Author Archives: Mugami

About Mugami

Screw this! I don't know how to summarize!

What effects do Secondary Weapons have?

Here’s the analysis.

Main: Staves

Staff/Knuck
MAtk decreases by -15%
Proc rate of brawler skills increase by 50% (base 25%: increases to 75%)
Element does not apply.
Stability overlaps.

Staff/MD
Atk (103:87=-15%)
All spell radii use wider MD range.
Stability overlaps.
Proc Rate of brawler skills increases by 25%. (base 25%: Increases to 50%)

Staff/Dagger
All Substats function.
Element only applies to dagger via dagger skills.
Stability adds

Staff/Arrow
Stability adds. all substats function
Element only applies to bow skills. (example:arrow rain)
Def/mdef lower by (19:14=5/-25% and 80:60=20/-25%)

Staff/Shield
Aspd lowered by -50%*
Shield Mastery removes this penalty by +5% per rank.
Shield Def stat is applied to Def & Mdef.
All other stats and subs apply normally.

Main: Bowguns

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.)

Bowgun/MD
Atk decreases by -15%
All spell radii use wider MD range.
Stability overlaps by mean. (Example: (50%+60%)÷2=55% Stability.)
Proc Rate of brawler skills increases by 25%. (base 25%: Increases to 50%)

Bowgun/Dagger
All Substats function.
Element only applies to dagger via dagger skills.
Stability adds. (Example: 50%+10%=60% Stability.)

Bowgun/Arrow
All substats function
Element applies to bow skills and auto attacks. (example:arrow rain)
Def/mdef lower by -25%
Stability adds. (Example: 50%+20%=70% Stability.)

Bowgun/Shield
Aspd lowered by -50%*
Shield Mastery removes this penalty by +5% per rank.
Shield Def stat is applied to Def & Mdef.
All other stats and subs apply normally.

Main: Knuckles

Knuck/MD
Atk is lowered by -15%.
All spell radii use wider MD range.
Stability Substats Function
Proc Rate of brawler skills decreases by 25%. (base 100%: Decreases to 75%)

Knuck/Dagger
All Substats function.
Element only applies to dagger via dagger skills.
Stability adds.

Knuck/Arrow
Stability adds.
All substats function
Element only applies to bow skills. (example:arrow rain)
Def/mdef lowered by -25%

Knuck/Shield
Aspd lowered by -50%*
Shield Mastery removes this penalty by +5% per rank.
Shield Def stat is applied to Def & Mdef.
All other stats and subs apply normally.

1h Swords

1h/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 if knuck has higher stability

1h/MD
Atk lowers by -15%
All spell radii use MD range.
Proc Rate of brawler skills increases by 25%. (base 25%: Increases to 50%)
Element does not apply
Stability overlaps by mean if md has higher stability.

1h /Dagger
All Substats function.
Element only applies to dagger via dagger skills.
Stability adds

1h/Arrow
Stability adds. all substats function
Element only applies to bow skills. (example:arrow rain)
Def/mdef lower by (19:14=5/-25% and 80:60=20/-25%)

1h/Shield
Aspd lowered by -50%*
Shield Mastery removes this penalty by +5% per rank.
Shield Def stat is applied to Def & Mdef.
All other stats and subs apply normally.

Important Notes:

Equipping an MD as secondary will make Charge use MD’s charge time if its faster than the primary.

And this is really interesting
Power Wave (Passive lvl3: Magic Skill) will add the MD’s Atk stat and all substats that apply. This works for Staff/MD too. Vita core (29+5) vs metal wings (32+5) vs irogeon (15+6) show substantial differences. Metal will crit more, as per it’s subs. Vita still has higher average damage as per its stability 10% power wave uses Primary’s stability as base (example: Knuck/vita; 90%+10%=100%: 95% is cap). Xtals on them work during power wave. My vita use astols. Metal Wings have a crit +2 xtal. So this must be a glitch they don’t know about.

Power wave with MD in secondary will negate damage penalty to Power Wave.

Bowgun with MD and Power Wave applies damage increase from Long Range between 8-10m (lvl2 Bow passive Bow skill).

Anybody who wants a copy: Kik me in pm and give me your email. I’ll send the original doc. Its prettier to read and you can keep it on your phone.

