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You can see builds on this website
https://idleoncompanion.com/
J-man says hi
As far as just damage on an Archer, we can go tab by tab:
First tab: You want to max "Sharpened Axe", followed by "Gilded Sword". Make sure you have enough "Strength", which raises your accuracy stat for Archer. Without enough accuracy you won't be able to hit things consistently. If you need AFK gains than consider putting points into "Idle Shooting". At 75 points into that skill you will get a 12% increase to afk gains. Also, you can put a few points into Gilded Sword before fully maxing Sharpened Axe, if you really want to min-max. Starting around 50-75 points in Sharpened Axe, if you start putting a few points into Gilded Sword you will get decent gains. The ultimate goal is to max both of them. If you already have both maxed then you should have your subclass at that point, and what you do from there for extra damage will depend on which you chose. Bowman has a mechanic involving speed which will see you putting points into that, and Hunter does not.
Second tab: For damage considerations only, "High Polymer Limbs" followed by "Veins of the Infernal". Depending on your bonus from smithing Veins of the Infernal will be mixed in more or less. The main damage increase will still come from High Polymer Limbs, but if your skill in smithing is high than Veins of the Infernal bonus is really good.
Then we have to talk about "Have Another". This skill is very good, especially now that it works to increase AFK gains (It didn't used to do that). It has the potential to double your damage in active play. But it also has diminishing returns, from a damage perspective. Points spent here that could have been spent on High Polymer or Veins may end up reducing your potential damage. But not putting points here is also limiting your output. So start with maybe 15 points, then focus on the two main damage stats, then come back to this when you feel you can afford it.
And now we have to talk about AFK Gains. AFK gains are calculated based on the interaction between your minimum damage, the amount of active combat skills you have (as an Archer your active combat skills are currently "Piercing Arrow", "Kung Fu Kick".) and the amount of HP the enemy you are AFK fighting has. The active fighting skills, and because of the recent patch also "Have Another", act as multipliers to your minimum damage. Your AFK gains will increase until you reach the point at which this exceeds the HP of the characters you are AFKing.
So while "Piercing Arrow" and "Kung Fu Kick" do not increase your actual damage from a stat perspective, they are a requirement if you want to boost AFK gains, and even in active play they can increase the speed at which you can kill mobs.
If you are using your character to AFK more often than active play, than these skills ARE MORE IMPORTANT than "High Polymer Limbs" or "Veins of the Infernal", up to the point where your minimum damage no longer allows you to hit the HP cap for AFK fighting. So to optimize you will go back and forth, raising active skills, then damage, then active skills, until you cap them all.
TL;DR: Max "Sharpened Axe", "Gilded Sword", "High Polymer Limbs", "Veins of the Infernal" and "Have Another". If you need AFK Gains than max "Piercing Arrow" and "Kung Fu Kick".