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Mah dude, I'm doing 4.4K critical damage, I'm feeling like dealing with Jordas Golem when I was MR 5 again. I couldn't complete the Angel mission in SP because I couldn't do damage before the timer runs out, I did put him down, but inside there, I was removing bit by bit of the health bar.
333K damage, 2.2M is a huge improvement, I'm good with it.
keep in mind thats against the centuri enemies in ghost form, i wouldnt use amps against normal enemies when i have better weapons for the job. Against the angels i takes alot more shots because the shield is so fricking high, i cant solo an angel when there above lvl 100 but lvl 50 arent a problem.
It falls off a bit in longer missions and still takes a while to get through the Angel arenas. Those fights seem to be more about waiting for the orbs to spawn, sling through to grab one, and then stand in the field it spawns to deal extra damage (kind of like a Volt shield)
Haven't tried other amps asides from the Sirocco, which doesn't hold up as well, even if charged
Madurai is the best school because of damage.
Virtuous Fury or Virtuous Strike are the best arcane because of damage.
Since I'm going with Virtuous Strike, I'm gonna focus in a CC + CD Amp.
With that in mind, I have three options: 1-1-7, 1-7-7, or 7-7-7.
If you take a look at Raplak Prism (1-x-x) it says it deals 3000 damage, with 28% CC, yet people are saying to me that Klamora Prism (7-x-x) is better, even if deals 600 damage, with 23% CC, why?
Another thing is Pencha Scaffold (x-1-x) that deals 9000 damage with 4% CC, against Propa Scaffold (x-7-x) that deals 9000 damage with 15% CC. What is most suggested to me is 7-7-7, I search on the internet, and the majority of players say 7-7-7 is better, which I don't know why.
Can someone go deep analyzes why Klamora Prism (600 damage, 23% CC) is better than Replak Prism (3000 damage, 28% CC)?
Assuming I'm not wrong:
(damage * (mag size/ammo cost)) / ((mag size / ammo cost) / fire rate) = DPS
(3000 * (100/10)) / ((100/10) / 2) = 6000
(600 * (100/2.5)) / ((100/2.5) / 12) = 7200
Reload speed would also be a factor, but amps all reload at the same pace. It also assumes the amp is a base build (no special arcanes or operator builds) and isn't accounting for crit chance or status chance (but higher fire rate = more chances per second to proc or crit)
Edit: now that I've sat down and played with the Klamora, yeah, this thing is ridiculously strong
Here's what I did, and strategy:
7-7-7, Virtuous Strike, Madurai.
Steel Path fight
The physical phase 1: It's simple, just do damage as usual.
The spiritual phase 1: I press 2, press 1, and hold primary attack, it's enough damage to put him down before the spheres appears.
Then physical phase 2: Again, just do damage as any other mob.
The spiritual phase 2: My 1 is in cooldown, so I press 2, and hold the primary attack... Depending on which attack he's doing, I have enough time to skip the sphere phase again, but if he's doing a "fast" I will do something like 70% and then do the sphere phase.
To guarantee I'll skip the sphere phase the second time, I can stall a little bit during physical phase 2, just enough to see the cooldown remaining 5 seconds, the time to go inside. Doing that it's just repeating the spiritual phase 1.