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Character Card System
#81
I've been told it's actually the average. My Drk+Paladin+Fighter set (168, 170, 38) averages level 125 so it makes it to S rank on the class-type bonuses.

Triple SS would require all 200s, most likely, since Nexon loves rounding down (otherwise 199+200+200 might do it)


It does make the intriguing possibility of an S rank with 2 level 80s and an SS, though. Save some time there if you don't need the S rank hp/atk/bossing.
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#82
That makes sense.
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#83
Stereo Wrote:I've been told it's actually the average. My Drk+Paladin+Fighter set (168, 170, 38) averages level 125 so it makes it to S rank on the class-type bonuses.

Triple SS would require all 200s, most likely, since Nexon loves rounding down (otherwise 199+200+200 might do it)


It does make the intriguing possibility of an S rank with 2 level 80s and an SS, though. Save some time there if you don't need the S rank hp/atk/bossing.

Well, I can test that theory; my Mercedes needs only one level to bring the deck average to 120.

Edit: Did it.

Start: Level 135, 128, and 96. Average level is 119 rounded down and "The Glorious Return (A)" activated.
End: Level 135, 128, and 97. Average level is 120 and "The Glorious Return (S)" activated upon relogging.
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#84
My ultimate goal is to get SS rank for Hero, Paladin, and Dark Knight as one deck, while I get Aran, Demon Slayer, and Mikhail on the other.

Already got a lvl200 Hero, lvl199 Paladin, lvl150 Dark Knight, lvl159 Aran, lvl140 Demon Slayer, and lvl0 Mikhail.

I think I can do it.......
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#85
[MENTION=8857]Sephie[/MENTION]; Mine's the opposite of yours. I'll be doing all pirate decks + maybe one merc if I have time.
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#86
Just noticed you can't get the same class-deck bonus twice. If I slot in my 6 warriors (170+168+38, 171+128+120) I only get one S bonus. If I put in my 6 adventurers (171, 168, 121, 87, 70, 38) I also only get the one S bonus.

So my current setup is:
Paladin + Dark Knight + Cannoneer (S rank adventurer, S rank set)
Demon Slayer + Aran + Dawn Warrior (S rank warrior, A rank set)

With plans to replace the Dawn Warrior when I get a 6th S rank card.
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#87
ooh, so no 2x 8%hp to damage then, that's cool, all the more reason to do my resistance set
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#88
I'm a little bit confused on how doubling up works in these scenarios.

Since I'm going to be designing my character cards around using an Aran, I'm almost positive I want one of my sets to be Paladin/Dark Knight/Demon Slayer, but are you telling me that if I make two of those that I won't get all the stacking bonuses?

So in order of preference
1. Pally/DrK/DS x2 (if everything stacks)
2. Pally/DrK/DS, Pally/DrK/Mech (if individual class bonuses stack but set bonuses don't)
3. Pally/DrK/DS, Marksman/BaM/Mech (if no duplicates stack)

I know I worded that a little awkwardly, but I hope I got my point across and hopefully someone can tell me how these interact together before I level up a billion different things. Also, is the paladin buff actually attack or is it just damage? Because +300 or +400 attack for a level 200 sounds ridiculous.
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#89
Stereo Wrote:Just noticed you can't get the same class-deck bonus twice. If I slot in my 6 warriors (170+168+38, 171+128+120) I only get one S bonus. If I put in my 6 adventurers (171, 168, 121, 87, 70, 38) I also only get the one S bonus.

So my current setup is:
Paladin + Dark Knight + Cannoneer (S rank adventurer, S rank set)
Demon Slayer + Aran + Dawn Warrior (S rank warrior, A rank set)

With plans to replace the Dawn Warrior when I get a 6th S rank card.

Boo that sucks, I wanted two Pirate sets for the extra ignore PDR. I guess I'll be doing:
Corsair/Mechanic/Jett
Demon Slayer/Mechanic/Battle Mage

Or maybe I'll just throw in my Marksman over the Battle Mage since the 3% crit bonus looks more appealing than +7 All Stats from the Resistance bonus.
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#90
FabledGumbo Wrote:I'm a little bit confused on how doubling up works in these scenarios.

Since I'm going to be designing my character cards around using an Aran, I'm almost positive I want one of my sets to be Paladin/Dark Knight/Demon Slayer, but are you telling me that if I make two of those that I won't get all the stacking bonuses?