Categories: Uncategorized

Sober Analysis

image

▫Total: Refers to amount gained while getting to 300 ampr.

▫Aspd: Character’s Aspd. (Duh!)

▫Time: Time is takes to get to 300ampr.

▫Quick Rest: This is the amount regenerated via the Quick Rest Skill at 5 ranks during the time it takes to regen the 300 mp via Sober Analysis 10.1 Minute: This is the total mp gained by simply auto attacking for 1 minute.1 Sec: 1Minute ÷ 60 for ease of comprehension.All tests were done with either fists or MDs and Sober 10/Quick Rest 5. No additional ampr gear was used.Each run timed by hand, repeated 10x, averaged, and done with both 787 then 1487 max mp. (Yes, each Aspd was done 20×! Lol.)
Notes:
Using Mp Charge 10 with a staff for 1 minute straight would yield 6,429 MP.Using Mp Charge 10 with an MD for 1 minute straight would yield 5,000 Mp.
There is a ceiling around 2100~2400 Aspd for fists and MDs it seems. This is due to auto attack animation slowing you down.Each weapon has a different attack animation spd. DW would be slowest and have a much lower ceiling at probably 1800.

Categories: Uncategorized

Full Evasion Calc

+ Evasion vs Evasion %

This is a bit of a misnomer. Unlike Guard with its two types separate stats(how often it triggers and how much it reduces), Evasion is only one stat (the trigger).

Evasion is more similar to Crit rate. It caps at 95%. So no, you can’t have ober-evasion totals of 980%. Evasion is a percentage of how often you avoid attacks. “I evade attacks 980 of the time,” makes no sense. But, “I evade attacks 70% of the time,” does.

I hope that gets most of you out of thinking Evasion is a flat stat like Flee. Its not at all.

980 Flee can be beat by a Hit of 981 or more.
Evasion has no counter and thus the idea of 980 in utterly pointless. As it has no in-game mechanic to contend with, Evasion can only be made to have an effect by making it a percentage modifier. Just like Crit Rate, Luck, and Mental.

Make sense? I hope so.

Q: So why are there “+ Evasion” and “Evasion %”? What’s the difference?

A: Good question, thousands of people who play this game.

A base character has 0 Evasion. 0%. Nil. Nada.

Light Armor donned and 10 ranks in Light Armor Mastery gives +10% Evasion to Base Score.

Eva Up (Battle skill) 10 ranks gives +10 Evasion to Base score. Yes, that means at lvl200 you get +50.

Reflex (Dual Wield skill) gives +50% Evasion to Total score.

Q: What’s the difference between the “+” and the “+%” tho? I don’t get it.

For that I need to add equips and xtals. So

I’ll use Mirror Shield (Evasion Rate +10%)
Mole Eyes additional (Evasion Rate +10%)
Magic Crystal Armor (Evasion Rate +5%)
Volcanic Claws (Evasion Rate +2%)
Mage ring (because I love it)
And for giggles, I’ll use four +2 Evasion xtals on these.

I’ll have a lvl 30 character with Eva Up 10 and Light Armor Mastery 10.

Q: Wait how much Evasion does using Light Armor give you to begin with?

A: Light Armor itself gives +10 Evasion.

Q: Okay. So light armor and mastery 10 give you +20? Or 11?

A: No no. I’ll get to that. Gimme a minute.

Your Primary is your highest bonus from a skill or equip or xtal.
I have Eva Up 10. So that is my Primary base.
If I didn’t have Eva Up; the Light Armor’s natural +10 would be the primary.

Moving on. Percentages apply to primary.
Eva Up 10 + 10(light armor) = 20
20+(Mirror Shield (Evasion Rate +10%) + Mole Eyes additional (Evasion Rate +10%) + Magic Crystal Armor (Evasion Rate +5%) + Volcanic Claws (Evasion Rate +2%))….

Lets make this easier to read.
20+(10% + 10% + 5% + 2%)
OR
20x(1+0.1+0.1+0.05+0.02)=25.4% Eva

Q: What about the four +2 Evasion xtals, Light Armor mastery, and Reflex?

