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Rhanos 2024년 7월 31일 오전 6시 35분
What's best stat to upgrade?
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Fate 2024년 8월 2일 오후 2시 07분 
Your main offensive stat, so either power for melee or energy for ranged. For mid game (floor 401+), agility is also nice to have as you want to reach the cap of 10,000% attack speed. If you want to build a pure tank than stamina would be best.
Fate 님이 마지막으로 수정; 2024년 8월 2일 오후 2시 08분
it's a gabe 2024년 9월 18일 오후 12시 30분 
Fate님이 먼저 게시:
Your main offensive stat, so either power for melee or energy for ranged. For mid game (floor 401+), agility is also nice to have as you want to reach the cap of 10,000% attack speed. If you want to build a pure tank than stamina would be best.
So just to clarify, I shouldn't build my characters equal? I was increasing their levels across the board, so right now I have a bunch with levels 550 in each stat.
Fate 2024년 9월 26일 오전 2시 49분 
it's a gabe님이 먼저 게시:
Fate님이 먼저 게시:
Your main offensive stat, so either power for melee or energy for ranged. For mid game (floor 401+), agility is also nice to have as you want to reach the cap of 10,000% attack speed. If you want to build a pure tank than stamina would be best.
So just to clarify, I shouldn't build my characters equal? I was increasing their levels across the board, so right now I have a bunch with levels 550 in each stat.

Ideally, you want at least 1 or 2 tanks. The type of dps depends on what you want or what equipment you get in the early game.

You can totally get away with having all dps being melee, but not really when it comes to all being ranged since they don't last long on the field as they move towards the center and chase mobs to attack and then get killed a lot as mobs spawn on them.

So building an equal amount of melees and ranged is a good idea. Ranged can do higher burst dps than melees and can kill elite enemies easier, but melees can survive longer than ranged due to their innate bulk from the power stat.
Fate 님이 마지막으로 수정; 2024년 9월 27일 오후 2시 55분
it's a gabe 2024년 9월 26일 오전 3시 32분 
Fate님이 먼저 게시:
it's a gabe님이 먼저 게시:
So just to clarify, I shouldn't build my characters equal? I was increasing their levels across the board, so right now I have a bunch with levels 550 in each stat.

Ideally, you want at least 1 or 2 tanks. The type of dps depends on what you want or what equipment you get in the early game.

You can totally get away with having all dps being melee, but not really when it comes to all being ranged since they don't last long on the field as they move towards the center and chase mobs to attack and then get killed a lot as mobs spawn on them.

So building an equal amount of warriors and ranged is a good idea. Ranged can do higher burst dps than warriors and can kill elite enemies easier, but warriors can survive longer than ranged due to their innate bulk from the power stat.
Awesome, thank you! Have you considered writing a guide? There are nuances to this game that I've never been able to wrap my head around. Definitely rebuilding my team next time I play it.
BoxingBud 2024년 12월 17일 오전 8시 07분 
I do speed (not that it matters you can just respecc for free whenever) and keep an eye on procs, so I kit out my characters with things that have a chance to occur on each attack, and also % increase to attack rate gear (bonus if it recovers hp % wise. Any gear with + a set numerical value can be good, but usually you want % to attribute increases, that gear lasts longer because it's a percentage of your strength) That character ends up with a cumulative 20% chance to do SOMETHING big every attack and they're attacking all day. BOOM also their attacking gear doesn't matter if it's ranged or not, so I can switch characters to ranged if that gear drops and it's better (they're going to do little actual damage either way lol) ranged for effect speed builds is better. They shouldn't melee.
BoxingBud 님이 마지막으로 수정; 2024년 12월 17일 오전 8시 10분
BoxingBud 2024년 12월 17일 오전 8시 08분 
I do that with all my characters but I could see tanks being up front with stamina and then have your fast procs use ranged attacks, and then have characters that specifically melee or range too we get quite a few characters.
Vesperion 2024년 12월 24일 오전 4시 10분 
BoxingBud님이 먼저 게시:
I do speed (not that it matters you can just respecc for free whenever) and keep an eye on procs, so I kit out my characters with things that have a chance to occur on each attack, and also % increase to attack rate gear (bonus if it recovers hp % wise. Any gear with + a set numerical value can be good, but usually you want % to attribute increases, that gear lasts longer because it's a percentage of your strength) That character ends up with a cumulative 20% chance to do SOMETHING big every attack and they're attacking all day. BOOM also their attacking gear doesn't matter if it's ranged or not, so I can switch characters to ranged if that gear drops and it's better (they're going to do little actual damage either way lol) ranged for effect speed builds is better. They shouldn't melee.
I don´t know why but for some weird reason if i replace a gear that has +x% the stat doesn´t increase and rather decrease in compare to the flat stat value.

