Aura Kingdom

Aura Kingdom

Dmoe33 Aug 7, 2016 @ 1:10pm
Guide to DPS
So as i see most ppl here are fairly new so and i decided to share a vaulable piece of info from the AK fourms that most ppl here i assume arnt familiar with

WARNING: SUPER LONG READ
http://www.aeriagames.com/forums/en/viewtopic.php?t=2427187

This covers the mechanics of dps and how they work in AK, It can be a bit complicated at first but it demonstrates why for example crafted gear is better then gold gear (in most cases). If u can wrap ur head around this and understand it ull really start to see ur dps climb. One note is this guide is fairly old although still valid and some things it doesnt go too in depth in such as the balance of cdmg/cdmg to boss and some other things such as ele dmg can be swapped around once u get to the endgame but still it is very helpful and the only thing it doesnt cover really (which really is quite simple) is the toughness layer in endgame dungs but thats fairly straightforward

Lemme know if this helped u and if u have any questions ill be glad to to answer them to the best of my ability.

Last edited by Dmoe33; Aug 7, 2016 @ 1:11pm
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Showing 1-6 of 6 comments
Doehardt Aug 8, 2016 @ 2:59pm 
One thing I believe it did not cover was the "Primary Damage %".

Primary damage % can be increased by the "<class> Mastery" envoy tiles on your envoy path. So from there you get a total of 12% for every class.

You get more of it by using gold-quality weapons as your main weapon (because it will only affect your main skills obviously). The level 75 weapons from Sky Tower have 6% of this stat, the level 75 weapons from the level 70 Otherworld instances (Deep's Cavern + Candeo Core) have 3% instead along with 3% HP. With sooner or later upcoming level 85 weapons, you will even have 8% of this for a whopping 20%.

But what is this "20%"? Simple - take your regular damage done without any modifiers and add the percentage to it.

If a skill without any modifier did 60000, adding 12% of primary damage bonus would add 7200 damage to it. On paper does not sound a lot, but consider that those 7200 also benefit from Boss DMG (detail), CRIT DMG, Elemental Damage and Zeal effects!

Now considering higher numbers such as 200000 and above, imagine the results - and that all for a tradeoff of 10% boss damage, which according to the guide relative potency the more you have of it, so boosting primary damage, whose relative potency is still great, gives larger damage outputs.

If requested, I can look for another damage guide source as I remember to have seen it somewhere before, hence the info with primary damage.
Dmoe33 Aug 8, 2016 @ 7:44pm 
Originally posted by Misha Doe Crits:
One thing I believe it did not cover was the "Primary Damage %".

Primary damage % can be increased by the "<class> Mastery" envoy tiles on your envoy path. So from there you get a total of 12% for every class.

You get more of it by using gold-quality weapons as your main weapon (because it will only affect your main skills obviously). The level 75 weapons from Sky Tower have 6% of this stat, the level 75 weapons from the level 70 Otherworld instances (Deep's Cavern + Candeo Core) have 3% instead along with 3% HP. With sooner or later upcoming level 85 weapons, you will even have 8% of this for a whopping 20%.

But what is this "20%"? Simple - take your regular damage done without any modifiers and add the percentage to it.

If a skill without any modifier did 60000, adding 12% of primary damage bonus would add 7200 damage to it. On paper does not sound a lot, but consider that those 7200 also benefit from Boss DMG (detail), CRIT DMG, Elemental Damage and Zeal effects!

Now considering higher numbers such as 200000 and above, imagine the results - and that all for a tradeoff of 10% boss damage, which according to the guide relative potency the more you have of it, so boosting primary damage, whose relative potency is still great, gives larger damage outputs.

If requested, I can look for another damage guide source as I remember to have seen it somewhere before, hence the info with primary damage.

It was albeit breifly:

Main weapon envoy dmg %:

Probably the most self-explanatory damage source you could imagine, this is simply the 12% damage available to your main weapon on envoy path. It's a 12% multiplicative damage boost, it just literally boosts your damage by 12%. That's it.

Take them.


I believe it only covered envoy because (only talking about 70 weps here) they are for the most part inferior to the 70 crafted and the envoy ones are prt much free dmg. 85 ones arnt out here however and from what ive seen for some classes it may be superior (if we talk strictly pts) then 80 crafted.

There were a few discussions on fourms about it although theyll be tough to find but it was a list of what classes would it be beneficial to make the switch although it may have been speculation



Last edited by Dmoe33; Aug 8, 2016 @ 7:48pm
Doehardt Aug 9, 2016 @ 12:37am 
Originally posted by SSoHdmoe:
Originally posted by Misha Doe Crits:
One thing I believe it did not cover was the "Primary Damage %".