So in order of preference
1. Pally/DrK/DS x2 (if everything stacks)
2. Pally/DrK/DS, Pally/DrK/Mech (if individual class bonuses stack but set bonuses don't)
3. Pally/DrK/DS, Marksman/BaM/Mech (if no duplicates stack)

I know I worded that a little awkwardly, but I hope I got my point across and hopefully someone can tell me how these interact together before I level up a billion different things. Also, is the paladin buff actually attack or is it just damage? Because +300 or +400 attack for a level 200 sounds ridiculous.

Individual class bonuses stack (eg. a Paladin in both sets), class-set bonuses are only 1 at a time (it prefers the higher level one).

The Paladin buff is adding the character's current level (times whatever) to the damage range.
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#91
Stereo Wrote:Individual class bonuses stack (eg. a Paladin in both sets), class-set bonuses are only 1 at a time (it prefers the higher level one).

The Paladin buff is adding the character's current level (times whatever) to the damage range.

Bummer. That answer provides me some good information (notably that I still want a DrK/Paladin/DS set because that seems to be the most productive way to get a warrior set), but it throws most of what I thought out the window (that being that the DrK and Paladin cards were universally the best thing to put there). In fact, doesn't that mean that the paladin card is universally inferior to the buccaneer one? If that's true I guess I'll just make my other set Marksman/BaM/Mech, DS/BaM/Mech or Jett/Mech/Bucc, depending on whichever one has the best payoff.
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#92
FabledGumbo Wrote:So in order of preference
1. Pally/DrK/DS x2 (if everything stacks)
2. Pally/DrK/DS, Pally/DrK/Mech (if individual class bonuses stack but set bonuses don't)
3. Pally/DrK/DS, Marksman/BaM/Mech (if no duplicates stack)

No Bucc?
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#93
Dark Link Wrote:No Bucc?

I probably ninja posted without you noticing, since I just now realized that the information Nexon posted about the Paladin bonus is faulty. I'm sure that one of my sets is going to be the Paladin/Dark Knight/Demon Slayer since that seems like it's the most productive way to get all the warrior skills. Knowing now that there's no doubling up on the same set, the most appealing cards for a second set seem to be Buccaneer, Marksman, Mechanic, Battle Mage and Demon Slayer. Really, that just leaves me with:

1.Bucc/Mech/Jett (3 pirate bonus and 2 good cards, plus the benefit of leveling one less thing to 120)
2. Marksman/BaM/Mech (most viable combo I can come up with with a marksman off the top of my head- probably not going to be worth it since I'll be at 100% crit chance with a 100 combo count and sharp eyes)
3. BaM/Mech/DS (3 good cards and the resistance set, but it isn't as good as the pirate set)

I assume 1 or 3 is the best option, but I'd love some input from someone who has given it more thought than I have.
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#94
I'm liking the BaM/DS/Mech set for bossing (4% cut to 1/1s + 4% status resist + buff duration increase, the 3-resistance thing's not so helpful) and the Pirate set (Bucc/Mech/(Jett|Captain)) for sheer damage increasing. Bucc/TB/Mech and Jett/Captain/Mech are also interesting options respectively for (1) when 3*level to damage > 2 atk's bonus (not sure if this is a serious thing - my very general approximation indicates it might be good for characters with damage ranges under 50k) and (2) classes that rely heavily on summons with cooldowns. S ranked Jett and Captain together make summons last 16% longer.


Personally I am not all that likely to level characters solely for the card set, if I was, a mech would be at the top of my list though.
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#95
I'm definitely planning on leveling characters just for the cards and it sounds like character slots shouldn't be an issue with how character cards work with the world merges coming up (aka I'm getting 12 character slots with no real purpose except card/empress blessing mules). Really that means for me there's no real disadvantage to leveling up whatever except maybe the difference in time it would take to level something like a paladin versus a mechanic to 120, and the fact that I already have a low 100s Demon Slayer and a 120 Jett on my account that could potentially be salvaged into something useful. That said, I'm leaning towards the Bucc/Mech/Jett combo because it's easier for me, I don't particularly want to wait to be able to create a second Demon Slayer and I really have no interest in battle mages.
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#96
Yeah I heard how they work in world alliance's but i figured it was a glitch and due to be fixed eventually. It is cool to know that you cant have dup effects. So you cant have 2 adventure S effects that give the +7att stats? If so screw my plan of making a corsair and gonna go Mech.

