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https://steamcommunity.com/sharedfiles/filedetails/?id=2739029908
The helmet fragments I managed to get are always unenchanted though.... and the "constantly changing" enchant itself is kinda rare, usually you rather get "terraborn" and "worm's" unless using Anubis sin potions.
I had a feeling it was the worm, but I've farmed both a fair bit in roughly the same period, so I couldn't be completely sure. Thank you as well! As always, I'd completely forgotten sin potions are an option for upping the drop rate on boss rolls.
You get them from the high level robbers (90+, easy to automatically farm with breeders) or sometimes from material drops in chests (very rare).
Managing to get that enchant on all your gear is the way to go, this will up your ASP and MSP by 40%, while also boosting your damages and critical damages quite significantly.
Also, if you're doing this for a dual wield build, know that ASP is capped at 40% when dual wielding (this is from the JP wiki and I can confirm it after testing).
Not sure for other type of weapons but most probably have a cap aswell.
ASP by itself only increase the speed at which you damage your weapons durability :3
Sin potion not only increase drop rate, it also increase the rarity of the drops.
Looking at one of the enchantment lists I've been recommended, TB's appears to be a 5% attack speed increase. If there's a cap on katana speed, then that'll do, but if there's not, I really want to break my build/loadout in a good way if I can. Katana's the only weapon I've found that really makes combat enjoyable, and part of that is the steady damage when you've got buffs going and your attack speed is through the roof. Iai still seems to be king for damage, but with enough crits I can put out a decent chunk of its burst between cooldowns.
Demon's is a flat 40% ASPD, and I'm reasonably certain I've seen obsidian ingots with it, but for whatever reason I'm having trouble finding the right level bracket to get them to drop... not sure if they've changed how the chest loot works (because I was getting so many at one point that I was throwing them away for space), or if I've just been exceptionally stupid in my efforts to comb the lower level brackets for them :S
What I dont like with katana, beside that it greatly cripple your mobility, make you unable to use items while your blade's drawn and have inconsistant inputs (what buttons do change depending on the situation), is that you gotta wait for ennemies to attack you (and time your counters) to build your buff... with DW you can max your buff on anything (trees, bushes, boxes, barrels, rocks, pets) and then start boss fights immediately with a rush combo.
Then spamming RL combo (the one that make you backflip) + dive attack with ninjitsu maxed makes you stay invincible most of the time even between rush combos (which are also invincibility frames).
The one issue I run into with it is that chaining is hit-and-miss at lower attack speed; for some reason (one I'm reasonably sure isn't human error), sometimes the chain in/out of sheathing just... breaks. You stop attacking for long enough that you lose time starting the combo again. It almost never happens with buffs up, which is why I want to focus ASPD over other, usually more important stats.
It might not be optimal for min-maxing, but it'll make things that little bit more fun/smooth, which is the main thing I'm looking for.
Alternatively you can just do the 3-4 combo immediately followed with a right click which will makes you sheat your KT after the combo.
But now as you experienced, sometimes small game stutters will make the combo fail and you end up stuck in the unsheated posture. And since that sheating animation is an iframe that might make you get hit.
KT is too complicated to use properly at all time, especially with an unstable framerate
Another thing I lack with KT is stalking strike. This allow you to close the distance with ennemies extremely fast to follow it with a dual air rush, or any other sword skill, even against flying/perched ennemies, ignoring any movement debuff effect.
Regarding SS: Do you have that on a piece of equipment, or have you specced for it? I'm still working my way up to 60, but I've largely avoided skill point weapon abilities on account of needing to ration points for buffs/noncombat passive skills I want.
That's another thing that make me prefer DW above any other combat style, it's not based on active skills.
Other combat styles rely on active skills and so require mana, making you need to spend stat augments (with slat of growth) and enchantement slots to improve your mana pool, while DW is mostly focused on stacking passives and only active skills you need are utility/mobility skills, which require little to no mana, letting you spec most your enchants and slate of growth into HPs and stamina.
Myself I go with a ratio of 12/6/12 (HP/mana/stamina), mostly for blooming strike (long iframe attack, bazically a DW rush attack that doesnt require the buff to use), time stop (any boss that isnt immune to time stop is a sitting ducks once in melee range, elite mobs that explode when they die can be time stopped so they cant explode before you get away) and ice beam (utility to freeze bosses from a distance before engaging in melee, especially dragons that refuse to land, also it add freeze damages to your attacks while your ennemy's frozen, and, since my magic attack is very low, as a way to deal weak damages to be able to capture monsters in prisms, since my normal attacks are always OHKO against non-boss mobs, not to mention how perfect that skill is to capture bosses and make them into pets...).
For enchant, not a single one to improve my mana is required, everything is into HP, stamina and satiety (red eye from the executionner).
For the dash there's also a mod that makes it very spammable (no CD, configurable satiety and stamina cost, configurable speed and distance per use), basically making your character able to fly indefinitely at high speed.... turning it into some sort of anime super hero ^^
This gives katana the same issue that you have with other swords when having the charging attack skill unlocked: from time to time, the game tries to charge your attack instead of performing the combo, making this skill a complete no-go for any sword user if you want to be able to reliably use combo attacks.
Problem is you dont have that choice with the katana, the way it work on release rather than on press gets you stuck with that issue.