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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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    IGN:
    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    v2 Build [link] will be dropped permanently (1/19/2016).

    Change Log
    (1/20/2016): added Stat Distribution/Points of Interest/Current Setup Sections. Videos pending (still need to hunt for gear)​

    About
    This guide is dedicated to all new and old players who would like to use brawler as their main character.

    First things first, i would like to thank the following people about the different information they contributed across the forums and from the topics i previously created. (in no particular order): @Mugami @Precaria @equites @Saphos @BlackRex @Alleura @ViPR @EVILOTTO

    Finally, created a proper Hybrid DPS Brawler (The Breaker v3) :D
    This build will be your boss killer and materials hunter/farmer ;)
    Let's start with theory, or just skip this section and jump to the Skill Distribution Section.

    Also, check my other guide here to boost your character: [link]

    Theory: Introduction
    • It's best to use Xbows as Main Weapon and Knuckles as sub (AMPR positional advantage)
    • Use Brawler Skills as main DPS, use Arrow Rain for farming
    • Elements apply to main weapon, exception are Bow+Arrows (Arrow element is applied regardless of Bow element)
    • Utilize full Dex and Heavy Gear Setup (Guard Rate), minimum ASPD 500 from Mega Speed Potions
    • Pump STR to increase Stability and Critical Damage in late levels (Lv.95+)
    • Don't bother with this build if you don't like to create another alt character as your Alchemist
    • Lastly, if you are not playing until beyond Lv.150 cap, just use a different build, this is not really for you
    Theory: Damage Cases
    Main DPS skill (Triple Kick)
    In the case of glove main equipment (even if you use Knuckles as Sub, all brawler skill effect buff still apply):
    Power + 100% & Critical rate + 50%​
    Damage Calculation:
    (Normal attack + fixed value) * magnification skills%​
    Lv.10 = (base attack + 45) * 3.00
    = (base formula) * 2.0 /* due to additional 100% damage when wearing knuckles */
    = (final result) /* recalculate damage on each hit due to fluctuating stability */

    * will assume Killer Coat Stability added on top of calculated weapon stability, so in this case, i made stability computed as last

    * now my problem is, which comes first? element or cdmg? then compute on top of combo effects? what about drop off? LOL

    * with Triple Kick, you will not need too much Critical Rate due to +50% boost when equipping knuckles (main or sub), so you won't need to add Critical Stat, however, this will depend on you, if you feel like adding it, then add Crit.

    * use equipment to boost Critical a little like Killer Coat (or invest on Crit Xtls)

    * test cases below only use raw stat values, weapon equipments are not included (except MoD, the +100 Atk)

    * if we add the factors like weapon and it's refinements, or add in stacking critical gear, data will change, so we will just use a fixed value to keep things simple

    *
    DISCLAIMER: these test cases are just theories/estimates based on available information, so don't expect a very accurate computation, there are other undefined factors in play (such as Damage Drop Off, Target Defense, Precedence of Additional Damage Computation due to weapon abilities/refinements/xtls/etc., etc.)

    Combined Weapon Stability Computation:
    final stability from weapons = (main weapon stability + sub weapon stability) / 2
    Stability Computation (Xbows as main):
    Max Total Stability Cap (combined totals): 100%
    Computed Bonus Stability = ((STR * 2) + (Dex * 0)) / 40

    (sample) Lv.???: (Str = 100, Dex = 255):
    = ((100 * 2) + (255 * 0)) / 40
    = +5% Stability
    = +20% Critical Damage​

    if 255 STR, Max Bonus Stability: +13%, Max Critical Damage: 201%

    formula can be reduced to: STR / 20
    Case A (Full Agi, Knuckles):
    1 Agi = 2 Atk, 2 Flee, 5 Aspd, 1 Cspd
    255 Agi = 510 Atk, 510 Flee, 1275 Aspd, 255 Cspd
    Damage when critical = 150%, Max Damage Stability = 96%
    /* all knuckles almost have 90% stability, then add Killer Coat (6%) */

    Simulate Triple Kick (Lv.10), damage per Kick:
    = ((510 + 45) * 3.0) * 2.0
    = 3330 (raw)
    = 3196.8 (96% max stability, normal)... 3330 * 0.96
    = 4795.2 (96% max stability, crit)... (3330 * 1.5) * 0.96​