A: I’m not done. Now I take
25.4+(4×2: the xtals) = 33.4% Eva

33.4 is my Base.

Now I add light armor mastery
33.4×1.1=36.74

This is my Total Score: 36.74% Evasion.
I will Eva roughly every 3 hits that don’t miss me.

Q: What about Reflex?

A: That applies to Total.
36.74×1.5=55.11
So when I cast Reflex my Evasion becomes 55.11%, meaning a little over half of the attacks that I don’t dodge, Evade.

Q: What about potions?
Butterfly Float(Evasion+5)?
Black Mist Candy(Evar+5%)?
Overheat Potion(Evasion+10)?
How do they work?

A: First off, Butterfly and Overheat don’t stack. While both at active, Overheat just overlaps Butter for +10. Anyways, Potions apply to Base. However, Reflex does not count potions.

33.4 is my Base.

I decide to use an Overheat and a Mist Candy.

The Overheat is added first.
33.4+10=43.4
Then the Mist.
43.4×1.05=45.57.

That’s not bad.

Q: What about Reflex?

A: Ah. 45.57-33.4=12.17
Now are Total with reflex is 55.11.
Adding the 12.17 back in is 67.28

67.28% Eva!

This means 2 out of every 3 hits that you don’t dodge, you’ll evade!

Now all of this is for a character under lvl40. Remember that battle skills increase by character lvl. So those 10 ranks in Eva Up that give +10 Evasion, become +20 after lvl40 and +30 at lvl 80, etc.,!

95% Eva is achievable by the beginning of Endgame. And by lvl200, you really don’t need Reflex. But you’ll definitely need the def and mdef it screws you out of!

Categories: Uncategorized

Base Dps archer build

This archer is designed for max atk and skill use.

First off, battle skills. The Crit Up skill increases crit rate and damage. This is where your big crits come from.

Despite MakOi saying dagger dagger, it is a physical skill. So it lowers physical skill damage in combos. You want either magic or break to keep combos high. So Sonic Wave or Arrows. Arrows has the longer range to keep you farther from the enemy. It does shit damage because you have not MAtk. But it doesn’t lower physicals, has almost twice the range as Sonic Wave, and will cost only 1 skill point to get. Sonic Wave takes 6. Since I’m going for as streamlined as possible, Sonic Wave is out. Yes it can tumble. But if it doesn’t the enemy will close on you, hit you, and might flinch your combo. That’s a bad gamble.

Skills
Shot lvl3
Power Shot 5, Bull’s Eye 5, Arrow Rain 5, Snipe 10, Bow Mastery 5, Sneak Attack 1, Long Range 5, Quick Draw 10

Magic lvl1
Arrow 1*, Charge 1

Survival lvl2
Safe Rest 5, Hp Boost 10*, Short Rest 5, Mp Boost 10, Sober 10*

Battle lvl3
Atk Up 5, Smash 5, Crit Up 10

*These are optional. I recommend you get these but are not wholly necessary. Sober 3 is necessary tho. Other options to replace these are:
Sonic Wave 1 in place of Arrow 1.

108

Categories: Uncategorized

What Effects Drop Rate?

  Firstly, let me explain how drops are listed in the data itself. There are 18 addresses which correspond to each boss that have to do directly with drops. I will cover what most of these addresses do and how to exploit them. I will not list exact addresses for each boss or how to hack, them for several reasons. The most important reason being that the data is in time sensitive packets that server excepts and sends only within the time limit of a few seconds, making them hard to manipulate without a completely automated custom program for these specific and exact addresses. Plus, hacking will get you banned, same as me showing you. I don’t hack because I like this game and I don’t cheat. I only datamine to figure out how stuff works.
So don’t ask for my help.

