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Sibal is a guardian and even though his herbs are well levelled, they will lack the potency bonus from the scout class (which he cannot go into) he'll also miss hunter (which boosts lotions). His final weapon though is a remnant one and fairly easy to upgrade.
Explosives are too expensive to train on a normal playthrough and both lack the INT stat to use mystic arts well. Also, Potions being trained will lead to the Bard class (which removes all ailments after one turn at legendary level) but both are locked into their current class, so training potions is useless for them.
what influences damage more than weapon stats is the combat art's level. Darien is an early hire and that gives him plenty of time to get his arts well trained. Sibal being much later doesn't affor that luxury sadly.
Provided that their damage output was similar, I would put Sibal into a union meant for deadlock, while Darien would be better served in a flanking union, where from that position he can throw in an occasional healing art for your damaged deadlock unions.
So how does their damage output compare (under same circumstances)?
Both units won't get any damage bonus from their classes, since both are defensive.
Sibal's lowest possible endgame weapon would be the standard Daedalus with ATK/DEF of 142/47.
After two painful upgrades he'd have the Virtutis version of it, increasing its stats to 187/63.
It's not that much more than the standard version, personally I would not waste so much time just for a 32% improvement of ATK.
Now let's take a look at Darien's options:
He starts with the regular Pitchfork at 65/25. For sure this is not an endgame weapon, so we have to do something here.
His standard upgrade path leads to the Superior Pitchfork (97/36), then to the Superlative Pitchfork (142/57). Now we're talking endgame, after two upgrades we have something comparable to the Daedalus (which Sibal will get for free, without farming anything, an advantage for him). And if we set Darien on combat focus at BR 37 or 60, one more quite painless upgrade will bring us to the Might Pitchfork, which is a major step upwards, because of the [Combat Arts] +5 effect. This means when using a combat art, that weapon will have an equivalent of ~205 ATK, beating the Daedalus Virtutis comfortably.
As has been mentioned, there is a shortcut to it: If you set Darien to combat focus, he will pick up the Imperator's Lance (can be bought in Undelwalt, if you have enough Imperator points), as long as he hasn't reached the Superlative Pitchfork. From there he will try to upgrade directly to the Superlative Pitchfork.
TL;DR
While Sibal has the more straightforward options, from a decent endgame weapon to a very good one, Darien starts quite weakly equipped and needs to be upgraded. His options are more complicated and can only fully achieved after being set to combat focus. The recommended upgrade path leads to the Imperator's Lance, then Superlative Pitchfork and finally Might Pitchfork.
After that - concerning damage - Darien will be at least as good as Sibal.
To compare the other skills each unit aquires at certain BRs makes no sense, because Remedies/Invocations are completely useless for both units, because of their low INT.
Potions can be fun, but mostly useless too.
It has instakill on it, but rares and bosses are immune. Still, I think its his highest level weapon iirc.
The only thing the Devil's Fork has going for is the Godly Pierce modifier, which combined with a matching Combat Art like Cascade Strike results in ~14% damage boost, so in the end it's about on par with the Might Pitchfork with its [Combat Arts] +5 effect.
Same damage but only 37% of DEF does not warrant the upgrade. And Instakill effect is useless against bosses.
The highest damage build you can get is Dual Wield, Axman class, 2x Might Splitter, 2x Black Belt.
Two Might Splitter have their [Combat Arts] +5 effect stacked, so it's +30% damage.
Another option is 2x Divine Tomahawk, which comes quite close.
[Axe] +5, did they increase damage on CA or just pure physical attack? (i think i remember asking this before but forgot lol, need to note this time :p)
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For a regular attack, the damage is more or less proportional to:
(ATK - Enemy Defense) * (STR + Wield Style Skill)
For combat arts, the formula is extended by 'Art Base Dmg', which depends on the respective art and Tier:
(Art Base Dmg + ATK - Enemy Defense) * (Art Base Dmg + STR + 2*Wield Style Skill) * Art Base Dmg
An example of Art Base Dmg is 100 for Peerless Bladedancer V
ATK always has a RNG part of 0...1/8 added to it, that's where the randomness comes from (except from critical hits).
There are further modifiers down the line, like Effects, Element/Creature Class Modifiers etc., but the above is the basis of the damage calculations.
I decided to stop wasting my time there and came here to Steam forums, where I never experienced any problems at all. Eventually got so deep into the mechanics of the game by myself that now I can answer most of the stuff me and others want to know.
i see Zephyr135 (sunzi) still active to these days correcting misspell n stuff