    Case B (Full Str, Staff+Knuckles):
    1 Str = 3 Atk, +1% Critical Damage every 5
    255 Str = 765 Atk, +51% Critical Damage
    Damage when critical = 201%, Max Damage Stability = 81%
    /* Staff (50%) + Cat Paws (100%), then add Killer Coat (6%) */

    Simulate Triple Kick (Lv.10), damage per Kick:
    = ((765 + 45) * 3.0) * 2.0
    = 4860 (raw)
    = 3936.6 (81% max stability, normal)... 4860 * 0.81
    = 7912.566 (81% max stability, crit)... (4860 * 2.01) * 0.81​

    /* special case: if you add in Mace of Destruction (+100 Atk),
    it's like you added extra 33 Str or 100 Int on your overall stat
    (only on attack of course, no change on crit damage), however,
    the target element for it is only limited to Light to get the
    +25% damage boost from elemental weakness computation. */


    Simulate Triple Kick (Lv.10), damage per Kick with MoD:
    /* note: you can add Int after maxing out Str, 1 Int = 4 Matk & 1 Atk
    so the effects of +100 Int can be linked to +MoD in this case */

    = ((865 + 45) * 3.0) * 2.0
    = 5460 (raw)
    = 4422.6 (81% max stability, normal)... 5460 * 0.81
    = 8889.426 (81% max stability, crit)... (5460 * 2.01) * 0.81​

    Case C (Full Dex, Xbow+Knuckles):
    1 Dex = 4 Atk, 1 Matk, 1 Hit, 3 Cspd
    255 Dex = 1020 Atk, 255 Matk, 255 Hit, 765 Cspd
    Damage when critical = 150%, Max Damage Stability = 81%
    /* Xbow (50%) + Cat Paws (100%), then add Killer Coat (6%)
    *** STR increases Xbow Stability & Critical Damage, to pump after Lv.94 */


    Simulate Triple Kick (Lv.10), damage per Kick:

    = ((1020 + 45) * 3.0) * 2.0
    = 6390 (raw)
    = 5175.9 (81% max stability, normal)... 6390 * 0.81
    = Case C wins on non critical attacks (1239.3)
    = 7763.85 (81% max stability, crit)... (6390 * 1.5) * 0.81
    = Case B has higher crit attack (148.716)

    Simulate Triple Kick (Lv.10), damage per Kick, Str +100

    /* Lv.???, +5% stability, +20% crit damage. refer above) */
    = ((1020 + 45) * 3.0) * 2.0
    = 6390 (raw)
    = 5495.4 (86% max stability, normal)... 6390 * 0.86
    = Case C wins on non critical attacks (1072.8) than (Case B + MoD)
    = 9342.18 (86% max stability, crit)... (6390 * 1.7) * 0.86
    = Case C has higher crit attack (452.754) than (Case B + MoD)

    Case D (50% Dex + 50% Str, Xbow+Knuckles, working on 256 stat):
    128 Dex = 512 Atk
    128 Str (stability):
    = ((STR * 2) + (Dex * 0)) / 40
    = ((128 * 2) + (128 * 0)) / 40
    = +6.4% stability, round down +6%​
    128 Str (critical dmg):
    = +25.6% crit dmg, round up +26%​
    Damage when critical = 176%, Max Damage Stability = 87%
    /* Xbow (50%) + Cat Paws (100%), then add Killer Coat (6%) */

    Simulate Triple Kick (Lv.10), damage per Kick
    = ((512 + 45) * 3.0) * 2.0
    = 3342 (raw)
    = 2907.54 (87% max stability, normal)... 3342 * 0.87
    = 5117.2704 (87% max stability, crit)... (3342 * 1.76) * 0.87​

    Case E (60% Dex + 40% Str, Xbow+Knuckles, working on 256 stat):
    154 Dex = 616 Atk
    102 Str (stability):
    = ((STR * 2) + (Dex * 0)) / 40
    = ((102 * 2) + (154 * 0)) / 40
    = +5.1% stability, round down +5%​
    102 Str (critical dmg):
    = +20.4% crit dmg, round down +20%​
    Damage when critical = 170%, Max Damage Stability = 86%
    /* Xbow (50%) + Cat Paws (100%), then add Killer Coat (6%) */

