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There are partner skills: these are usually tied fo a pals saddle or equivalent
The pal has to be in your team and most of them have to be active on the field to use them.
It is represented by the circular icon at the bottom center of the screen.
There are passive skills: Serenity is one of them.
And then, there are active skills.
Those are all the combat skills your pals learn by leveling up or via skill fruits.
Serenity shortens the cooldowns of all active skills whether you are controlling the pal directly or not.
OK so just the 4 skills we slot we pick from, not the Pal Gear skills.
Active Or Inactive doesn't matters. thanks a ton. That makes it better than demon god since it's 30% haste = 30% damage but it has an additional 10% damage averaging 40% damage bonus overall via active skills.
Just a mention for others, it's skill haste not cooldown, the cooldown NUMBER will show the same but will tick by faster. so a 10 second skill will take 7 seconds, as it's ticking 1.3seconds PER actual second
The only downside being the increased food need due to more skill use per minute.
The raid boss passives come in second, if you limit your pals to those elements.
Demon God comes in third due to the additive stacking of attack vs damage bonus to [type] attack being a multiplier of its own.
EXM
Sirens Void (30% elemental) > Serenity(30% atkspeed 10%attack) > Demon God/Ferocious (30% damage)
Assuming a 100 damage ice attack
is that 130 +40% damage = 182 damage (the elemental bonus is calculated into the attack first)
OR
is that 100 +70% = 170 damage (all the bonuses stack for the applicable skill)
From what I have found it is:
1.1 * (1.5 * [PalLevel] + 20) * [ActiveSkillPower] * [TotalAttackValue] * [TypeBonus] * [SameTypeAttackBonus] * [TypeAdvantage] * [SleepBonus] / ([TargetDefense] / 15)
- PalLevel is your pals level
- ActiveSkillPower is the power of the active skill
- TotalAttackValue is the displayed attack of your pal (incl. attack passives and food buffs)
- TypeBonus are the elemental passives like siren of the void or Lord of ...
- SameTypeAttackBonus or STAB is a 1.2 multiplier if your pals type matches the active skills type
- TypeAdvantage is a 2x multiplier if your active skills type is effective against the target pals type
- SleepBonus is a 2x multiplier for attacking sleeping pals
- TargetDefense is the defense value of the target pal
The best passives for pure DPS would therefore be, if I am not mistaken:
- Serenity
- [RaidBossElemental]
- Demon God
- Impatient
so in short, Skill Cooldown > Element > Flat Attack%
with Cooldown ≥ 2x Flat attack%
aka 15%CD ≥ 30% attack
Impatient ≥ Musclehead (Impatient doesnt hurt the work speed unlike musclehead)
First off, Serenity and Impatient are cooldown reduction and not skill haste or cooldown recovery rate.
A 10 second cooldown becomes a 7 second cooldown with serenity and not a 7.7 second cooldown as it would be with SH or CDRR.
That being said, the CDR from Serenity alone is an effective 42% DPS increase.
Adding on Impatient is a 27% increase on top of that.
If you only take into account the 10% attack bonus from Serenity, Demon GoD is also a 27% increase.
But, if you also consider buff food and potentially attack bonuses from pal research, it quickly drops to an effective 19.6% increase.
Adding Musclehead on top of that would result in an effective DPS increase of only 16.4%
So the effective order of impact is:
Serenity > [RaidBossElemental] > Impatient > Demon God
If no corresponding raid boss elemental exists it is:
Serenity > Impatient > Lord of ... > Demon God
The "Lord of ..." passives would net a relative 15.4% DPS increase on top of the raidboss elemental.