got 2 Lv.75 characters hibernating :D)

    next, survivability due to Lethargy Effect (you can spam combos like there's no tomorrow due to Quick Draw), sometimes it reduces damage received by 90%, proc rate is high even in Lv.1 (bad proc rate on high ailment resistant targets like Tortuga, and targets with Guard Effect prevents any status/debuffs from being applied)

    lastly, with regards to Paralysis Shot, i have a feeling that it increases stability by 2% per level (theory) still need to test it, because stability is hard to test, i need to spam a huge amount of damage samples, however i still don't know if i can have the time to do the testing (busy with other things)

    format might be:
    use Lv.1 bow, dummy character, only add Paralysis Shot
    test with levels: Lv.1-2, 3-4, 5-6, 7-8, 9-10
    hit mob with 1 paralysis shot (to get 10 second buff, icon shown below your HP), then hit other mobs one time (to prevent the Damage Drop Off Effect)​

    Stability is crucial not only in this Hybrid Brawler build but on Bow Sniper builds to boost their damage further. :oops:
    Your total character Stability dictates the max damage you can only inflict.

    Also, there seems to be a minimum value on the lowest Stability you can get (need test on this too)

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    Last edited: Jan 17, 2016
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  14. Saphos

    Saphos Old Sword Nerd Elite Member

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    Thanks to @TheShadow and @Mugami, I woke up and changed my combo to:
    Smash > Heavy smash (save) > Sonic wave (Consec) > Snipe (smite) > Bash (Consec).

    In a test run yesterday with my lvl 54 bra-archer, at BB with others being lvl 70+, I was able to keep tank rank without any revitas. And walked out with full hp once, and won attacker rank once, out of maybe 5 tries before I switched to test my other characters.

    I am totally convinced that this hybrid build will have its fair share of usefulness.

    So yes, survivability is totally not an issue. And also want to hereby dedicate a thank you to @NineArts for putting this guide together. Even though I'm not following his build, but this guide contains the essential information for anyone out there who wish to try this,

    P.s. My Snipe does 5-20k to BB, if this number helps you at all, Arts.

    Awesome guide, Arts ^^
     
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  15. NineArts

    NineArts Well-Known Member

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    try this:

    Smash ~> Heavy Smash (Save) ~> Sonic Wave (Cons) ~> Shell Break (Cons) ~> Snipe (Smite) ~> Paralyze Shot (Cons)

    instead of -40%, you will only get -20% penalty from save
    if defense debuff hits from Shell Break, you get +25~30% damage
    therefore, you will gain back the original +150% damage total from Smite
    next combo will have your stability increased due to Paralyze Shot
    also, (lethargy + paralyze effect) to mitigate damage.
    paralyze effect lasts 5 seconds, so as long as you combo, you will always keep this up
    stability buff lasts 10 seconds, you will see an icon below your hp

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  16. Saphos

    Saphos Old Sword Nerd Elite Member

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    That will b next when more SP is available. Adding Quick draw first for a 30% chance to replenish mp ^^
     
  17. NineArts

    NineArts Well-Known Member

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    like to add it here (theory):

    the more you spam combos with Paralyse, the effects stacks over the previous.
    so combo 1 ~> paralyse (buff +% stability) ~> we got 10 secs ~> combo 2 ... +% stability is added up

    because i noticed my Triple Kicks boost their damage the longer i spam combos, i'll need to test this more.

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  18. TheShadow

    TheShadow Well-Known Member

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    Can you rate this combo plz (I'm full agi brawler w/ godspeed and light remodeled b.b. garb [level 70])?

    sonic wave> smoke dust (save)> moeba shot (swift)> smash (swift)> triple kick (smite)> paralyze shot (consecutive)

    Or the same with smash and sonic wave switched.
     
  19. NineArts

    NineArts Well-Known Member

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    is this a Knucks+Arrow configuration? :eek:

    you can switch Sonic Wave and Smash

    with blind, it improves dodging performance further, given that you are going full Agi, and Smoke Dust gives more MP balance. ;)


    this is my opinion on this setup:

    Sonic Wave ~> Smoke Dust (Save) ~> Bash (Swift) ~> Shell Break (Cons) ~> Triple Kick (Smite) ~> Heavy Smash (Cons)

    - its a safe combo (anti Guard Effect due to Flinch)

    - i added Shell Break, to buff up your Triple Kick Damage (defense down debuff: +25-30% damage, penalty from Save on that position: -20% damage)

    - i added Bash (with Swift to have it at instant animation), if Stun activates, it will persist until your next combo iteration (Lv.10) (once Sonic Wave hits/activates, Stun is removed, replaced with Tumble)

    - i added Heavy Smash at the end to enable Lethargy Effect, so that even if you get hit by magical attacks (which Flee doesn't activate), you can still have that reduced incoming damage, this also compliments BB Garb, if attacks come through, you still have that reduced damage even with the resistance penalties from the armor.

    - you will not need Stability Buff (due to the nature of Knuckles, they have very high stability) or Paralyze Effect (because you are going flee build, with fast AMPR, can get 1 MP bar very quick)

    - this has high total breaker rank value, it will always secure Tank Rank and as a theory, Breaker Rank even with 3 Snipers around (need to test this theory ;))

    LOL i guess i need to bring down my v2 build, this build/setup is the best for Full AGI :p

    @Mugami,

    knucks+arrow, Full AGI with Smoke Dust :D



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    Last edited: Jan 19, 2016
  20. NineArts

    NineArts Well-Known Member

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    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    Test Goal:
    - Know if Critical Damage & Stability applies to xbows when adding STR stat using actual test data.
    - Kill target in one hit to prevent any Damage Drop Off from ruining our test samples.​

    Case A
    Level: 11
    Str: 1 (150% damage when crit)
    Stability: 81% (WBG 50%, Cat Paw 100%, Killer Coat 6%)
    Moeba Shot: Lv.10
    Shot Mastery: Lv.10
    Target: Lv.1 Raffy

    Screenshot_2016-01-20-02-50-36.jpg

    Case B
    Level: 11
    Str: 83 (167% damage when crit)
    Stability: 85% (WBG 50%, Cat Paw 100%, Killer Coat 6%, +4% from 83 STR)
    Moeba Shot: Lv.10
    Shot Mastery: Lv.10
    Target: Lv.1 Raffy
    Screenshot_2016-01-20-02-50-49.jpg

    Screenshot_2016-01-20-02-56-13.jpg
    Case Conclusion:
    Stability fluctuates alot so we.. sacrificed alot of Raffies.. T_T *it hurts*
    took alot of samples, we are able to get the lowest and highest possible damage
    and compare the two test cases. STR Adds Crit Damage and Stability to xbows.

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