    Simulate Triple Kick (Lv.10), damage per Kick
    = ((616 + 45) * 3.0) * 2.0
    = 3966 (raw)
    = 3410.76 (86% max stability, normal)... 3966 * 0.86
    = 5798.292 (86% max stability, normal)... (3966 * 1.7) * 0.86​

    Case F (70% Dex + 30% Str, Xbow+Knuckles, working on 256 stat):
    179 Dex = 716 Atk
    77 Str (stability):
    = ((STR * 2) + (Dex * 0)) / 40
    = ((77 * 2) + (179 * 0)) / 40
    = +3.85% stability, round up +4%​
    77 Str (critical dmg):
    = +15.4% crit dmg, round down +15%​
    Damage when critical = 165%, Max Damage Stability = 85%
    /* Xbow (50%) + Cat Paws (100%), then add Killer Coat (6%) */

    Simulate Triple Kick (Lv.10), damage per Kick
    = ((716 + 45) * 3.0) * 2.0
    = 4566 (raw)
    = 3881.1 (85% max stability, normal)... 4566 * 0.85
    = 6403.815 (85% max stability, crit)... (4566 * 1.65) * 0.85​

    Case G (distribution till Lv.4 skills or Lv.150 cap, +5 = emblem)
    75 = 211 current
    76~85 = +20 (+5 )
    86~94 = +18
    95 = +2 (+5 )

    (Lv.95 = 255 main stat)

    96 = +2 (+1 left over from previous, +5 emblem)
    97 = +2

    98~105 = +16 (+5 )
    106~115 = +20 (+5 )
    116~125 = +20 (+5 )
    126~135 = +20 (+5 )
    136~145 = +20 (+5 )
    146~150 = +10


    141 extra stats, after maxing at Lv.95

    Grand Total (Lv.150):

    Dex: 255
    Str: 142
    given;

    Stability: 75% +10% (from paralysis shot, theory)
    Initial Total Stability: 85%

    Bonus Stability = ((142*2) + (255*0)) / 40

    = 7%

    Overall Stability = 92%

    Crit Damage = 142 / 5

    = 28%

    Total Crit Damage = 178%

    255 Dex = 1020 Atk

    Simulate Triple Kick (Lv.10), damage per Kick:
    = ((1020 + 45) * 3.0) * 2.0
    = 6390 (raw)
    = 5878.8 (92% max stability, normal)... 6390 * 0.92
    = 10464.264 (92% max stability, crit)... (6390 * 1.78) * 0.92
    * i will assume weapon attack is zero because we only included raw stats here*

    actual percentage of damage increase from Crit after applying stability:
    56%

    translation: so at Lv.150, Crit Damage = 2x of Normal Skill Damage

    now, try to factor in elemental damage, the actual weapon and it's refinements, adding smite combo tag, etc. it will not only be double the normal skill damage (it will go beyond). keep in mind, we are not maxing out STR yet.
     
    Last edited: Jan 20, 2016
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  2. NineArts

    NineArts Well-Known Member

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    IGN:
    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    Case Conclusions:

    Case D, E, F = the best combination would be 70% Dex, 30% Str (Case F).

    percentage difference = ( | V1 - V2 | / ((V1 + V2)/2) ) * 100

    Case B vs Case C:

    Staff+Knuckles, 100% Str (255 stat)
    3936.6 (81% max stability, normal)
    7912.566 (81% max stability, crit)
    Xbow+Knuckles, 100% Dex (255 stat)
    5175.9 (81% max stability, normal)
    7763.85 (81% max stability, crit)
    = Case B wins on criticals (148.716 or 1.8973%), however, Case C wins on normal attacks (1239.3 or 27.18%)
    Case B vs Case F:
    Staff+Knuckles, 100% Str (255 stat)
    3936.6 (81% max stability, normal)
    7912.566 (81% max stability, crit)
    Xbow+Knuckles, 70% Dex + 30% Str (256 stat)
    3881.1 (85% max stability, normal)
    6403.815 (85% max stability, crit)
    = Case B wins on criticals (1508.751 or 21.0773%), also, Case B wins on normal attacks (55.5 or 1.4199%)


    Theory: Damage Cases Discussion


    if Case F is not good and Case B is better if compared, then Case B is the best option.
    if Case B only wins on criticals over C by a small amount, Case C wins if we also consider non critical hits.
    therefore, Case C is greater than Case F. poor Case A, it's the worst in terms of DPS.

