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AGI/DEX/INT or AGI/CRT/INT

Discussion in 'Brawler' started by screamingfox, Nov 11, 2016.

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AGI/DEX/INT or AGI/CRT/INT?

Poll closed Dec 30, 2016.
  1. AGI/DEX/INT!

    87.5%
  2. AGI/CRT/INT!

    12.5%
  1. screamingfox

    screamingfox Well-Known Member

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    So i'm having a dilemma choosing between these two stat builds for the future of my AGI Brawler.

    I don't wish to disclose my build fully, as it's made for fun, and isn't intended to be used in the meta. This way nobody mistakenly follows a bad build made for my amusement.

    Anyway, the intent of this build is reminiscent to that of the Iruna Online monk. Using Knuckles inherently high gains of aspd, matk, and flee to make a character that throws a flurry of attacks (both physical and magical) at the opponent. Abusing proration and healing itself when evasion/flee fails.

    Also no, this build does not use Power Wave.

    Anyway, these are the pros and cons I've come up with for each stat build. Please give me your opinion on these and add onto the list of pros/cons if you think of anything else. Thanks.

    AGI/DEX/INT:
    Pros:
    • DEX provides cast speed that can make some Magic skills easier to use. Even providing some skills the ability to be instant cast.
    • Provides HIT. Solidifying damage outside of High Evasion cases.
    • Provides some ATK and Stability per point. (Provides about 20% of potential attack gained through raw stats.)
    • Provides +1 MATK per point. (Provides 20% of potential Matk gain through raw stats.)
    • Serves as a safe choose that improves everything attack wise. Also, accommodates to some interesting choices in terms of stats for gear.
    • Inherently bumps up the damage of anything that would CRT normally.
    • Increases the effects of Atk%/Matk% gains.
    • Can choose another personally stat if CRT somehow becomes obsolete. Maybe MNT, too alleviate the pressure of status effects. Save potion cooldowns to be used on just potions.
    • Gear may come out that benefits DEX.
    • More usable skills than AGI/CRT/INT.
    Cons:
    • Although it is 20% of total damage for knuckles. It's a debatable 20%.
    • Stability gains are fairly insignificant to Knuckles. Unless Asobimo decides to release more 70% knuckles (Please no.) . In which case it only gives Knuckles a few % of Stability to offset that.
    • 1000+ raw CSPD could either be good or useless.
    • Does not eliminate the need for CRT in gear.

    AGI/CRT/INT:
    Pros:
    • Maxing out CRT provides a hefty amount of CRT.
    • Inherently increases Physical Damage skills through CDMG. As long as the skills land a critical hit.
    • CDMG is easily obtained for now.
    • Allows the choose of forgoing a CRT line if you feel you're Critical Rate is high enough for the current content. Allowing for more lines in other places.
    • Can wear an HP set without having to worry about being gimped CRT wise.
    • (Cosmetic that doesn't matter) Yellow and white numbers will allow you to see your magic and physical damage doing work.
    • Better flexibility in gear compared to AGI/DEX/INT.
    Cons:
    • Does not provide increases to base stats. Does not increase magic damage, cast speed or stability.
    • Does not provide increases to base stats.
    • Uses up a personal stat that could be used for MNT waaaaaaay later down the line.
    • Physical damage is limited to how much Critical Damage is obtainable through gear.
    • Caps out eventually.

    Absolutely sure there are more things, but I think that should give enough of a comparison to help you guys help me.
     
    Last edited: Nov 11, 2016
  2. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    Agi 180 dex 60 rest int
     
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  3. screamingfox

    screamingfox Well-Known Member

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    Thanks. Any particular reason for the 60 DEX? Outside of just the base hit rate.
     
  4. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    No reason at all :p just something i had before
     
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  5. screamingfox

    screamingfox Well-Known Member

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    Ah, gotcha. It does seem like a a nice stat spread for the current level cap though. I'll take into consideration. Thanks BK. c:.
     
  6. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    Np:)
     
  7. -bRyAn-

    -bRyAn- Well-Known Member

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    Hit/Accuracy cant bypass Evasion only Flee/Dodge. Even Crit Rate cant bypass Evasion only magic skills (& some physical aoe skills like tempest & spinning slash from some testers.)
     
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  8. screamingfox

    screamingfox Well-Known Member

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    Alright i'll replace that information then. Thanks.
     