Primary damage % can be increased by the "<class> Mastery" envoy tiles on your envoy path. So from there you get a total of 12% for every class.

You get more of it by using gold-quality weapons as your main weapon (because it will only affect your main skills obviously). The level 75 weapons from Sky Tower have 6% of this stat, the level 75 weapons from the level 70 Otherworld instances (Deep's Cavern + Candeo Core) have 3% instead along with 3% HP. With sooner or later upcoming level 85 weapons, you will even have 8% of this for a whopping 20%.

But what is this "20%"? Simple - take your regular damage done without any modifiers and add the percentage to it.

If a skill without any modifier did 60000, adding 12% of primary damage bonus would add 7200 damage to it. On paper does not sound a lot, but consider that those 7200 also benefit from Boss DMG (detail), CRIT DMG, Elemental Damage and Zeal effects!

Now considering higher numbers such as 200000 and above, imagine the results - and that all for a tradeoff of 10% boss damage, which according to the guide relative potency the more you have of it, so boosting primary damage, whose relative potency is still great, gives larger damage outputs.

If requested, I can look for another damage guide source as I remember to have seen it somewhere before, hence the info with primary damage.

It was albeit breifly:

Main weapon envoy dmg %:

Probably the most self-explanatory damage source you could imagine, this is simply the 12% damage available to your main weapon on envoy path. It's a 12% multiplicative damage boost, it just literally boosts your damage by 12%. That's it.

Take them.


I believe it only covered envoy because (only talking about 70 weps here) they are for the most part inferior to the 70 crafted and the envoy ones are prt much free dmg. 85 ones arnt out here however and from what ive seen for some classes it may be superior (if we talk strictly pts) then 80 crafted.

There were a few discussions on fourms about it although theyll be tough to find but it was a list of what classes would it be beneficial to make the switch although it may have been speculation

I can provide the boni list of the weapons from Lv85:

All weapons have 10% Penetration, 8% Primary damage, 5% HP and an effect according to each class again:

Dual Blades -> 20% DMG to Dancing Balisong. Terrible unless GCD of it will be buffed.
Sword and Shield -> 20% to Thunder Cut. VERY strong DPS wise, definitly recommended.
Great Axe -> 20% CRIT DMG to Flame Slash. Although bad effect, the stats speak loudly.
Dual Pistols -> 20% DMG to Sonic Bomb. Hands down one of the best.

Cannon -> 20% to Plasma Cannon. Nice buff to the simpler DPS skill.
Harp -> +3 seconds to Ballad. Depends whether one likes the raw DMG of this or Heal cores.
Staff -> 20% DMG to Ice Storm. That is some serious buff for Ice wizzies all over the place!
Grimoire -> 20% DMG to Demon Seal. Meh.

Katars -> 20% to Electrocution. I love this buff as I play Lightning Brawler mostly^^
Warbow -> +5 seconds to Blessing of the Winds. Longer endurance on your zeal? Hell yeah!
Tachi -> 20% CRIT DMG to Iaido. I don't like it cuz of a lack of 25% Boss CRIT DMG.*
Scythe -> 20% DMG to Frozen Tomb. Kinda ok, would still play Dark tho.

Holy Sword -> +3 seconds on all effects of Dry Bones. Nice effect if no Dry Bones SS.
Shuriken -> 20% CRIT DMG to the Fire skill. I would go with crafted personally...

Stats wise usually the higher DMG weapons (such as Great Axe and Holy Sword) are very juicy, although they come with mediocre or bad effects while lower DMG weapons (Dual Pistols and Staves for example) come with some of the most badass buffs. Really depends on a couple of factors.
Dmoe33 Aug 9, 2016 @ 10:00am 
Originally posted by Misha Doe Crits:
Originally posted by SSoHdmoe:

It was albeit breifly:

Main weapon envoy dmg %:

Probably the most self-explanatory damage source you could imagine, this is simply the 12% damage available to your main weapon on envoy path. It's a 12% multiplicative damage boost, it just literally boosts your damage by 12%. That's it.

Take them.


I believe it only covered envoy because (only talking about 70 weps here) they are for the most part inferior to the 70 crafted and the envoy ones are prt much free dmg. 85 ones arnt out here however and from what ive seen for some classes it may be superior (if we talk strictly pts) then 80 crafted.

There were a few discussions on fourms about it although theyll be tough to find but it was a list of what classes would it be beneficial to make the switch although it may have been speculation

I can provide the boni list of the weapons from Lv85:

All weapons have 10% Penetration, 8% Primary damage, 5% HP and an effect according to each class again:

Dual Blades -> 20% DMG to Dancing Balisong. Terrible unless GCD of it will be buffed.
Sword and Shield -> 20% to Thunder Cut. VERY strong DPS wise, definitly recommended.
Great Axe -> 20% CRIT DMG to Flame Slash. Although bad effect, the stats speak loudly.
Dual Pistols -> 20% DMG to Sonic Bomb. Hands down one of the best.