    From the summary above, if you use STR as secondary Stat after maxing out DEX at Lv.94, that's where the actual boost starts on this build. At around Lv.150, you will feel significant higher DPS vs other classes (increased Stability and Critical Damage). We don't even know if there will be an Xbow with better properties than Mace of Destruction (example: higher than +100 bonus attack, or high physical pierce). Also, the mystery behind Lv.4 skills, we still don't know as to the extent of what they will do (we are learning from Archer Tree as well, so i'll expect a better version of Quick Draw, higher probability of effect activation).

    My playstyle dictates being able to regen AMPR even when the target is away (within 8 meters, Xbow max range is equal to Power Wave Lv.6 like on my v2) so i'll go with Xbow+Knuckles (Dex+Str), it makes me flexible if i want to navigate around and avoid red AOE areas and regen AMPR. Also in terms of farming, early on Xbow+Knuckles will have the advantage (Earth Bind is only 1 hit, Arrow Rain: 4 hits).

    Next, in order for Dex+Str = Xbow+Knuckles to boost it's damage on early level cap further and significantly boost it on late levels, there is only one answer. Stability. So Paralyse Shot Skill will contribute alot on damage boosting. In theory, it's possible to reach 100% Stability on this build (provided that Paralyse Shot gives +10% boost to stability, currently we have no data), however the game counts as max is only 95% Stability (need more test on this).

    Final computed damage largely depends on stability, and it fluctuates. This is true only if the assumption is correct that the final result needs to be computed with the random stability value that came up on that moment (Luck stat affects it). Stability is the real enemy of DPS because it decides how much you can only output, Drop Off on the other hand, can be your friend or enemy.

    Next, if there will be no higher quests like BNuts/Nisel in future levels, characters with no proper AOE will be between a rock and a hard place (like in the old days of NSkel and Ruti, that's where being in a good guild pays off, free leech and items! xD). And also the reason this build will use Arrow Rain, not only as farming method but also as mob clearing during start of boss fights.

    With regards to future bosses and updates, i have a feel of them adding in Critical Resistance (or maybe it's just me or it's already added on each boss?)

    Don't underestimate the combined damage boost when maxing both ####Mastery (scales with your base attack) and Attack Up (scales with level).

    I would not invest in +2% Atk Xtls or Boss Xtls yet (S.Roar and Eerie Xtl an exception), we are still on a very low level cap, there will be better Xtls in the future.

    Theory: Guard Effect and ASPD

    After my tests, in my opinion, it's enough to have 500 ASPD (you just need to stack AMPR = eerie +s.roar xtal as minimum, then support with Blue/Purple Gelatin to quickly gain 1MP Bar), to get that 500 ASPD, craft Mega Speed Potions.

    Because we can attack at any position and gain MP, this eliminates the need to invest in Power Wave, we won't be needing to sacrifice valuable skill points.

    Main stat is Dex, so are sure to hit high Flee targets (and in case of high Evasion/higher Flee targets, Critical Rate boost from our Smited Triple Kick will take care of it).

    Guard Effect reduces damage on all kinds of attacks (magic, normal physical, crit physical) and it activates on any type of attack, unlike Evasion and Flee that only activates on non-Critical Physical targeted attacks or Physical AOEs. To know more about the kind of attack that hits you, scroll up the chat window and Show Damage (Physical Damage, Magical Damage, and Fractional Damage.. when you get flinched/stun/etc).

    Every Guard Effect increases Hate value (aggro), so aside from very long combo (refer to Combo Section: 15 MP bar equivalent, stacking aggro in skills that has high aggro value.. currently no data on values) this build will get more aggro the more it activates Guard.

    You need to upgrade your Heavy Killer Coat (just an example) to at least +E, it boosts Guard Rate a bit, i don't know about Guard Power though (i confirmed this same mechanic with Evasion, so a refined equipment boosts it's hidden stats; Evasion/Guard). It's best to pair this with Mole Eyes, boosts your Weapon Damage and Guard Rate, aside from it's natural high defense boost, this gear will be used long term.

