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Is there any benefit to making DEX>INT mage?

Discussion in 'Mage' started by Unetéro Kenora, Nov 6, 2022.

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  1. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    With the arrival of SPRITE skills I decided to try something wildly different, and potentially very stoopid, and made my Mage from 0 to be focused solely on DEX, while the extra cast speed is nice, the CSPD scaling is absolute misery, And I'm not sure if DEX primary stat in a mage makes much of a difference in terms of Stability (MD Has higher Stab scaling than staff), and I'm not sure if it works similar to a knuckle DEX stat, getting better damage at high def bosses.

    Is there, aside from the painfully little CSPD, any benefit to full DEX mage? Or have I done goofed with this one..?

    And to add to the pain, I already used many resources in making this build.. Hoping it's Something
     
  2. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    MD gets .1 stability per allocated stat on DEX, while staff gets none. ^_^
     
  3. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    Does that mean that 10 Dex points = 1% stability? That means that right now I should have about 35% Stability, but, and I'm gonna need help here: isn't it divided by 2? Doesn't that mean I *Really* only get '17.5' stability?
    Also, is this video holding up or outdated? Because if it's up to current standards, and I understood it right, "Low" stability isn't that big of a problem to Mages in general, and the extra damage from INT would compensate the lack of Stability by having a higher damage limit, than the best stable, but low damage from DEX

    That's with the still iffy part about DEX giving some kind of """Pierce""" effect as in; dealing not as bad damage on high defense bosses, but there's only tests on Knuckle so far, didn't find anything regarding mages
     
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  4. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    the formulas are still correct, however there was an update:
    magic stability is still capped at 90 on the lower end but can also exceed 100 on the upper end.

    if your char has +35 stability and your weapon has 80, your magic damage would range from 90 to 107,5.
     
  5. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    "Lower/upper end"? I don't get it, how is it capped at 90% but goes beyond the cap? What does it do to my damage? Confusing
     
  6. FrostHydra97

    FrostHydra97 Well-Known Member

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    Basically it now works like this:
    - If you have 90% or less magic stability, the stability works the same as physical stability, aka your damage will fluctuate between 100% and the percentage value of your stability.
    - If you have 91% to 100% magic stability, however, then any % above 90% will be added to the upper limit instead of the lower like physical stability. For example, 95% physical stability will make your physical damage fluctuate between 95% and 100%, but 95% magic stability will instead make your magic damage fluctuate between 90% and 105%.
    The hard cap is still 100%, though (aka you can only make the upper cap 110% at most).
     
  7. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    I see, I guess there's a bit of benefit to spending on dex then, but not as Much as I did.. I have 35 stab, my 7th Anniv Wings are 70% stability, and I plan on getting the Two-Handed passive since I use water scroll, that would give me 40/20 stab, putting me at 90%, I guess that's good enough.

    I'll just spend on INT from now on, but there's still the question, is that extra stability better than just spending all on INT and leaving dex at 247?
    And what would be the ideal stats for an Armor/MD that benefits from dex, but doesn't leave me damageless? (I made a full Dex armor with 20% cast speed, amazing, but very weak, no MATK%

    That gives me another question (yeah many questions sorry), Which is better, INT%/DEX% or MATK%? Adding more stats benefits from stuff like the extra ele% from Into or all the dex stuff, but once again the raw extra power may just be better, and I'm not sure
     
  8. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    Matk% is better.

    If you'll get the two-hand passive, dnt forget the ninjutsu spirit 1 passive. ^_^
     
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  9. FrostHydra97

    FrostHydra97 Well-Known Member

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    Magic Stability is calculated based on your total stability, not just the stability outside of your weapon stability. So no, what you have does not give you 90% magic stab, they give you a full 100% magic stab, since those already provided 110% physical stab, which gets set to 100% due to hard cap, then get averaged with 100%.