Cannon -> 20% to Plasma Cannon. Nice buff to the simpler DPS skill.
Harp -> +3 seconds to Ballad. Depends whether one likes the raw DMG of this or Heal cores.
Staff -> 20% DMG to Ice Storm. That is some serious buff for Ice wizzies all over the place!
Grimoire -> 20% DMG to Demon Seal. Meh.

Katars -> 20% to Electrocution. I love this buff as I play Lightning Brawler mostly^^
Warbow -> +5 seconds to Blessing of the Winds. Longer endurance on your zeal? Hell yeah!
Tachi -> 20% CRIT DMG to Iaido. I don't like it cuz of a lack of 25% Boss CRIT DMG.*
Scythe -> 20% DMG to Frozen Tomb. Kinda ok, would still play Dark tho.

Holy Sword -> +3 seconds on all effects of Dry Bones. Nice effect if no Dry Bones SS.
Shuriken -> 20% CRIT DMG to the Fire skill. I would go with crafted personally...

Stats wise usually the higher DMG weapons (such as Great Axe and Holy Sword) are very juicy, although they come with mediocre or bad effects while lower DMG weapons (Dual Pistols and Staves for example) come with some of the most badass buffs. Really depends on a couple of factors.

yea i seen the stats but i remember that there was a list compiled on the fourms on which ones it would be better for specific classes (e.x. guard 85 MAY be better cause +20 tc dmg but for example wiz it may not be) also this is strictly speaking pt play solos are a whole different story
Doehardt Aug 9, 2016 @ 11:44am 
Originally posted by SSoHdmoe:
Originally posted by Misha Doe Crits:

I can provide the boni list of the weapons from Lv85:

All weapons have 10% Penetration, 8% Primary damage, 5% HP and an effect according to each class again:

Dual Blades -> 20% DMG to Dancing Balisong. Terrible unless GCD of it will be buffed.
Sword and Shield -> 20% to Thunder Cut. VERY strong DPS wise, definitly recommended.
Great Axe -> 20% CRIT DMG to Flame Slash. Although bad effect, the stats speak loudly.
Dual Pistols -> 20% DMG to Sonic Bomb. Hands down one of the best.

Cannon -> 20% to Plasma Cannon. Nice buff to the simpler DPS skill.
Harp -> +3 seconds to Ballad. Depends whether one likes the raw DMG of this or Heal cores.
Staff -> 20% DMG to Ice Storm. That is some serious buff for Ice wizzies all over the place!
Grimoire -> 20% DMG to Demon Seal. Meh.

Katars -> 20% to Electrocution. I love this buff as I play Lightning Brawler mostly^^
Warbow -> +5 seconds to Blessing of the Winds. Longer endurance on your zeal? Hell yeah!
Tachi -> 20% CRIT DMG to Iaido. I don't like it cuz of a lack of 25% Boss CRIT DMG.*
Scythe -> 20% DMG to Frozen Tomb. Kinda ok, would still play Dark tho.

Holy Sword -> +3 seconds on all effects of Dry Bones. Nice effect if no Dry Bones SS.
Shuriken -> 20% CRIT DMG to the Fire skill. I would go with crafted personally...

Stats wise usually the higher DMG weapons (such as Great Axe and Holy Sword) are very juicy, although they come with mediocre or bad effects while lower DMG weapons (Dual Pistols and Staves for example) come with some of the most badass buffs. Really depends on a couple of factors.

yea i seen the stats but i remember that there was a list compiled on the fourms on which ones it would be better for specific classes (e.x. guard 85 MAY be better cause +20 tc dmg but for example wiz it may not be) also this is strictly speaking pt play solos are a whole different story
Agreeing with solo play part - losing a destroyer core might be a vast pain for example.
Dmoe33 Aug 9, 2016 @ 7:26pm 
Originally posted by Sgt Doe Crits:
Originally posted by SSoHdmoe:

yea i seen the stats but i remember that there was a list compiled on the fourms on which ones it would be better for specific classes (e.x. guard 85 MAY be better cause +20 tc dmg but for example wiz it may not be) also this is strictly speaking pt play solos are a whole different story
Agreeing with solo play part - losing a destroyer core might be a vast pain for example.
My reasoning exactly although some classes like sorc can cap %def shred and the stat boost may be more benefical but again not 100% sure
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Date Posted: Aug 7, 2016 @ 1:10pm
Posts: 6