    So you will need a Full Tech Alchemist to support this build
    (someone needs to create a proper guide for this)
    • Crafter: Mega Speed Potions, Revita III, Vita Plus II, Regera II, Ores, etc. /* crafting saves you alot of Spina */
    • Refiner: Hematite: 1~5, Steel Damascus (crafted from d.ores): 6~8, Orihalcum + item from Minotaur side-quest to prevent degradation (forgot name): 9~+E
    • Potential User: I won't go into details (i will let someone do a detailed guide about this as well), you can create any kind of Elemental Xbow of your choosing if you know how to gamble, there is a hidden mechanic on how to succeed on this gamble as well as awakening elemental weapons using very low potential (and it is out of the topic so i did not include it)
    • Synth: This is just a bonus, being able to synth using 3 locks/options (100 Prof), pair it with a low level armor blacksmith (you can add it to your alchemist build) enough to craft an adventure garb and you will start your business of selling dyes /* rarr! more Spina aside from selling crafted potions! */

    Theory: Damage Reductions

    In this build we will learn Heavy Smash, which has Lethargy Effect, as far as i can remember, it reduces attack to a certain percentage (maybe 30-40%?) i may need someone to test this for me on Golden Skeleton's AOE.

    Guard Rate is the value in which we activate Guard Effect, and Guard Power is the additional damage reduction on top of your defense when Guard Effect triggers. Currently there is no data existing, but i think the reduction is around 40% (as base), now this will depend on your Guard Power as well to have more damage reduction (this is the reason why Parry and Guard Effect don't trigger together).

    That's why going Guard Effect is best utilized by Knuckle+Shield configuration with Gloria buff. Shields got Guard Rate/Power built in, and Gloria increases Guard Rate when equipping shields. Together with Knight Skill Tree, example Assault Attack: power+25%, knockback probability+50% when equipping shields, and Shield Tree of course (reduced MP costs of shield buffs).

    Knuckle+Shield+Guard Build+High Aggro Gear = Tank and Breaker Monster

    Next, lets add in Paralyse Shot, aside from the bonus Stability, it also adds Paralyse Effect, which debuffs the target on it's attack speed, so for example: instead of attacking two times on a certain timeframe (auto attack), it only does one. So this will give you enough timeframe to finish your Smited Triple Kick and do another round of your combo if you got enough MP (or if Quick Draw activates).

    Lastly, don't forget to clear mobs first, you don't have too much flee (like a full agi brawler) and too much built in defense like what a tank can have (shield and hp).

    So in summary, we have Guard Effect (reduce incoming damage) + Lethargy (reduce target's attack) + Paralysis Effect (slow target's auto attacks). You can still survive as a Brawler with low Flee, also, we are spamming our interrupt skills so this will add to it.


    Theory: Spammability

    Because we are on a 6 skill combo, we will need some form of support for our MP, considering we have low ASPD for AMPR. In this build, we will learn Lv.10 Quick Draw so that each skill in the combo, we have 3 of 10 chances of triggering QD, and according to Binomial Probability, there is a very slim chance to trigger twice the QD in the current given repetitions (skills), in simple words: 3:10, 3:10, 3:10, 3:10, 3:10, 3:10 in a 6. also, lately i observed that it's not actually the number of executed skills, it's the duration of your whole combo (i posted somewhere on this thread about it).

    30% chance will feel like Shell Break's Defence Down Break. This skill (QD) is important because we only need 1 chance of triggering MP regen and we will have another 6 tries to get another regen.

    The more we spam our combos, the more chances we not only to regen MP, but also inflict status effects supporting our survivability. We will also implement stacking AMPR (using gear and items) so that we can catch the chance of not having any regen from Quick Draw, and because we have low ASPD, it's essential to have high AMPR to that we will only need a few auto attacks to gain 1 MP Bar. And because we are on spam mode, we will see spammed triple kicks (unlimited triple kicks).

    Lastly, don't just spam skills without thinking and blaming the build that you died. If you can avoid the red AOE area, then go away from it, you are a Hybrid DPS, not a full tank.




