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Understanding Gunners

Discussion in 'Bow Gun' started by Ychaival, Jan 3, 2017.

  1. Ychaival

    Ychaival Member

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    With the decline of the popularity of "Snipe" builds and of recent lack of consequential builds, I figure it's a good time to take a look at each element of what is meant by building a Gunner. It'll consist of 3 parts: Stats, Skills, and Gear. Part one is already completed, but the latter parts will be posted as time comes up for me to spend time writing them. Note that this is driven and derived by and from the information already known such as stat calculations, calculations by Wolfram, and extrapolations based on the two.

    Stat Points +
    Most relevant stats for gunners are DEX, CRT, STR, and AGI. I place CRT above STR because eliminating the variability of having access to a ≥1.5x multiplier base damage (through crits) allows us to have altogether higher damage ranges. To keep up with the increasing envelope of damage that's possible to deal, it will be very expensive as stats from gears can increase, new xtals and gear can be implemented in future updates, and reset books spent as CRT will be a stat that eventually be have the least amount of points allocated to it.

    DEX: main source of ATK, and ASPD. since it is a numerical stat >100 base units, it is more beneficial to have a multiplicative increase than an additive increase through gear.

    • 1 DEX : 4 ATK
    • 1 DEX : 1 MATK
    • 1 DEX : 1 HIT
    • 1 DEX : 3 CSPD
    • 5 DEX : 1 ASPD
    CRT: source of increasing base critical rate. though it is higher ranked than STR, gear based stats are more effective in increasing c. rate due to the relatively low cost when comparing gear potential : c. rate and stat point : c. rate. furthermore, since it is a stat that has <100 base units, it is more beneficial to have an additive increase than a multiplicative increase.
    • 7 CRT : 2 Base Critical Rate
    STR: source of increasing base critical damage and base stability. since base c. dmg is a stat that is >100 base units, it is more beneficial to have multiplicative increases than additive increases. when critical hits are almost guaranteed or guaranteed (effectively ≥80% c. rate), this becomes our ATK multiplier. stability determines our lowest possible damage, therefore every x% increase in stability is an averaged ᵡ⁄₂% increase in ATK.
    • 5 STR : 1 Base Critical Damage
    • 20 STR : 1% Stability
    AGI: source of increasing attack speed and motion speed and is affected by armour remodelling, as light armours give a 1.5x increase to ASPD and conversely heavy armours give a 0.5x reduction to it. the threshold in which for which auto attack wait intervals are reduced and for every subsequent 100 ASPD above the threshold increasing motion speed is 1100 ASPD.
    • 5 AGI : 11 ASPD
    • 100 ASPD above 1100 : 1% Motion Speed
     
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  2. Ychaival

    Ychaival Member

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    “What stat should I spend my points on?”
    Currently, the best allocation of stat points would be a maintaining a balance of consistent stream of criticals and ATK. the reasoning behind this is that both ATK and c. rate are the most cost-effective means of improving damage and while the increases provided by STR should not be overlooked, they're not as efficient in increasing damage output due to the larger costs associated with increasing that stat.

    tl;dr stat point allocation in order of precedence
    CRT: 3.5 × [target c. rate - (gear c. rate + base c. rate)], DEX: remainder of unallocated stat points to cap after CRT,
    STR: remainder of unallocated stat points to cap after DEX, AGI: remainder of unallocated stat points to cap after STR

    tl;dr all the following assumed these gears and skills
    weapon: Ice BG(80) A7%CD7%CD11CR11 +B; Ganglef, armour: D7%CD7%CD11CR11; Roga
    sub weapon: Odd Shaped Dagger*, additional: Inzanio Cape; Warmonger
    special: DEX Talisman III; Metal Stinger, skills: shot mastery, ATK UP, CRIT UP

    *admittedly, going for a pure sniper build would see the use of arrows and therefore a larger post-stability minimum attack, however I chose daggers to allow access to a wider range of skills. 12% stability is averaged out to a 6% ATK increase, which is only marginally less than the +3 | +3% C. Dmg increase of Odd Shaped Dagger.

    217 DEX 91 CRT - 2805.5
    (1568 ATK × 84% C. Rate × 2.13 C. Dmg)
    210 DEX 98 CRT - 2802.7
    (1530 ATK × 86% C. Rate × 2.13 C. Dmg)
    213 DEX 95 CRT - 2802.7
    (1548 ATK × 85% C. Rate × 2.13 D. Dmg)
    220 DEX 88 CRT - 2795.0
    (1581 ATK × 83% C. Rate × 2.13 C. Dmg)
    231 DEX 77 CRT - 2789.5
    (1637 ATK × 80% C. Rate × 2.13 C. Dmg)
    194 DEX 114 CRT - 2779.7
    (1450 ATK × 90% C. Rate × 2.13 C. Dmg)
    255 DEX 53 CRT - 2766.2
    (1779 ATK × 73% C. Rate × 2.13 C. Dmg)

     
    Last edited: Jan 3, 2017
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  3. Ychaival

    Ychaival Member

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  4. Ychaival

    Ychaival Member

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  5. Ychaival

    Ychaival Member

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  6. Ychaival

    Ychaival Member

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  7. vana

    vana Well-Known Member

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    IGN:
    Vandetta
    Interesting so its better to take 217 Dex than 255 *o*. Could you supply Ss or video “ψ(`∇´)ψ
     

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