THE INDEX
     Each enemy has an index of its drops. Normal enemies have only a simple “Flat” index that looks like this:

00-49   [Null]
50-79   [Item A]
80-99   [Item B]

Other normal enemies have similar indexes with 3 of 4 items and Rare Drop enemies have an index like this; if they drop equipment:

00-49   [Null]
50-73   [Item A]
74-83   [Item B]
84-93   [Item C]
94-99   [Rare Item A]

Bosses are very different, and for simplicity of concept and communication, I will greatly simplify how it works. It’s a double-nested logic dataset for you geeks. But I’ll just call it a “nested index”:

It looks sorta like this:

00-49 [null]
50-69 [Common Item A]
70-89 [Common Item B]
90-99 [⬇ Reroll on Rare Chart]
————–
    00-49 [⬆Reroll on Normal Chart]
    50-69 [Rare Item A]
    70-89 [Rare Item B]
    90-99 [⬇Reroll on Very Rare Chart]
—————
       00-49 [⬆⬆Reroll on Normal Chart]
       50-69 [Very Rare Item A]
       70-89 [Very Rare Item B]
       90-99 [Very Rare Item C]

Insofar as to what items are listed, those are given consecutive addresses which look like this (Volg boss as example):

00 [Null]
01 Volg Claw
02 Volg Flesh
03 Volg Horn
04 Fiery Gem
05 Volg Sword
06 Volg Plate Armor
07 Volg Xtal

DROP MODIFIER
     Every player has a base drop modifier of 0%. What this means is that when you kill a boss, the reward is chosen by a randomized number, a “roll”. This roll is a number between 00-99.
    Drop Rate Up, the Survival tree lvl 1 skill, modifies the index. It goes from this:

*Roll 00-99*
00-49   [Null]
50-79   [Item A]
80-99   [Item B]

To this at 10 ranks in Drop Rate Up:

*Roll 00-89*
00-39  [Null]
40-69  [Item A]
70-89  [Item B]

     The Luck Stat has many uses. Most well known is that it affects drop rate. For every point in Luck, the roll is given a .25% increase. This number is always rounded down to the nearest integer (33.75%=33%). Also Luck always has a maximum of only 95%. It does NOT go to 100%. Also Drop Rate Up, affects the .25% for each point of Luck, as it applies to drop rate.

Both of these can cause your index chart and roll to look like this if both Drop Rate Up 10 and Luck 180 are used:

*Roll (47-89)*
00-39   [Null]
40-69   [Item A]
70-89   [Item B]

     Now it should be noted that this even affects boss indexes. But not in way you might think. I will show the index as if only Luck 180 is used:

*Roll (49-99)*
49 [null]
50-69 [Common Item A]
70-89 [Common Item B]
90-99 [⬇ Reroll on Rare Chart]
————–
    49 [⬆Reroll on Normal Chart]
    50-69 [Rare Item A]
    70-89 [Rare Item B]
    90-99 [⬇Reroll on Very Rare Chart]
—————
       49 [⬆⬆Reroll on Normal Chart]
       50-69 [Very Rare Item A]
       70-89 [Very Rare Item B]
       90-99 [Very Rare Item C]

PARTY REWARDS
     If you’re trying to get drops; a good party is important. But few realize how important this is. If each player has one reward, and ONLY one reward; the roll for each drop increases by +2.5.

BREAKING
     Making sure you fully break all parts on a boss will increase your roll by +2.5.

“UNTOUCHABLES”
     If you are lucky enough to kill a boss without anybody being hit by the boss your roll will increase by +2.5 and exp will increase by +25%.

“SWEET TIME”
     In any boss battle, the time it takes you to kill the boss has an effect on how much Exp you get and your drop potential. Each boss has a time limit to kill it in. If you manage to kill the boss in a time which is less than this limit; your roll will increase by +2.5 and exp will increase by +25%.
     For example, Forestia has a time limit of 1:45. If you kill him under this time limit; you get more exp.

   So in total, if you meet all possible conditions; you will get +10 to drop roll and +50% exp.
    With Luck 180 and Drop Rate Up, your chart will look like this:

*Roll (57-89)*
57-59 [Common Item A]
60-79 [Common Item B]
80-89 [⬇ Reroll on Rare Chart]
————–
    57-59 [Rare Item A]
    60-79 [Rare Item B]
    80-89 [⬇Reroll on Very Rare Chart]
————–
       57-59 [Very Rare Item A]
       60-79 [Very Rare Item B]
       80-89 [Very Rare Item C]

00-49 [null] 
50-79 [Common Item A]
80-97 [Common Item B]
98-99 [⬇ Reroll on Rare Chart]
————–
  00-49 [⬆Reroll on Normal Chart]
  50-79 [Rare Item A]
  80-97 [Rare Item B]
  98-99 [⬇Reroll on Very Rare Chart]
—————
  00-49 [⬆⬆Reroll on Normal Chart]
  50-79 [Very Rare Item A]
  80-97 [Very Rare Item B]
  98-99 [Very Rare Item C]

Categories: Uncategorized

Blacksmith guide

These are your all your necessary skills atm.