    Not really, imo. Unlike physical attacks, most magic attacks cannot graze (which halves the stability of the attack), and the fact that magic stability is the average of physical stability and 100%, you actually have more magic stability than your physical stability. Therefore, for magic, spending on MATK or other offensive stats would be more profitable than just stability.

    I'd say MATK%, it can provide more raw power. The extra DTE from INT only uses base INT so INT% or INT flat stats don't increase it, while DEX% would be more beneficial for DEX-based builds imo. I believe you usually pick stat% over atk/matk% if the extra stat can provide enough benefit to outweight the reduction in raw power that the other provides.
     
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  10. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    Edit: Nvm no need to answer this one, making 5 stats is nearly impossible, And it's best that I go with just full INT it seems, useful for my farmer as well. Idk where I got the idea to make 5 stat MD's lol, simulations only got 28% chance at best and 7th anniv wings are very scarce rn to try making those.
    Anyways ty VM for all the info and help <3

    Based on that, I guess the best would be doing statting as if my INT was higher, generic mage statting as I call it, Or would [Element Matk% Dex%Dex(maybe flat int?)-Cspd%] be better?
    Maybe the MD dex I did would've been decent if I had used MATK% in place of INT flat

    Also, would [Element MATK% DEX% INT% CSPD%] be good?
    You can imagine how many forests need to be cut, for me to collect that much wood(/ >-<)/ wish me LUK
     
    Last edited: Nov 9, 2022
  11. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    Already got it, and the aggro reduction may be helpful (I say may be, bcuz so far no one documented how much, no idea)
     
  12. Nekotori

    Nekotori Well-Known Member

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    Random question: Did you happen to have high cycle? If so, what was your cast speed with it & without it?
     
  13. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    I didnt, but I played with a supp before, and I got about 8k (including CSPD potions), that was before making the wonky DEX gears, with those kind of gears(or 20%CSPD on your INT gears) you just might get insta cast 10k on all spells, Idk for sure.
    I'm not using Those supp skills as I hope supports will appear more often, so I can rely on them for those buffs instead, Supp skills are very SP costly :v
     
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  14. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    SOOOOOOOO with the new update, what should be the new "Good enough" Stats invested in DEX? (350 before update), do I even need two handed passive anymore ?
    Idk what's happening
     
  15. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    I'd say same as your previous one. The update just buff up the current mage build. No drastic change that needs stat reallocation. ^_^
     
  16. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    Mono I mean, 350 dex gives 35% stab, with two-handed passive I would get 40% and close the 110%, but Stabiliz gives 10% stab and Idk how much Chain cast gives
    Stabiliz itself is a -100 dex needed, so 300 would be enough and two-handed wouldn't be needed, I would just need to know about Chain Cast for the rest
     
  17. Patrona

    Patrona Well-Known Member

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    full stack of chain cast :
    1. Reduce base casting time of all skill by 1 second (can't reduce any skill that already have 1 sec base case time)
    2. Magic Stability 20%
    3. Matk +100
     
  18. Unetéro Kenora

    Unetéro Kenora Well-Known Member

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    If you don't mind, how do you/others get those values? Is it data mining? Just Simple gameplay testing, I find difficult to reach those specific numbers with certainty

    That aside Thank you, an lel, I guess I don't need DEX At all, just full INT with 247 dex and still gonna have enough to spare even if using pholidota shield (60℅ stab)
    I'm Frusthappy, those buffs are so good but it took me so long to make this DEX build ;w; I need a full reset this time
     
  19. Patrona

    Patrona Well-Known Member

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    On reducing cast time thing, i tried it on fresh MD char with 7 cspd (no cast reduction) then use magic arrow with 2 secs. with full stack chain cast, it got reduced to 0.5 secs. then using resurrection with 5 secs on lvl 10, got reduced to 4 secs. but nemesis, storm, or any with 1 sec base not affected by this.
    for the magic stability and matk, well i got this info from phantom library.
     
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