P.S. My cannoners card of reducing exp apound death doesnt work. Its currently lvl 73. Anyone else having this problem?
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#97
So the best option for an archer would be:

Card set 1: Mercedes, Wild Hunter & Marksman/Demon Slayer, Paladin, Dark Knight
Card set 2: Mech, Buccaneer & Cannoneer/Jett

Still dont know if its worth getting 3% crit, 3% final attack dmg, 4% cooldown reduction & 1,5% chance for instant death over 4% resistance, w.att thingie from paladin, 4% max hp and 10% hp into attack range. Since both of these are kinda silly bonuses for bowman I think just making a mech+bam+ds together would do more than some silly 3-4% dmg boost on final attack.

I asked this in the maple question section and didnt get a real answer, is the final attack dmg just normal + dmg to what is already there (210%->214% for bm) or is it multiplied? If its not multiplied does mercedes have an advantage here because she have 2 arrows on her fa and it would give double bonuses? or Would it just give half bonus on each arrow/full bonus on one, nothing on the 2nd?

I know it might be 100% waste of time to lvl new chars for the bowman bonus but I want to fill my decks with whats most useful on a mercedes.
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#98
Even Wrote:So the best option for an archer would be:

Card set 1: Mercedes, Wild Hunter & Marksman/Demon Slayer, Paladin, Dark Knight
Card set 2: Mech, Buccaneer & Cannoneer/Jett

Still dont know if its worth getting 3% crit, 3% final attack dmg, 4% cooldown reduction & 1,5% chance for instant death over 4% resistance, w.att thingie from paladin, 4% max hp and 10% hp into attack range. Since both of these are kinda silly bonuses for bowman I think just making a mech+bam+ds together would do more than some silly 3-4% dmg boost on final attack.

I asked this in the maple question section and didnt get a real answer, is the final attack dmg just normal + dmg to what is already there (210%->214% for bm) or is it multiplied? If its not multiplied does mercedes have an advantage here because she have 2 arrows on her fa and it would give double bonuses? or Would it just give half bonus on each arrow/full bonus on one, nothing on the 2nd?

I know it might be 100% waste of time to lvl new chars for the bowman bonus but I want to fill my decks with whats most useful on a mercedes.

Honestly, the stat bonus for 3 resistance seems really minor and it only makes sense for you to get the archer set if you really want the 3% crit from the marksman (which I don't really know the importance of for a mercedes). I assume if you just want the most damage, you'd get it by going Paladin/DrK/DS and Mech/Bucc/Jett, which is what I'm doing. I figure that's about as good a combo as any anyway since it still gives you the utility of 15% buff duration, 4% status resist and 4% max HP.
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#99
FabledGumbo Wrote:Honestly, the stat bonus for 3 resistance seems really minor and it only makes sense for you to get the archer set if you really want the 3% crit from the marksman (which I don't really know the importance of for a mercedes). I assume if you just want the most damage, you'd get it by going Paladin/DrK/DS and Mech/Bucc/Jett, which is what I'm doing. I figure that's about as good a combo as any anyway since it still gives you the utility of 15% buff duration, 4% status resist and 4% max HP.

That was my plan from the beginning but since the warrior bonus is only 10% BASE hp into attack range it wont be more than like 1k when I hit 10k base (which might never happen). Thats why I was thinking of making a 2nd mech for 30% buff duration instead of 15%, 4% status resist and 3% dmg reduction that works on 1/1.

In other words, warrior bonus is terrible for an archer, 4% dmg reduction is better than 5% hp, 15% more buff duration is better than the low dmg boost a paladin gives & the resistance set is just a bonus.

Edit: As for critical chance, we have 5% base + 40% from 1st job skill and 15% from 2nd job. People would normally have 65% after getting a crit ring (70% for 10% crit rings) & 10% from phantom link skill, that would settle me on 75% chance before se which also gives 20%=95% chance. The final 5% isnt a must.
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Has anyone tested if Mech's buff work with Final Cut yet?

If not, I will make a lvl 30 Mech (or two) to test this after I'm done with JETT, which might take another week or two. Just wondering if anyone has done it already.
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