Early
Smith lvl2
Process Mats 1, Refine 5, Create Equip 5, Upgrade Equip 5

Mid-game

Smith lvl2
Process Mats 1, Refine Equip 5, Create Equip 5, Careful Creation 10, Upgrade Equip 5, Novice Anvil 3

Blacksmithing is hard work and labor intensive. Only way to lvl a smith is to make stuff. But stuff more than 5 below your proficiency lvl will net single digit xp. Below 10: none. So the key to growth is staying within 5 lvls of your proficiency. This can be tough. Especially, lvls 45+. Here, most mats become boss-only drops. Which makes farming them to require parties all engaged in a single goal: get the necessary mats for the bs.

Some notes not help ease bs lvling:

1.) Pick one stat only. Put all points into this until lvl30. Then hold your points.

2.) 20 points in Tech at lvl 40.

3.) Now put all points into your primary stat until it is maxed at 200.

4.) Choose a new stat to max. You can choose Tech, but the benefits are small. But the time you have the spare points into Tech you’ll be able to make armor well without it. So screw Tech. Choose a Secondary Main stat and Max it.

5.) You need money. Sell all the armors you make for spina. Those 27def/20 pot aqua garbs are trash anyways. Sell them as apps for 10-20k, depending on how long you want to stand around. I once sold 12 BD armors for 1k each, just to make room in my inventory.

6.) Max at least Bag A of Sololo storage. It’s 100 slots. You’ll quickly realize you need every one and still don’t have enough. Mats take up A LOT or room. So spend the $5-10 and expand it to max so you don’t think “fml” constantly and save a little of your sanity.

7.) If you’re not using your bs; still pay attention to what you’re getting. It may be a mat for something. If not; switch to your bs and process the dross. You’ll need the points eventually.

8.) You will make crap at whatever bs lvl you are. Expect it and except it. Its a part of this sucking. But also, things 15 lvls below you, you make really well. And things attached to your main stat will have bonus Potential.
+1 Potential per 10 stat points.

9.) Focus on items made by your chosen stat:

200 Str = +20 2h and +10 1h & Bow
200 Int = +20 Staff and +10 MD
200 Vit = +20 Armor
200 Agi = +20 Knuckles and +10 MD
200 Dex = +20 Bowgun and +10 Bow & 1h
200 Tech = +100 Proficiency & +95% success rate
200 Luck = 80% chance for 1 slot and 15% chance for 2 slots
200 Crit = Nothing! (You didn’t think it did anything did you?)
200 Mental = Nothing!! (Are you mental?)

10.) Know when to pass the buck. If you’re a dex smith and you need a staff made; have an int smith make it.

11.) Never Refine with hammers or other modifiers! They all have a chance to destroy your item!!! Only refine with metals (iron, fine iron, Damascus, orithicalum, etc.,). And if you are refining for money; never use a metal that has more than a 3 for failure chance. You’ll spend more money fixing the failures than you will make. You’ll lose money and piss people off. And Word of Mouth gets around. Only refine for people if your Refine skills are maxed out.

11.) Process everything you don’t need or can’t sell for spina. I cannot stress enough how important processing is. It takes 30 stacks of Wandering Spirits to make the 50 armors to get you from 45 to 55! Have fun in Zok!

12.) After you get to bs lvl65, consider resetting your personal stat to Luck instead of Tech. Those 2s items sell for 3 times the price! Even a 2s, 40 pot volg sells for 240k easy!

13.) If you want to refine; either make an alchemist or ask an alchemist to synth better metals for you. I have an alchemist for just this reason. You pay the overhead and I’ll make them for free. Overhead is my cost + mats.

14.) Good Luck and stick with it!