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    Last edited: Jan 19, 2016
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  3. NineArts

    NineArts Well-Known Member

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    IGN:
    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    Stat Distribution
    DEX: All (till Lv.95)
    Future Scenario (Lv.95 onwards, High Crit Damage & Stability Boost):
    STR: 100%
    CRIT: 1 (stat limit, will not change, or just don't learn any personal stat)

    Future Build:
    All emblems achieved to get these stats at Lv.150 (when Lv.4 skills are released):
    DEX: 255
    STR: 142 (178% Total Crit Damage, +7% on overall stability)​

    Points of Interest
    Setup:
    Xbow(elemental) + Cat Paws (100% stability), Heavy Modified Armor, Guard Rate+%​

    DPS Skill:
    A. Triple Kick Lv.10 (Low Risk, Decent Reward): will always hit at Critical, except on some bosses (i think there is actually a static Critical Rate Resistance per target, however we don't have data on that yet), damage not as high as Snipe.
    B. Snipe Lv.10 (High Risk, High Reward): with the latest update on Snipe, the higher your overall critical rating, the lower this skill will hit if your equipment is not Bow (as posted by @Alleura on this topic: [link]). Critical Rate is low compared to Bow, but if it hits with Crit, it HITS HARD. Also, this skill has higher Breaker Rank value than Triple Kick. (i think this is what @Saphos did as a build modifier on his setup)​

    ** both have the same timeframe to finish doing the skills, however, it is not yet efficient to get both, choose only one.**

    Future Scenario of DPS:
    on future updates, if they increase Combo Points (current limit at Lv.75: 10), it's ideal to get both DPS Skills.​

    Combo Idea (only uses 1 MP Bar):
    Moeba Shot/Smash ~> Heavy Smash (Save) ~> Sonic Wave (Cons) ~> Shell Break (Cons) ~> Triple Kick/Snipe (Smite) ~> Paralyze Shot (Cons)

    ** pair it with Quick Draw Lv.10, you will spam alot, it's essential to gear up with Remodelled Heavy Armor for Guard Effect + Heavy Smash Lethargy Effect**

    Farm Skill: Arrow Rain Lv.9 (level limit, will not change)
    Arrow Rain (Bow):
    Lv.1~3 = 1 Hit
    Lv.4~5 = 2 Hits
    Lv.6~8 = 3 Hits
    Lv.9~10 = 4 Hits​



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    Last edited: Jan 20, 2016
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  4. U MAD BRO?

    U MAD BRO? Member

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    Hhahahahhha I see I see:D you've given this much thought evidently but isn't it still a bit too early to forsake our swagger (knuckles) so long as toram online exist let's not give into despair and persevere:eek:
    Our time will come!! Believe in the toram that believes in you:rolleyes:
     
  5. NineArts

    NineArts Well-Known Member

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    IGN:
    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    LOL! yeah, incoming wall of text a few days from now :p

    still not giving up my Knuckle+Full Agi, he's currently in hibernation mode (will stay at Lv.75 until there are significant changes) :oops:
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  6. Mugami

    Mugami Well-Known Member

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    Stability maxes at 95%. Depending on the Bowgun: 50-60% stab. Knucks are 90%.
    (60+90)÷2=

    75% stab.
    Knuck's Earthbind is better than arrow rain imho.
    Or Earthbind>arrow rain(smite)>_____>mp charge(swift)
    Something like that.

    Unmmmm....oh.
    Car paws don't give it's Aspd but I'm pretty sure the negative applies.
    Crit rate/damage on subs don't work.
    Best bet is probably crafted jamhadar (highest base atk so far, I think) with
    Atk +7%, Atk+7, stability +2%
    All those work.
    There's something else but I forget...
     

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  7. Mugami

    Mugami Well-Known Member

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    Oh, my "200 Stat" blocks. You can use them if you want. Just credit me directly underneath them in size "1" font (Example: size) . And I can make the one for Bowguns, if I haven't already.
     
  8. BlackRex

    BlackRex A Black Bunneh Elite Member

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    BlackRex
    @NineArts what is your main damage skill for this build? Tkick or snipe?or both? (Play in short range n long range at the sametime required agile movement)
    I see this build's problem is its ampr and survivability. We cannot always use save combo and using it in a looong combo (like 6 or 7 skill in it). Its not suggested.
    However this build is fun to play with if its matched w your playstyle.. cant wait to see the result ^_^ cheers for senpaii.
     
  9. Mugami

    Mugami Well-Known Member

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    This may be of use too.

