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>> No.17277740 [View]
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17277740

>>17275619
>>17275657

I'll look into two hand if I manage to cap my two hand skill. It's only at 984 at the moment and is lagging behind other skills I'm raising.

I've capped tactics which is the main damage multiplier workhorse of martial arts and dual wield builds. Weapon skills such as martial arts, long swords, polearms, etc mainly help accuracy. They also give a very small bonus to the damage multiplier. How small? Well it contributes 0.1 every 10 levels of a weapon skill to your damage multiplier. That means if you cap say the long sword skill you get an additional 20 points to your damage multiplier. That's small compared to what tactics and attributes are doing for your damage multiplier but hey every little bit helps. My damage multiplier is in the x100+ so a very small bit of that comes from weapon skills. Dual wield only helps accuracy while wielding more than one weapon. It contributes nothing to damage aside from making sure you land your blows.

Martial arts is even worse when it comes to damage multiplier. It only provides .05 every 10 levels of the skill. So again most of MA's damage multiplier is coming from tactics and attributes as well.

I ran another test comparing dw to martial arts damage. This time I crafted a living polearm and used it in conjunction with the Rankis since my polearm skill, sitting at 1,210, is much better than my other weapon skills. Having a polearm skill at 1,210 means that's it's giving me 12.1 points to my damage multiplier. So I'm about 8 points off from the max amount of bonus damage multiplier I would get from capping the polearm weapon skill. To make up for this shortfall in this test, I decided to cast hero on myself during the dual wield portion of the test and to make sure hero wasn't running during the MA part. Hero would bump my strength up to give me the 8 points of damage multiplier I was missing.

So the main damage skills for dual wield come tactics and weapon skill and I've now accounted for them. There are no specific buffs that only effect dual wielders that I can think of so the only buff I had on was hero to make up for weapon skill damage multiplier. Picture 1 shows the damage I got in one turn doing 8 attacks dual wielding polearms. Total damage was 279,944. Picture 2 shows the damage I got in one turn doing 8 attacks with martial arts. Martial arts has 2 buffs unique to buffing unarmed damage that don't work on weapons which are attribute and clear mind. So I only had those 2 buffs on with the MA test and nothing else. Total damage is 2,252,394 damage. So MA did 1,972,450 damage more damage than my instance of dual wielding polearms.

I also tested damage to account for time stop. I could not get a picture of it because the log would suffer from overflow to account for all the attacks I did. It still came up short. Even under the best circumstances it would come up short. I was able to take 5 actions during my time stop when it came up. That means I could get up to 40 attacks. However, to get 40 attacks I'd have to hit 8 times back to back five times. A very hard feat to accomplish but possible. Assuming the damage recorded earlier for dual wield, 279,944, multiplied 6 times(1 for the initial 8 attacks and 5 for the attacks during timestop.) is 1,679,664. 292,786 damage short of what MA did.

Damage for both tests were done on an arktouros with capped armor skills in the void. I sandbagged him to make sure I didn't accidentally kill him. Sandbagged enemies keep their damage resistance from skills. So those are the numbers I normally would get from attack him. I do almost all my damage testing in the void because if I did it in say a normal dungeon with normal enemies the numbers I could achieve would be silly and more work to jot down.

As a side note, the living polearm I created through crafting using carpentry has more damage dice than my living lightsaber yet lower pierce. While my polearm damage was slightly less than my lightsabers damage, the magic damage on the polearm, despite being the same magnitude as the one on my living lightsaber, did more damage on my polearm. Due to that, I was hitting harder with my polearm than with my living lightsaber. Only leveled it to lv 10 because I didn't want to trigger blood sucking by leveling it further.

>>17275744
Akeno is a wall in the void. Even this deep in the void she's been easy to manage since she just doesn't take that much damage due to her bitflags. She still gets hurt but since it's all chip damage it's easy to heal. By chip damage I just mean physical stuff. She just laughs at spell casters. So yeah I definitely would say Karata is one of the best investments I made for a pet. Heavy upfront cost dealing with its high INI and preparations but you certainly get what you paid for. She works wonders once you bring its life to 100. You're correct, only thing you really need to work on is magic resist and possibly immunities. So gearing Karata up is much easier than other pets.

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