Categories: Uncategorized

Things for bs to lvl fastest

Stks Material per smith

10lvl
5 stks thick beak
Ruined Temple – Beak

15lvl
9 stks Bird wing
Ruined Temple – Beak

20lvl
8 stks nisel wood
Nisel (Area 2) – Shell Mask
13 stks broken metal
Rinom/Ribisco – Goblin

25lvl
5 stks Dragon skin
Preida – Wanderers’ Camp
5 stks Spider Silk
Pomom – Wanderers’ Camp

30lvl
2 stks wandering spirit
Zok – Skeleton
2 stks lava Crystal
Fiery Volcano (Area 1) – Stone Soldier

35lvl
25 four leaf clovers
Marlboro Forest – Forest Wolf
75 Gorgeous furs
Rakau Plains – Lavarca

40lvl
50 flare volg horns
Fiery Volcano – Flare Volg (Boss)
25 fiery gems
Fiery Volcano – Flare Volg (Boss)

45lvl
3 stks luminous water
Latrious Cavern – Ooze (Boss)
3 stks new moon stone
New Moon Palace – Stone

50lvl
25 huge skulls
Hoatas Ravine – Warmonger (Boss)
375 Thick Green Scales
Hoatas Ravine – Warmonger (Boss)
500 Strong Vine
Yorl Highlands – Connopy

Categories: Uncategorized

Scale armor for dual comparison

With two adel:

image

Heavy

image

Normal

image

Light

With bd primary and adel secondary:

image

Heavy

image

Normal

image

Light

This was done with blank bs crafted scale of all 27 def to have as little variables as possible. I’m also wearing a ring of greed.

As you can see there’s a large difference in flee, an almost exactly 10 point change in def and MDef and ~220 point change in Aspd.

This tells two things:
1.) The differences are fixed not variable.
2.) Unless you choose to take light or heavy mastery, the benefits of heavy or light are minimal. +220 aspd means little. The flee increase for light is nice However in a boss battle, the decrease in def is noticeable. You’re looking at around a 200 damage difference against warmonger stomp attack and 400 damage difference against his tailspin aoe.
That’s 400/800 difference.

Inotherwords, normal for bosses and light for mobs.
Unless you take light mastery.

Categories: Uncategorized

Dual Weild Guide

image

image

+100 atk, +20 aspd

image

+10 Max mp, +300 MAtk, MDef +10

image

+1066 hp, +10 def

image

+100 atk, +420 aspd, +115 cspd, +200 flee

image

+200 atk, +100 MAtk, +60 hit, +234 cspd

As it stands, there are two base build options which stand out. For this I will be showing endgame stats:

Magiknight build
________________________________________
200 int/200dex (50 agility)

+20 mp, +450 Atk, +800 MAtk,
MDef +20, +120 hit,
+220 aspd, +620 cspd, +100 flee
________________________________________

This build is one of the fastest spellcasters in the game with mid range dps. Frankly, this build is the dual sword equivalent to a breaker mage. It has a much better HIT but has a Wall range no better than a staff mage. These guys are the best farmers in the game with a much lower chance to flinch due to its farming combo. And while they may have a lower dps, they are nonetheless a good build.

Skills for Early Game
________________________________________
Magic Lvl3
Charge 1, Arrow 5, Wall 10, Blast 5

Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 1, Control 5, Godspeed 1

Survival lvl2
Safe Rest 5, hp boost 10

Mid-Game Skills (lvl66) 87
________________________________________
Magic Lvl3
Charge 5, Chain Cast 2, Arrow 5, Wall 10, Blast 5

Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5

Survival lvl2
Safe Rest 5, hp boost 10, Short rest 5, Mp boost 10

Late Game Skills (lvl100) 121
________________________________________
Magic Lvl3
Charge 5, Chain Cast 5, Arrow 5, Wall 10, Blast 10

Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5,
Cross Slash 1

Survival lvl2
Safe Rest 5, hp boost 10, Short rest 5, Mp boost 10

Priest lvl2
Bless 5, Gloria 5, Holy Fist 10, Holy Light 5
________________________________________

A few notes:
As you can see, by late game the class undergoes a paradigm shift with the addition of priest skills. Depending on how you want to play the character (close range or long range, more often)
You can choose to forgo some points, here & there, to free up the points necessary to take priest skills after lvl 32. If you want to play more close range; it will look like this for Midgame:

