Valdis Story: Abyssal City

Valdis Story: Abyssal City

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nevius6251 Aug 14, 2015 @ 6:35am
Clarification on Reckoning, divine damage and Reina's build
Hi all, I'm looking for some advice on how to build Reina. I'm level 17, split build AGI/INT, I'm currently abusing spells due to high mana regen (skill + Judicator's mana steal on crits).

I'm kinda set on maxing the monk skill tree since it seems to boost damage by quite a lot (Enforcer and Lotus Dance), but I feel like there could be some synergy between the defensive and magic skill trees too.

In particular, what damage does Reckoning increase? Only magic damage, or also physical attacks boosted by God Hand (so that the total boost would be God Hand + 40% from Reckoning)? Moreover, how much is the increase from the Empower skill? No value is stated in the description.

I was considering a Reckoning build with the Zeal skill from the defensive tree, so that I would apply Reckoning often (just with God Hand, if its proc rate is increased by the Greater Reckoning skill) and regenerate 1% HP per hit. Using unarmed Reina that's a lot of recovery for sure.

Any input on this?
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myhr2 Aug 14, 2015 @ 9:13am 
I've already said it in your other topic, but I highly recommand Boswer's Damage and Mechanic guide. Almost everything I'll say is directly taken from it.

All in all, Weapon buffs like God Hand add a magic multiplier to the attacks, meaning the number you see is actually the sum of two things, a physical attack and a magical attack, each one with its own multiplier and each part being affected separatly by its Ruin type and the Armor/Resistance of the target.

Also, Reckoning boosts your divine damage by 240%, and the skill, Empower, buffs it to 280%. So it only boosts the divine magic part of your attacks. Note that Reckoning also reduces the target's Armor by 15.

A build based only on Reckoning is certainly viable. It'll be more efficient for an hybrid build with some physical damage, since there are better damaging Magic then Divine (Fire anyone?), and you can only ever upgrade your Divine Magics to level 2, and Magic levels have a huuuuuge impact on their effectiveness. That being said, Level 2 means the spells won't cost as much as some level 3 ones, so you can get away with less mana (mana is a non-issue at endgame anyway)

In the end, there are tons of build that are viable and can S rank everything in the game. The only thing you should be carefull with is to not stack too many defensive options, or you'll struggle against the more defensive Bosses like Dhistan or Magus (you won't die but won't do enough damage) For exemple, Paladin's armor is a great defensive armor, with usefull immunities and a little attack buff, but it lacks in the offensive department, so it's better to focus on the Physical and Magical skill trees instead of the Defensive one (and since it's a Str/Int armor, it's synergetic, yeah!)

To take your build idea for exemple...unarmed Reina + Agi already packs a lot of damage potential. Some Int for Reckoning synergy is a good idea. You'll have a somhow low health, but skills in the defensive tree should be more than enough to compensate that. You'll want an accessory that lets you buff your fists, and let's be honest, Fighter's Bandage is still the best option for that.

Of course, pure Agi Unarmed Reina will outclass you in the damage departement, but you should still be able to breeze through endgame, and probably have an easier early game with decent healing options.
nevius6251 Aug 14, 2015 @ 10:37am 
Thanks for the reply!
I've read that guide, there really are a lot of mechanics to the game.

As of now I'm thinking about two possible builds, based around two ideas:
1) I've noticed that base attack damage is very important to quickly dispatch enemies (I had 28 before Enforcer and now my damage skyrocketed)
2) I'm terrible at dodging/parrying so I'd like some recovery skills too.
I currently make use of my split INT build with some basic skills from the magic tree to rapidly cast a lot of Refreshes, and that keeps me mostly alive. I regen a lot of mana so that's not an issue.

The Reckoning build I'd go for would be basically for the bonus damage and the Zeal recovery on hit, which would probably work best on a fast hitting character, and that probably means unarmed (I currently use the hammer).

Another good option could be to upgrade the totem in the life leech path, forgoing the Reckoning upgrades and using other spells. That would leave points to upgrade the monk skill tree, and I'd probably switch from Judicator's armor to the Monk's one, for an increase in attack (due to Fighter's Bandages).

