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Повідомити про проблему з перекладом
Every disciple has a way they need to be focused to be truly effective in battle based on both their base stats, since not everyone starts with the same ones, and the Traits that they have when recruited.
-Body type that gives HP on breakthrough with traits enhancing HP/DEF/CRR/DODG?
Turn them into a Tank. A skill setup that is decent is: Bloody (Toxic Cloud) Semi-Devil (Toxic Cloud, Ruthless Sword (Ruthless Sword), Qisha Stare (Blade Flurry), Peace-Sword (Iron Armor), Dust Sword (Iron Armor)
All gear effects apply during combat, so during bosses/sect war/dungeon/bloody land/tower
1 more thing though - how do i know which skillbook gives what skills?
they dont have a description beyond a 1/2 word summary at best.
is it just a thing that u gonna play-and-learn or is there a chart or something?
It is a very unique growth system from a western perspective, and seems that every Wuxia story has it's own system of skills, body related strengths, artifacts and alchemy.
That said seems weapons and armor are a lot less important then cultivating higher ranks.
Would be nice to have a bit easier to navigate interface for town management, assigning the correct people to work the buildings you want is switching between 3-4 different screens.
Yeah. I've done... 4 restarts so far, with each one getting better as I go.
Im trying to work something up! Never made a Steam Guide before, so it's a learning curve
I disagree. Refining (rerolling the base stats and bonuses) a piece of gear can yield incredible bonuses. It is also key to remember that there are multiple types of gear, i.e. there are 5-7(I think?) base types of armor per rarity, each with their own base stat types. Some shoes offer just movement, but its really high, while another type will be dodge + movement.
This is the breakdown that I settled on as it fit what *I* needed. adjust this however you need!
* - Top 9 - 9 disciples = These are the 9 disciples you use the most for combat; no more than 2 that fill the same role
@ - Combat - 27 disciples = These fill out the rest of your combat roster for things boss battles and sect wars
# - Slacker/Immortal/Smart - 22 disciples = These decrease the Mental/Stamina/Both consumption of the disciples they are assigned to jobs like the crafting tower and the aura bottle, as they don't actually *produce* anything,
^ - Crystal I-VI - 20 disciples = These are your dedicated Crystal workers.
! - Hardwork/Recyler/Butcher - 42 disciples = These Traits increase the base production of the disciple.
Blue, Purple and Gold body type (I'd prefer to call that "constitution") will have a chance to gain special passive ability (again I prefer to call them "perks") when breakthrough. which grant you special passive ability that enhance specific weapon. You can see them at lower right corner in detailed character information screen.
But, if your character hasn't been granted any weapon specified perk then you don't need to worry about what weapon your character should use - none of them get any bonus anyway.
And sometimes you might acquire some godly weapon (very powerful skill on weapon) then you can consider ignore the weapon enhance bonus perk your character has. An extra skill somehow more powerful than bonus.
Interesting, might do something similar, also started using the Organization ranking system a bit more to streamline production and contribution.
It doesn't matter too much with the weapon pairings. It's the stat increases from Breaks that matter more. I've found the Body Type Elixirs sold in the Prestige Store (with Max Rep with Fantasy Guild) provide pretty good stats. I generally use Master for HP or Monkey/Lifelink for Crit which costs like 300/300/400 prestige for each Body Elixir.
Weapon Farming:
Either get strong enough to beat the Demon Bosses (2 of them every 60 minutes) and hope for drops or farm Rep (Diplomacy Hall) with SoulTemple and buy the Weapon Chest (Mythic) for 800 Prestige each in the Prestige Store.
Combat:
Summon builds are broken, flat out wrecks everything. Summon Book + Crane Book + Mo Book + Feather Destiny Artifact (with all Summon bonus forges, especially Summon Horn +1 Summon) wrecks everyone. It's completely unbalanced, this carried me through the whole game to Ascension often beating Tribulation/Ascension Sect Masters while I was 1-2 tiers lower. If you build your Master this way then follow suit with your Disciples, mixing in a few Northern Sutras for the 15% heal every 50s (replace Mo for Nothern Sutra heal) you should be unbeatable in most Sect Wars.
Three other Summon Books are the Jiu Ge which summons those cat dagger wielding mobs and the Demonic book which summons that big spirit dude that looks like Susanoo, they recently nerfed this guy though plus he doesn't last as long as the CD. The last book is the Bat one which I don't recommend. The reason whY i suggested Summon + Crane is because both summon types Deer/Crane are range attackers. Mo Book gives you 2 summons for 1 book, Steel Statue (tank) and Steel Dragon (Melee fire breath dps).