Magic Lvl3
Charge 1, Arrow 5, Wall 10, Blast 5

Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5, Cross Parry 1

Survival lvl2
Safe Rest 5, hp boost 10, Short rest 5, Sober 5

Priest lvl2
Holy Fist 10

Do note that you must take the 5 ranks in Sober. These will be the points you will miss in Late game build. However, as a more close range player, you won’t miss them too much until you move to long range where you will be slower than the original build. This is the breaker version of the class with your main combo being:

Cross Parry>Holy Fist©>Twin Slash©>Spin Slash©
Cost: 100mp

*****************************************

The Musashi build
________________________________________
200dex/200agi (50 crit)

+600 atk, +200 matk, +120 hit,
+420 aspd, +698 cspd, +400 flee
+25% Crit rate
________________________________________
This build, at first glance, appears to have only mid range dps. That would be dead wrong. This build will crit often and parry constantly. The damage comes from the secondary attacks and parry counterattacks.

This build is hard to hit. Most monsters will miss you. You rarely miss.

This build is insane and I love it. The mp regen is on par with a knuck. And the damage is similar to breaker mage. Spinning Slash is your aoe. It has 4m radius just like an md and it’s great.

Skills for Early Game (lvl32)
________________________________________
Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 1, Cross Parry 1, Control 10, Godspeed 1

Survival lvl2
Safe Rest 5, hp boost 10, Short Rest 5, Sober Analysis 1

Blade Skills lvl1
Hard hit 1

Magic Skills lvl1
Charge 1

Knight Skills lvl2
Assault 5, Parry 2
________________________________________

Mid-game (lvl66)
________________________________________
Dual Sword lvl2
Dual Mastery 10, Twin Slash 5, Spinning Slash 10, Cross Parry 1, Control 10, Godspeed 10

Survival lvl2
Safe Rest 5, hp boost 10, Short Rest 5, Sober Analysis 10

Blade Skills lvl1
Hard hit 1

Magic Skills lvl1
Charge 1

Knight Skills lvl2
Assault 5, Parry 4

Control is by far the most amazing ability of the dual tree, adding +50 aspd per rank, for a total of +500 aspd at 10.

I was at a loss for several hours over whether battle skills or an armor mastery would be better. While they both have advantages, with a lvl cap of 66, it is advised to avoid an armor mastery. The reason being; light armor would increase counterattacks but lowers your already very low Def and MDef, while heavy increases your Gaurd and raises those two it also halves the Aspd to a class which relies so very heavily on it. For now, battle skills seem the safest option. At least until lvl 75. After 75, an armor mastery choice will become more important. Right now, it isnt.

Late Game (lvl)
________________________________________
Dual Sword lvl2
Dual Mastery 10, Twin Slash 5, Spinning Slash 10, Cross Parry 1, Control 10, Godspeed 10

Survival lvl2
Safe Rest 5, hp boost 10, Short Rest 5, Sober Analysis 10

Blade Skills lvl1
Hard hit 1

Magic Skills lvl1
Charge 1

Knight Skills lvl2
Assault 5, Parry 4

Categories: Uncategorized

2h DPS Build

A 2h dps is more tanky. Its not a vit tank. But endgame it can be pretty tanky nonetheless.

SKILLS
________________________________________
Blade lvl2
Hard hit 5, astute 10, Sonic blade 5, trigger slash 1, spiral air 10, sword mastery 5, quick slash 10, sword tech 10

Magic lvl1
Charge 1

Gaurd lvl1
Heavy Armor Mastery 10

Survival lvl2
Safe Rest 5, Hp Boost 10
(Optional: Short Rest 5, Sober Analysis 10 or Mp Boost 10. This replaces spiral air 10 and 5 from sword tech. You do less dps from skills but you can spam them more. So, it evens out.)
________________________________________

Equips
Bone sword and a crafted volg sword
Heavy scale armor or heavy bd armor
Stier
Bd crown or dawn hat or xtal earrings
Mage ring for farming

Stats
Str and 40 Crit (skill dps)
Pure Str (high dps)
Str and 40 Vit (mid dps tank)

Categories: Uncategorized

Blog at WordPress.com.