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My Big Bang Hero build
#21
Is Chance Attack any use at all?

Looking at the way I train today, I hardly ever face enemies that are stunned, frozen, or blinded.
In the future... I don't see myself using Monster Magnet over Rush. Rush moves me forward, towards the next enemies. Monster Magnet pulls mobs to me, but after I kill those I'm going to have to walk to find fresh opponents.
So Shout? Up until now I've been using Shout only on very weak mobs that it could 1-hit. After BB it gets 7 times stronger, though. Will I be using it on stronger mobs? Maybe even some that require two-and-a-quarter Shouts, so the increased damage of the second Shout will help? Somehow, that seems like too contrived a situation to waste 10 SP on.

Another situation where my enemies may be stunned, forzen, or blinded is when I'm party training and some other party member inflicted this status on them. How often will that happen? Lionheart castle?

Damn, too complicated. Can't plan ahead in this game.
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#22
Chance Attack is only useful if you plan to stun monsters a lot. Otherwise, it's worthless. lol
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#23
Some things to note. Balrog limits 3rd/4th job skills, so you may want to consider maxing Power Strike and Fundamentals. I'm personally not getting Ground Smash since it's much like Heroes/Paladins now. Blast beats Brandish on 1v1 targets and ACB beats Brandish on mobs of 4+, but with mobs of 2 or 3, Brandish wins. It's the same case here. You can have all of the options, but it just weighs down the character's usefulness later. The 3rd job should have MP Recovery at its lowest since everything else is far more useful. If you're in your 4th job, you could skip Brandish, but if a new skill restricting boss comes up for 4th job skills, you might regret it. In the 4th job, Rush and Monster Magnet do not get any more range added on and are fixed the entire time. They both get more damage but Monster Magnet gets a longer stun time which boosts Chance Attack's effectiveness. It's a toss up depending on your play style. Chance Attack is extremely useful in parties. If any ally or yourself freezes, stuns, or blinds an enemy, you get the damage boost. Your new best friends are Paladins, I/L AMs, and Marksmen since they offer the most effect chances.

 My Build Post-BB
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#24
ShiKage Wrote:Chance Attack is only useful if you plan to stun monsters a lot. Otherwise, it's worthless. lol

Heroes don't even have a skill that does permanent stun though, as soon as you hit it again (and this includes FA) the stun wears off... so you get that 1.25x boost on a single FA hit 40% of the time.

The only time I've seen Chance Attack's damage boost is when I use Panic on something with enough HP to take a few hits (which is like... 200k+ hp - after all, each Brave Slash is about 35-50k depending on orbs, and Panic does 50-70k on its own)


If they ever manage to successfully make mobs where you can have the whole party attacking the same freeze/stun-able mob, then it will be helpful. Until then there's almost no time when Chance Attack helps you out.



Something I was thinking about with 3rd job, the 1~3-orb Panic is pretty strong, I'd like to do damage sims for Panic->Brandish->Panic->Brandish etc. (both can inflict FA and charge dual orbs that way so you'll have anywhere from 1 to 3 orbs on the next Panic)


edit:
1 orb panic: 600
2 orb panic: 720
3 orb panic: 840
0 orb Brandish: 240*2
1 orb Brandish: 252*2
5 orb Brandish: 300*2
0 orb FA: 150
1 orb FA: 157.5
2 orb FA: 165

Spamming Brandish is then obviously 600%/atk continuously. Throw in FA and it's 675%/atk. It also has a 2~4 attack "startup" where it does less than that.
Brandish/Panic alternation has a 2 attack "startup" where it does less (1 brandish, 1 panic) - after that it's at full power.

So, start with that Panic's FA.
40% - FA fires off, 150% damage
60% - FA fails, 0% damage
Then there's a Brandish.
40% - 1 orb, 504%
60% - 0 orb, 480%
Then there's another FA.
16% - 2 orb fires, 165% (3 orb total)
24% - 1 orb fires, 157.5% (2 orb total)
24% - FA fails, 0% (2 orb total)
36% - FA fails, 0% (1 orb total)
Wrap it up with a Panic.
16% - 3 orb, 840%
48% - 2 orb, 720%
36% - 1 orb, 600%
Total damage for this sequence is just a matter of multiplying the odds of each event by the damage it provides - and adding them all up.
.4*1.5 + .4*5.04 + .6*4.8 + .16*1.65 + .24*1.575 + .16*8.4 + .48*7.2 + .36*6 = 13.098
Which takes 2 attacks, so each attack on average does 654.9%.

So Brandish alone is about 20%/attack stronger than using Panic on bosses, if you have FA.

On the other hand, Panic grants 9 second Darkness at 90% chance. If you're swapping Brandish/Panic, that means it's likely to stay buffed up, so you get 818.625%/attack due to Chance Attack.

Since Brandish hits 3 targets, it's better in mobs. But against a single non-boss Panic is useful. (wow that's nice).
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#25
Another question: Magic Crash. Is it any more useful than the old Armor Crash? Still doesn't work on bosses, right?

Pally buddy is at Zakum in Tespia atm, says it doesn't do anything. So those are more SP that can be used to max 2nd job skills...
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#26
SaptaZapta Wrote:Another question: Magic Crash. Is it any more useful than the old Armor Crash? Still doesn't work on bosses, right?