For example i have a pair of shoes that give +6,1% energy attack what results in a total with all other gear currentl of 847 energy dmg. If i replace those shoes now however with the other pair that only has the flat increase of +29 energy my damage increases to 965 energy dmg.

Must admit i´m still in the early stages but for me it´s not really clear why the flat value gives me more benefit in compare to the % value and sadly it gives not a directly visualisation how the change of gear changes my stats so i have always to check the stats when i equip another gear if the increased or decreased what is a bit tedious imo.
Fate 2024년 12월 30일 오전 3시 02분 
Vesperion님이 먼저 게시:
BoxingBud님이 먼저 게시:
I do speed (not that it matters you can just respecc for free whenever) and keep an eye on procs, so I kit out my characters with things that have a chance to occur on each attack, and also % increase to attack rate gear (bonus if it recovers hp % wise. Any gear with + a set numerical value can be good, but usually you want % to attribute increases, that gear lasts longer because it's a percentage of your strength) That character ends up with a cumulative 20% chance to do SOMETHING big every attack and they're attacking all day. BOOM also their attacking gear doesn't matter if it's ranged or not, so I can switch characters to ranged if that gear drops and it's better (they're going to do little actual damage either way lol) ranged for effect speed builds is better. They shouldn't melee.
I don´t know why but for some weird reason if i replace a gear that has +x% the stat doesn´t increase and rather decrease in compare to the flat stat value.

For example i have a pair of shoes that give +6,1% energy attack what results in a total with all other gear currentl of 847 energy dmg. If i replace those shoes now however with the other pair that only has the flat increase of +29 energy my damage increases to 965 energy dmg.

Must admit i´m still in the early stages but for me it´s not really clear why the flat value gives me more benefit in compare to the % value and sadly it gives not a directly visualisation how the change of gear changes my stats so i have always to check the stats when i equip another gear if the increased or decreased what is a bit tedious imo.

Probably already realized this, but flat stat gives more early game. Late to end game is when you realize that +% stat gives a ton more.
Vesperion 2024년 12월 30일 오후 5시 42분 
Fate님이 먼저 게시:
Vesperion님이 먼저 게시:
I don´t know why but for some weird reason if i replace a gear that has +x% the stat doesn´t increase and rather decrease in compare to the flat stat value.

For example i have a pair of shoes that give +6,1% energy attack what results in a total with all other gear currentl of 847 energy dmg. If i replace those shoes now however with the other pair that only has the flat increase of +29 energy my damage increases to 965 energy dmg.

Must admit i´m still in the early stages but for me it´s not really clear why the flat value gives me more benefit in compare to the % value and sadly it gives not a directly visualisation how the change of gear changes my stats so i have always to check the stats when i equip another gear if the increased or decreased what is a bit tedious imo.

Probably already realized this, but flat stat gives more early game. Late to end game is when you realize that +% stat gives a ton more.
My experience by now is that flat value gives a good amount while the flat-% bonus nearly gives nothing in compare but when we talk about the dmg-type-% bonus then the value really ramps up so i avoid the flat-% bonus and only go for flat and dmg-type-%.
Fate 2024년 12월 30일 오후 5시 57분 
Vesperion님이 먼저 게시:
Fate님이 먼저 게시:

Probably already realized this, but flat stat gives more early game. Late to end game is when you realize that +% stat gives a ton more.
My experience by now is that flat value gives a good amount while the flat-% bonus nearly gives nothing in compare but when we talk about the dmg-type-% bonus then the value really ramps up so i avoid the flat-% bonus and only go for flat and dmg-type-%.

If flat is still giving you more value then you haven't reached late-end game yet.
Vesperion 2025년 1월 2일 오전 8시 40분 
Fate님이 먼저 게시:
Vesperion님이 먼저 게시:
My experience by now is that flat value gives a good amount while the flat-% bonus nearly gives nothing in compare but when we talk about the dmg-type-% bonus then the value really ramps up so i avoid the flat-% bonus and only go for flat and dmg-type-%.

If flat is still giving you more value then you haven't reached late-end game yet.
Not sure at what point late-end game is reached but a while ago i started to tackle 1001+ and already got destruction gear where the units i set for dmg melt through most stuff. sure they may die in 1-2 hits but if the slow-field procs the enemies can´t do much anymore aside from those who seem to have a passive charge attack runing. Basically the only thing for me left to do is to get the last achieves and then there is nothing left for me.
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