There's really a lot of depth to this game. The manual should be a bit more extensive though :p I still have lots of doubts about many mechanics and skills in the game.
For example I don't know what the Smite skill is on the hammer, aside from splitting damage to a sort of AoE attack, and if it's worth to go that path since upgrades are permanent in this game.

Also, I did upgrade my fire soul, it's beastly even with just a split INT build. I'm not sure about lightning vs ice though, from the guide it seems like ice is a superior choice (numbers-wise) but the down lightning spell seems really appealing, especially if the defense increase is good.
Last edited by nevius6251; Aug 14, 2015 @ 10:39am
myhr2 Aug 14, 2015 @ 11:56am 
Haaaa, the Hammer...use it on a Str build or do not use it at all! That +40% Attack is yummy now that Str actually gives some Armor Ruin to make it effective.

Remember what I was saying about not going too defensive? Well the Totem is kinda defensive...kinda...still synergies really well with the Monk tree since it's basically a slightly different Unarmed style with a twist.

Monk's armor + Fighter's bandages is the no-brainer for Unarmed anyways (other options can work, but this offers the best damage increase, and by far)

Smite is a bonus Light magic multiplier, so it works best with some Int. Basically, Destroyer is for pure Str and Justice is for Str/Int.

As for upgrades...I wouldn't be too concerned with it. Half of the fun (for me anyways) is to see if a build is effective, but you always have that good old Unarmed style if you need (Unarmed cannot be upgraded, are very efficient weapon styles, baseline, Monk's armor does not use upgrading items anyways, and Fighter's bandage only require two Coins, which can at worse be farmed after a stat reset to full Luck)

Ice versus Lightning is...Damage versus Utility. Note that Lightning has higher multipliers from single hits, but Ice can multi-hit if used correctly. That's why it melts Bosses as a pure Int Gilda. The Down Lightning spell, however...I really do not use it that much. Down spells are slow, but hit hard, so maybe it's just me not being used to cast them efficiently. It has its uses in the last fight...but I won't say anything more. :p But Lighning Reach and Bolt Shackle have some craaaazy utility, allowing for original and more efficient strategies to deal with ennemies and Bosses. Really interesting spells.
nevius6251 Aug 16, 2015 @ 5:36am 
Once again, thanks for the reply.

Updating my journey through Valdis Story: I've tried the Reckoning build and it's awesome!
There's no need for the Deity skill (increased Reckoning time) since fast attacks would just re-apply it immediately after it falls off, but the Greater Reckoning (increases affliction chance from 20% to 40%) certainly helps.
God Hand alone is enough to make this build very viable, the damage increase on Reckoning-afflicted targets is insane and the 15 armor reduction helps too.

I've also spent some points in the defensive tree to get Zeal, thanks to Reina's fast attacks and enemies always being afflicted by Reckoning I basically regen HP like crazy.

Since I had many skill points left I decided to invest in the monk skill tree, up to the Monk skill (increased focus generation), but I'm actually considering a respec, and that's because I unlocked the Totem: it's amazing!

Totem is basically a free bonus to unarmed Reina: free automatic damage and buffs. I've upgraded it through the life-leeching path because the last bonus is even more focus generation, and that, to me, makes the Monk skill unnecessary: I'm basically in focus mode every 10 or so seconds, and I can stay in it for about 35 seconds.

I'll probably go for the free skill cancel bonus with the remaining skill points, seems like an overpowered build indeed.

Off to the optional bosses now!

EDIT: cleared all optional bosses and the final one. Neat ending.
I actually changed build one last time because the Totem was healing like crazy anyway, so no need for the Zeal skill from the defensive tree. In the end I just used Fighter's bandages to increase my damage output, and as far a skills go I had both Hermit and Dancer in order to abuse the bonuses after skill cancels.
Great gameplay!
Last edited by nevius6251; Aug 16, 2015 @ 12:26pm
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Date Posted: Aug 14, 2015 @ 6:35am
Posts: 4