Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
None of these numbers are exact, just easy math with rounded numbers.
Non-crits were doing about 2250~, peaking at about 2400, but rarely getting there. The full turn of 20 hits did about 45000 damage.
Using omagatoki critical, with zealot, hits were doing anywhere from around 4200 to 4600, and the full turn of 11 hits did about 48000 damage.
I was expecting a much larger difference between these. Seeing as how I have to switch in Norn and Dis the turn before the burst turn on the crit team, not letting Dagda attack for about 1500~ damage, I'll be keeping with the charge team. It seems there's only around a 2% difference if you account that extra turn of attacking. Not to mention it opens a slot for Enduring Soul back up.