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Again.... knuckles is abismos step child....

Discussion in 'Brawler' started by Zezusa, Jul 18, 2020.

  1. Azin.

    Azin. Brawler Enthusiast Elite Member

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    They coul increase the motion cap upto 75% for knux if it reach that point
     
  2. Kaisyl

    Kaisyl Elite Member Elite Member

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    Crit Damage doesn't have a hard cap.

    Why should knuckles motion speed have one?
     
  3. Azin.

    Azin. Brawler Enthusiast Elite Member

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    So they wont break the game? Since crt dmg is completely different than motion speed.
    Rush buff wont be useless since not everyone would casually use aspd gears
     
  4. screamingfox

    screamingfox Well-Known Member

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    At some point animation time intervals will clip into themself. Causing some wack ass looking animations. They could get it up a bit higher, but it might start skipping animation frames for skills like Triple Kick.

    Don't think it'd help much though. You still need to invest stats into getting motion speed, causing even more bloat on a weapon that doesn't need more stat bloat.
     
  5. AliceYvne

    AliceYvne Elite Member Elite Member

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    Actually Knuckle not really have low natural ATK.,
    Below is simple ATK comparison using 5th Anniv Weapon with +S
    5th compare.png

    You can see with Annihilator, knuckle damage is higher than Katana ( ignore MD ) and nearly close to Bow & BG damage.

    So i think what should rework is the damage constant and the skill multiplier, example like Rush become 25 AGI increase +1 Multiplier and Chariot become 50 AGI increase +1 Multiplier, or both skill will ignore boss Evasion or Guard.

    No suggest rework on stat because if do so , other weapon will become more stronger. Example if rework on AGI stat, DW and HB will become more OP, if rework on DEX, BW and BG become OP..
     
  6. Insane23

    Insane23 Well-Known Member

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    two-handed passive: am I joke to you
     
  7. AliceYvne

    AliceYvne Elite Member Elite Member

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    I not include all that skill, only compare pure weapon attack and Annihilator only.

    Beside, knuckle also can have Two-handed passive (katana passive)
     
  8. Insane23

    Insane23 Well-Known Member

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    Are you aware that two-handed for katana boosts atk by 50% upon crit right? Even if you have two-handed on knuckle, it won't work like this.
     
  9. Azin.

    Azin. Brawler Enthusiast Elite Member

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    They could actually rework the atk per stat in knuckles only just like how they did it on dw. Before dw became mainstream
     
  10. Kaisyl

    Kaisyl Elite Member Elite Member

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    Problem with annihilator is it's high MP cost on a weapon with no MP recovery ability.

    I think I'll reset and revisit knux/MD for that but still, it's not a viable active skill for farming.

    If knux has average attack then this just reinforces that they are looking at rapid skill execution instead of burst damage.

    They need MP recovery and motion speed for that @_@
     
  11. AliceYvne

    AliceYvne Elite Member Elite Member

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    [If you're using a Katana on the main weapon slot, have no equipment on your subweapon slot, and you use an auto attack or skill that crits, your total ATK is increased by (5 * Skill Level)% for that attack;]

    I’m fully aware on this and again I say the calculation is on Weapon Attack only with annihilator, this buff gain from 2handed will not count in katana ATk but on final damage
     
  12. AliceYvne

    AliceYvne Elite Member Elite Member

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    I hope so...but guess they won’t change it...

    Usually when enter boss battle, I will use slide>Stun(save)>impact(con) then only use annihilator.

    for Goliath like below
    1. Goliath > Warcry(sv) > Bw(sw) <—5mp
    2. Kairiki > Goliath(sm) > impact(con) <—1mp
    3. Goliath > Warcry(sv) > Bw(sw) <—3mp
    Repeat 123 and make some normal attack before release Goliath.

    Backstep > Warcry (sv) > breathwork(sw) also can use before start above combo.

    1MP combo like slide>impact>rush, ad-lib>BW>chariot also not bad.
     
  13. Insane23

    Insane23 Well-Known Member

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    Well, but it was you mentioned "damage", not weapon attack in first place. It's still unfair saying it even in this context, since due two-handed katana is among the classes with highest "atk"
     
  14. AliceYvne

    AliceYvne Elite Member Elite Member

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    If you just want to target on my words, then I apologized because I still working hard on learning English.
     
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  15. VangNir

    VangNir Well-Known Member

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    This is why you should treat rush as snipe and goliath punch as cf. And annihilator with save tag will do fine in 1mp combo.

    You can spam rush with normal dmg but only 2mp.
    Rush > impact (save) > finale (smite)
    With uncomplete combo, half mp buff will still intact and next rush 100% dmg will only cost 200 mp.
    Goliath (charge) > impact (save) > finale (smite)
    Same logic as first combo but you only need 300 mp to charge goliath.
    Kairiki > goliath release (smite) > impact (con)
    150% goliath with 100 mp cost.
    Add 100 mp decoy and annihilator combo and your build is done.

    100 mp > decoy (save) > impact (smite)
    Annihilator cost will become 300 mp at this point.

    Having less than 1400 max mp will make this build works
     
    Last edited: Jul 21, 2020
  16. Insane23

    Insane23 Well-Known Member

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    lol, it's not about english, I'm not that good in english to brag about it, but I suppose there is a difference between damage and weapon attack.
    Annihilator can't be put in a combo
     
  17. AliceYvne

    AliceYvne Elite Member Elite Member

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    whatever, you can have thousand reason just to point out my language.

    [slide>Stun(save)>impact(con) then only use annihilator]
    I didn’t say annihilator is inside the combo, and I afraid this is not language problem.
     
  18. Insane23

    Insane23 Well-Known Member

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    I was answering the other dude, I even quoted him xD
     
  19. AliceYvne

    AliceYvne Elite Member Elite Member

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    Oic, then this is my fault.
     
  20. AliceYvne

    AliceYvne Elite Member Elite Member

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    Rush > impact (save) > finale (smite)
    With uncomplete combo, half mp buff will still intact and next rush 100% dmg will only cost 200 mp.

    The idea is good but if we have 2k mp...the finale will still on right? Because Smith tag make Finale MP become 3200, but Impact reduce half become 1600, and impact save Tag reduce another 200 so will become 1400. Added 400 MP rush at beginning will become 1800....will it too risky especially we accidentally use Mana Potion.
     

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