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thank you for reply.
should i push the quality on no name dagger to as high as possible? also what i need to look for as second weapon option? or 1 dagger + offensive accessories is more than enough ?
2 dominance (lower cost to 1, +24 base dmg)
4 excellence (1%dmg per lvl per)
4 claw (+5 base dmg, +20% dmg per that stacks multiplicatively with above%)
at least 1 skull
is sort of seen as the starting point for calling it a good weapon, and everything after that is just 'how good' it has become. 1 mechanic is generally not frowned upon, nor 1-2 tenderness, but I think most would agree that the bats/energy/mana options are terrible choices to put on a dps weapon. You can always find another dagger to stack those exclusively on for special build needs or shard/run starting requirements.
yeah, mine is similar.
Weapon base damage (BD) at the time of having one slot open.
BD*2(strength)*2(rage)*excellence at weapon level 200*Claw value.
And then edit the values for each stone seperately, taking the highest number at the end.
Doing this, I ended on the optimal setup of 4x Dominance, 5x Claw, 6x Excellence. This means a base damage 7 weapon would be the optimal base, as it would be able to reach 1 cost at lvl 12 with 4 dominance stones.
Im not any good at math, but this is what i have been doing.
i'm currently working on three base 25 damage daggers. obviously, this will take a lot longer, and a lot more grades, to complete, but it's that or going for something higher. i'm gambling on grade 46 (i use a mechanic stone also) being able to be achieved before the game's llife ends. i have my noname, as you can see in the screenshot, and the base 25 damage daggers don't really offer that much improvement over it due to all the bonuses i have from constellations, but it's something to keep me interested.
I also like the multi weapon path, but I'm banking on noname Q12 + base dmg(30) @ Q30 at minimum as dps sources. Then 2-3 more daggers to stack Q8'ish on just to stack Bats/Energy/Mana for run starts and special builds (bats+bats+bats+bats on constellations+bats summoning+being part bat+wearing black and glaring a lot ;D )
by the time a base cost 1 dagger reaches the cost of the heaviest heavy sword to upgrade, it's had 100-odd levels on it. there are two level upgrade components though. the one is 6% of the base per level, the other is 20% compounding every 10th level. this makes the dagger produce more damage for cost, at least at this stage of the game's development.
it may change with some content addition later, but as i type, that's just how it is. the only way a heavy sword would come close to being competitive would be if you had the time and resources to raise its return on investment enough to compare with the dagger's level for level, using the same stones as used in the dagger. that's just not a practical solution at this stage due to how many grades would be needed to do exactly that.