    Bowgun/Knuck
    MAtk decreases by -15%
    Proc rate of brawler skills increase by 50% (base 25%: increases to 75%)
    Element does not apply.
    Stability overlaps by mean (Example: (50% + 90%)÷2=70% Stability.)
    Secondary Substats do not function.
    Xtals on Secondary do not function.

    If not.....meh.

    I'd say Shell break might be important to the build and Moeba.
    Then snipe to triple kick.
    Probably should aim at 100mp combos; if you're not using mage ring or mp boost 10.

    Needless to say, I'm interested to see what you do. :D
     
  10. Saphos

    Saphos Old Sword Nerd Elite Member

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    @NineArts I'm thinking about the same thing,

    Doing a similar Bra-archer, same stat build but using Smash > Heavy smash (save) > Bash > Snipe (Smite) > Sonic wave for 100mp.

    Breaking and DPS is ok, I'm waiting to see how well he turns out as currently only lvl 50.
     
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  11. Mugami

    Mugami Well-Known Member

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  12. NineArts

    NineArts Well-Known Member

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    got solution on this part, will post it after i got it to Lv.75 ;)
    as to DPS, it's Triple Kick only.

    yep

    nope

    LOL! Bra-archer. add it with a goat accent.. :oops:




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  13. NineArts

    NineArts Well-Known Member

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    @Mugami i have a question.

    so Critical Rate is reduced by target's level VS character's level?
    this came up after i created more test cases (now we got Case F)

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  14. Mugami

    Mugami Well-Known Member

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    Hmmmm....I was never positive of this, one way or the other.
    The thing is: you need to test against a pure crit build to find this answer. Its too close to the standard deviation's margin (rngesus, lol) to know for sure until you can max crit out fully, then test. So the lvl cap is too low for now. (Hence why I haven't posted my crit guide yet.)

    The crit Damage is dependent on "lvl vs lvl" tho.

    Edit:
    That being said, any data you want to pm me, feel free. I'll give you my email address, if you want it.
     
  15. Pickle

    Pickle New Member

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    I understand Dex gives 4 Atk. But not going knuckle main and agi your losing aspd, dodge, and all secondary substats and its Xtals on it. Is the the extra Atk worth what we would be losing?
     
  16. Saphos

    Saphos Old Sword Nerd Elite Member

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    What we would be losing [temporarily] will be the key word here. I'm not sure about Arts, but I guess he is thinking exactly what I'm thinking. For knuckles, 1 AGI = 2 lousy atk is probably not going to change, when it does, we can deal with it then. With this, once you max DEX which will take care of your offense, you can then go AGI for aspd and dodge, or even go VIT / MTL for a better tank-breaker. This, as it stands right now, has its fair share of potential worth exploring.
     
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  17. Nutter

    Nutter Member

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    For this build do I start as a hunter and get knuckle skills or brawler and get shot skills?
     
  18. Saphos

    Saphos Old Sword Nerd Elite Member

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    Same result. You start with lvl 1 power shot or lvl 1 smash, both are required to get the next skills.
     
  19. Dandroid

    Dandroid Active Member

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    Rather that using dagger in the sub weapon, this is good. the crystal in the slotted sub weapon is another addition. But you wont be needing those passive knuckle mastery skill. So the addition of ampr from aggrevate will be lost.

    I am still new and want to know more on how can we fulfill the destiny of a brawler. What do they really made it for.
     
  20. Saphos

    Saphos Old Sword Nerd Elite Member

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    Xtal in sub weapon doesn't apply. Knuckle stats as a sub weapon doesn't apply either.

    What you gained here, is up-to-par damage being a brawler, while knuckle sub provides the equal-to-brawler-chance to afflicting the breaking effects from Brawler skills.

    AMPR is indeed a potential downside to this compared with brawlers. However, that can be alleviated via using 100mp combos and sober analysis.

    One very important fact about DEX is, not only does it take care of your offense, it also takes care of your hit rate. Versus a pure AGI brawler will need 2 stats to accomplish max atk and hit rate.

    Brawler means different things to different players. But for the purpose of 1) exposing break points, and 2) limiting boss activity by flinching, tumbling, stunned and other effects such as guard break or legathy, this build will get the job done as well as a brawler can do. With a additional bonus of being able to perform normal hits from the outside of many red zones, hence achieve ampr from range. This is an advantage over conventional brawlers.
     
    Last edited: Jan 15, 2016
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