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Potential is a consumable stat can be used to increase several of a disciples stats.
- The Workbench can create tokens that spend 1 point of potential for 1 Attack (Phoenix Token), 1 Defense (Turtle Token), or 10 HP (Dragon Token). There could be more that I have not found.
- Column type buildings can be unlocked through research. I don't know for sure how the ratios are calculated.
- Column I yields Attack
- Column II yields Defense
- Column III yields HP
- Column IV yields Speed
- Column V yields Hit Rate
- Column VI yields Dodge
How do CRR and CRT effect each other? How do Hit Rate and Dodge effect each other?
Wasn't aware that potential was a consumable stat, guess I haven't made it that far yet. My main guy is the one who goes to the towers so never really had to use playground to get him exp yet. Seem like I've made a pretty inefficient character for the main one lol.
remember that if you become close with a character of the opposite gender as your sect master(need skrimat building an gift them their favorite type of gift) you can set them as partners to a max of 5 then your sect master can learn a trait of said partner so you can get up to 5 orange traits that give over 20 of a stat plus a +50% to cultivation speed for your sect master
Now I have my Master (Demon Body - Ruthless - Doll - Penance) + Jiu You + Li Mengqin. Ran the first tower and with all 3 of them and its a pretty nice difference.
I guess my question now is how to I choose when selecting the skills during the trial tower (vampire survivors type game mode). Typically I get all skill slots full with something that can eventually combine into a single skill. Then from there I max my Master's primary ability, then did both disciple's primary ability and ended trying to get my Master's two skills high enough to get the final skill. Final boss died before I got to it though, so I assume that is a good way to do it?
Otherwise, you’ll be mainly looking at combo skills, with Ultimate Tower being, I think, the best of them. (It’s Formation – Magical – Wood – Metal, so a lot of things can buff it, including the Form Eyes that give you +1 Magical Projectiles.)
Later on, two more combo skills become extremely interesting : Sword Formation and Thunder Domain.
Thunder Domain is both a Formation and a Spell, so it benefits from the buffs from both. I found however that it becomes bugged at some point with too many +Projectiles and stops dealing damage altogether.
Sword Formation has some insane Form Eyes. I’m talking +3s duration, +100% damage and +100% range. The problem is that it’s PBAoE and prevents you from seeing anything so not really ideal for Acrobat runs.
As for the initial question about stats… I really have no clue. It’s hard to test things out in this game, especially when we can’t see the stats in combat.
Regarding crit, I seem to crit 100% of the time with 642 CRT – either that or it only displays the crits. If it’s the former, I can assume that 1 CRT = 1% crit unlike a lot of Chinese games where it’s 1 for 0.1%. This would in turn mean that actual crit rate is CRT - CRR, if it’s above 100 then you get 100% rate.
Dodge doesn’t seem to work this way OR there is another factor at play. My Sacred Beast has more than 600 dodge yet can’t seem to dodge much even though most Ascension X units have no more than 450 Hitrate. Maybe it’s the effect of suppression in sect wars and enemies elsewhere have a truckload of hitrate.
DEF… I don’t know. My Beast has 2000 DEF but keeps getting crushed by the demonic bosses. Meanwhile, my sect master has 1000 and that chestpiece that gives -100% DEF/Spell DEF yet she survives without any issue. Hell, she doesn’t even take damage despite having wildly inferior stats to my Sacred Beast.
I've noticed that when selecting skills I'm pretty arbitrary about it. Probably because I'm still early on. Do you favor skill damage - penetration -projectile count - or area expansion when upgrading your skills? Currently, for weapons like flying blades, I usually get the +2 blades a few times until I have 6 or 8 going, try for a -20% cd once then rest into damage until its maxed. Does that sound like a right mindset?
In that sense, unless you’re going for a Falling Sword setup that doesn’t really require combo skills, you should keep their primary attack at 0 as to not amp up the cost of the skills required for the combo skill you’re going for.
Regarding skill selection, I usually go with what benefits my base skills the most. After all, once they become combo skills, what you chose to get there won’t matter anymore but any passive buff to their own skills will remain. That’s the theory at least.
In actuality, it doesn’t really matter since the combo skills are the bread and butter, no matter how optimized your character’s build otherwise is. (For instance, my Master can deal 700m+ damage on the demonic bosses with her summons, which is way overtuned for literally everything, but in Trial Tower, they stop mattering quite early compared to the combo skills.)
Still, if it did matter, like it does for Falling Sword builds, I’d always go for Count > Area = Cooldown > Damage, the rest is usually straight up bad since the debuffs are based off absolute values, not percentage. And damage… I usually reroll if I can.
Currently trial is the one I've experienced the most, the other auto-battler board style one where you place equipment or skill tokens to move around I don't understand either I usually just spam the revivify or w/e its called for healing until its not enough to heal. Only beat that one once or twice.
Also has a bandit group show up in my first try at the game and did the raid style battle where we constantly sent our guys towards each other in a tug-of-war style battle. Ended up winning after a while but only after a ton of upgrades.
Illusion Domains and Dungeons tend to be harder than Trial Towers since your characters’ abilities really matter there. Especially since the final bosses have an enrage system that makes them hit much faster when they’re at low health.
Sect Wars are in the same boat. The tutorial one you’re talking about is decently balanced so you can rely on upgrades, but later on it’s really a power contest so your Master’s abilities become the determining factor.
As for synergy… You’ll usually want to use skills of the same family or element on any given character.
For instance if you make a summoner, you’ll want as many Animal summons or Evil summons or Steel summon as possible. (The latter only have one martial arts book…) In any case, you won’t want anything that isn’t a summon. On the other hand, on an elemental build, you’ll want abilities of the same element.
You can press L to open the Archive and check what skills are found in each book and their tags/elements.
The reason you want skills of the same element is that a lot of the buffs provided by the Destiny Artifacts apply to only one element, and those that apply to anything are limited in number.