  9. mayam

    mayam Elite Member Elite Member Epic Member

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    Dex for knux = hit rate + cspd + a little bit of attack + a little bit of matk
    Crt for knux = nothing but crit rate
    If you want to make monk (martial+magic) dex is more suitable coz on later updates we will able to add crate15+ on our weapons/armor which is like 50+ stat points on Crt which could be used at better places
     
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  10. Joughton

    Joughton Well-Known Member

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    Just one thing though; critical rate NEVER adds any cdmg in what form; like @Mayam said, only critical rate
     
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  11. Paan95

    Paan95 New Member

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    Why up int?? Sory im newbie
     
  12. TheShadow

    TheShadow Well-Known Member

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    With those recently release ice knuckes (they raise attack with int).
    Then the best option would be just AGI/INT with full critical rate gear.
    Holy Fist would and many Brawler skills would probably be a must. You could use Kick Level 10 from hunters skills to push enemy 8m back before casting a smited spell such as Magic Storm, Magic Javelin (insta-cast), or Holy Light (Priest Skill, with 30% magic pierce with knuckles equipped). Magic Impact may be useful as well.

    Otherwise. With most other knuckles...

    AGI/DEX rest INT would be my guess. @BK. mentioned a spread kinda like this earlier in this thread so I would go with that (BK: has tried it, Shadow: has not tried it)

    Again Holy Fist is a good move to have. Mix in some brawler skills (probably stay away from bash). If you are looking for magic damagers, Magic Impact is not one of them with a knuckle equipped (is a good move to use, but not as a damager). That said magic skills other than Magic Impact and Magic Javelin (which are both insta-cast) don't cast very fast. Even with full DEX, i am not sure if the changes would be worth it (little bit of ATK gain, little bit of MATK gain, lots of HIT, and some CSPD and would need a way to supplement ASPD through gear I would assume). Now that said if you do go with any AGI, you probably don't want to invest any points in MP Charge (not even 1) unless you really need it cause you would recover mp via normal attacks, and possible strong chase attack and shell break.

    This is all i can say from speculation and observation. There are experts out there, but I'm not one of them...
     
  13. screamingfox

    screamingfox Well-Known Member

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    Sorry guys, it's been a busy week.

    I think I stated before that the benefit from adding Critical was that you can add Critical Damage sources and ignore crit rate lines. I don't believe I ever stated that CRT ever directly provides critical damage.

    For Bless, Holy Light, and Impact damage waaaaay later into the build. I've gone through and tested both sides of the build already and was somewhat satisfied with both before the new Ice Claws came out. Holy Light was decent for anytime you'd need to stay out of an AoE zone. Coincidentally, anytime you'd find yourself using Holy Light for that purpose, it's probably going to be against a Dark or Neutral elemental boss. Bless provided some sustainability without relying on a mage or or full support to show up and lengthened the longevity of the party by a fair bit. Impact had no real differences. It was slightly more damaging without a MD and somewhat damaging with one. Since the build uses Impact as a skill for Save combos, it didn't find much use dps wise.

    What I didn't like is that there are far to few stat points currently to provide everything the build has to offer.
    From my experience, most of what you said is true. Holy Fist is a fine damaging skill (as a combo opener) once maxed and puts out some work against the right enemies. It's more or less a weaker astute, that got it's effect replace with a element. It's not exactly needed to be maxed, but I probably will max it later into the game. Like, way later.

    For the rest of the post. There is a fair share to go through.

    So the stat build I used for the AGI/INT/DEX character was
    AGI: 180
    Int: 80
    Dex: 23

    I never finished the AGI/INT/CRT character and deleted it to try out Halberds.... >_>....

    Anyway, I never got MP Charge in my build and used the AMPR gains from Aggravate, MP Boost, and my total MP bar too get my MP recovery done with about 1.8k aspd. I honestly wish I had obtained my Yelb xtal before deleting the character, as it would have helped it along.

    Onto magic.

    -Magic Impact is hit or miss on the damage spectrum. On one side, it will do some damage with a MD outside of a save combo. On the other hand, it's not a godlike skill outside of Save combos. It is however, very good with Earth Bind. It's cast animation is also pretty fast most of the time.

    -Magic Javelin....is love and hate. I hate, the aniamtion delay it has. It's terrible and takes so long that it still feels like you're casting a spell. However, I loooove the effects that come with it. Blind on demand is a godsend and has made me hate every sniper and mage that doesn't use it.

    -Magic Arrows/Holy Light: Are fairly damaging for just 80 int. You're not going to see 1.7k per tick, but you'll find yourself with some pretty nice numbers in full melee parties. Coincidentally, I found myself using Holy Light often on ECB when zones were placed. The cast times of these two in particular are hit or miss. On some bosses it's perfectly fine to cast them raw. On others, you'd better make sure you stun/tumble/bind them before hand. Especially if you happen to take aggro, else you're going to have a bad time. On the other hand you can just not cast the spells and be fine spamming standard combos. Testing with 1k CSPD and 200-ish ASPD, made me realize that it's more of a preference than a need.

    Oh right, I HATED my accuracy. Otherwise the build was fun. It needs waaaay more stat points for it to be viable, but it is indeed a fun build.

    Anyway, the characters deleted for now. So that's that. o:
     
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