Pally buddy is at Zakum in Tespia atm, says it doesn't do anything. So those are more SP that can be used to max 2nd job skills...
Last I checked, Magic Crash disables ALL buffs (including cancels/invunerabilities) on the enemy and for the next 20 seconds, the enemy cannot cast any buff. It has a cooldown of a minute, so with three warriors in a raid, you can prevent any boss from going invulnerable for the whole fight. Bishops dispel players, warriors dispel monsters.
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#27
The old crash only disabled the buff ups, it never canceled the super def up. So thats the biggest difference there, nor did it block the monster/boss from casting again for a certain time frame.
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#28
Next question: Combat Mastery.

When maxed it is described as "Ignore 40% of the target's weapon defense". Weapon defense being PDrate, right?
So if Zakum has a PDrate of 40, does that mean its PDrate drops to 24 for me (if I have maxed Combat Mastery)? That's, ummm, 26.7% extra damage. Nice!
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#29
I tried to test that on Tespia but didn't get anywhere. It is either
a) 40% of the time, the monster's def is ignored
b) PDR*0.6

I saw some Intrepid Slashes that seemed to point at it being option a) (with full 10% pdr being reduced at times) but too many factors.

Blast has 21% ignore pdr so I'll probably test with that on Chief Guardians. With 20%PDR, it'll decrease damage 4% and should be noticeable compared to the 94-100% mastery.
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#30
ghostofhalo Wrote:Last I checked, Magic Crash disables ALL buffs (including cancels/invunerabilities) on the enemy and for the next 20 seconds, the enemy cannot cast any buff. It has a cooldown of a minute, so with three warriors in a raid, you can prevent any boss from going invulnerable for the whole fight. Bishops dispel players, warriors dispel monsters.

can anyone confirm this in game? seems too good to be true...
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#31
Birdie Wrote:can anyone confirm this in game? seems too good to be true...

Read over this thread, its in the same section you were posting in. http://www.southperry.net/showthread.php?t=35578&page=2
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#32
Max Ground Smash over the Fundamentals skill. Ground Smash is stronger, faster, and has way more range than either Power Strike or Slash Blast. I just have to jump NEAR (and by near, I mean a pretty good distance away) a monster to smash it rather than having to stand on top of it to strike it.

Oh, and max Ground Smash before maxing out Weapon Mastery, unless you have a problem with accuracy, but get some Booster. On average, you will do more damage with maxed Ground Smash than with maxed Weapon Mastery.

Hmmm, forget that last part, I'm not too sure anymore.
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#33
omggg. ok, first i'd like to say i'm a player thats been on and off maple because of laziness. my highest level character was a 73 dk [pre-BB]. And my knowledge of everything in MS is considerably low. so if i sound like idk what i'm talking about, great, idc

I've read so many debates about maxing ground smash and not maxing it. I do want it for range and speed but is it worth it? I have 1 fundamentals and 1 in ground smash and 1 in final attack. After reading this a bit i know i'll max final attack. i also have 5 in booster. So what am I going to go with? I guess booster would be annoying doing it over and over. but i think the range and speed is good. And I'm confused with what replaces what. Which, if any, replaces ground smash? help me out here
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#34
heropat Wrote:omggg. ok, first i'd like to say i'm a player thats been on and off maple because of laziness. my highest level character was a 73 dk [pre-BB]. And my knowledge of everything in MS is considerably low. so if i sound like idk what i'm talking about, great, idc

I've read so many debates about maxing ground smash and not maxing it. I do want it for range and speed but is it worth it? I have 1 fundamentals and 1 in ground smash and 1 in final attack. After reading this a bit i know i'll max final attack. i also have 5 in booster. So what am I going to go with? I guess booster would be annoying doing it over and over. but i think the range and speed is good. And I'm confused with what replaces what. Which, if any, replaces ground smash? help me out here

It doesn't matter because Dragon Fury completely replaces Slash Blast and Ground Smash and this is a Hero build.
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#35
JoeTang Wrote:It doesn't matter because Dragon Fury completely replaces Slash Blast and Ground Smash and this is a Hero build.

oh damnit. actually i AM making a hero. I'm lvl 45. i just wanted to say i WAS a spearman. my bad
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#36
Brandish can replace Ground Smash as well.
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#37
Sooo does it not really matter what I choose?
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#38
heropat Wrote:Sooo does it not really matter what I choose?

Max fundamentals, add the ground smash points into iron body Rolleyes I'm not kidding. It's so pitifully easy to level now you wont even notice.

Also, What I've noticed is panic and coma definately got a damage boost. I actually use coma and IS exclusively and I have to say it's insanely fast.

Having chance attack I can Mag a mob coma it use either a rush or IS to keep moving and finish off the straglers. And on average have 5-6 orbs already charged so by the time I move to the next mob I'm doing the same thing
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#39
recharging orbs is definitely not the issue i thought it would be. max advanced combo gives an 80% chance of getting 2 orbs. combined with the 40% FA hit, i have no issues with using coma on large mobs thanks to the multitude of possibilities with rush and magnet for refilling orbs to a decent level. my combo counter is nearly always either red or empty, rarely blue.

i have yet to try nett's pyramid, the only place where slash blast was useful to a pre bb hero since it could hit so many targets at once. i suspect magnet will easily take its place thanks to its excellent range. put at least 1 point in slash blast for this, but all other attacks are worthless once you have intrepid slash, coma, rush, and magnet.
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