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Pure tanks can skip melee attack and want more resolve and hp than others. Ranged defense can usually be ignored in my and many other's opinion. Initiative makes sense on dodge / overwhelm / fencing sword builds (they later take nimble, so prioritize hp on them too).
50+ resolve and 80+ hp are what I aim for on everyone.
There is a nimble vs battleforged meta. You generally take either one or the other. Nimble wants lots of HP, BF wants 80-90 hp and lots of fatigue to carry all that heavy armor. Colossus is often kind of mandatory to get there and a no brainer on nimble builds.
Pay close attention to your level 1 base stats, not only stars, when deciding what route to take.
There's more to it of course. Best read up some guides for detailed information, or find out what works for you yourself. ;)
For ranged build separate two types!
->hybrid utility, use for every case, focus on rs, ms and fatigue
->marksman to Win fight ranger vs ranger, focus on rs, rd and initiative
When you level up, there have a case you will get low roll! At this point when you doesn’t see any stats better then this time increase HP, remember HP is a bonus not your main stats, even value over 100HP nimble still die easy! Remember
All builds, all the time.
FAT enables everything.
No FAT? No attack, no defense, no movement, no stunts.
Always, always, always raise FAT.
Just enough FAT to hit and move. I don't recommend it for beginners, but it's there.
Depends. Just to give an example that fatigue doesn't need to be leveled excessively on everyone:
Some recruits have great matk and mdef potential, but need a heavy investment into hp and resolve to become frontline worthy. With Swordmasters and Indebted that's often the case, for example. They can't level matk, mdef, resolve, hp and lots of fatigue on top. To salvage those bros I like to build them low fatigue battleforged.
This kind of build works with 25-35 fatigue after heavy armor because every non asthmatic bro has 15 fatigue regeneration per turn. They can only hit once per turn, but they hit hard with a heavy 2h weapon (a 2h mace / hammer / axe usually). That attack costs 12 fatigue with weapon mastery. As they also get pathfinder, a movement action on difficult terrain doesn't cost them more than 3 fatigue. With 15 fatigue regeneration per turn, they can take a step and swing their weapon no matter how exhausted they are because they work with the 15 fatigue everyone regenerates at the start of their turn. If they happen to have iron lungs (+3 fatigue regeneration) they can even swing a Mansplitter for 15 fatigue and stay fatigue neutral. Very useful build for those kind of recruits.
Another example would be many nimble builds because those don't lose as much fatigue to armor. They are better off focusing on hp if they're in the frontline as hp will be their primary source of tankiness alongside melee defense. They don't need to invest into fatigue as much to have a solid workable fatigue pool after armor (60-70 workable fatigue is fine on many builds). Some of those builds also want to level some initiative to better support dodge and overwhelm.
I'm having trouble telling if this idea is covered by the above, but the key idea here is a 2h + pole weapon of that type (e.g. polemace) + Weapon Mastery + Pathfinder + heavy armour.
You don't really level fatigue for this build.
Here's a summary made by Sato for the Discord (with an edit or two by me right now for clarity):
Build: Fatigue-Neutral Fearsome (by Gravebees)
Link: http://www.bbplanner.xyz/?name=BF+Fearsome+Axe&perks=kA4AIAIY&gear=AAArAAAAAAAAA0AAAAAA
Leveling notes: The idea here is to eschew Fatigue and spend those rolls on other secondary stats. If you can hit 105-ish Fatigue before armour, then you level Melee Attack and Defense every level and can dump your extra rolls into patching Health and Resolve. Grave likes to hit 90+ HP and 50-ish Resolve, which I also think are pretty good targets.
Strategy notes: The idea with "Fatigue-Neutral" builds is to take advantage of Fatigue Recovery mechanics. Every turn you get a minimum of 15 Fatigue to work with. With a weapon mastery, attacks cost 12 Fatigue, and with Pathfinder moving 1 tile usually takes at most 3 Fatigue, so every turn you can always move and swing - as such, you can make Fatigue a dump stat and just load up on the heaviest armor you want. Quick Hands and a pole-weapon for your chosen mastery gives you even more flexibility. Grave likes Barbarian two handed axes for their synergy with Fearsome, but you can also do this with Two Handed Flanged Maces/Polemaces and Two Handed Hammers/Polehammers.
However, 200% for skill and melee defense is reasonable. 100% for HP is reasonable. The rest is sketchy. Fatigue is useful but can be ignored completely. Resolve is almost always patchable unless truly abysmal, as there are lots of sources of resolve. Initiative is useful but can be ignored completely on both melee and ranged.
I'd recommend keeping a close eye on skill, melee defense, and HP, and being more flexible on the rest.
That depends entirely on the base stats, the perks you take, the equipment of the brother, what actions you plan to perform with him and his position on the battlefield.
If you want to deal in generalizations:
- anyone who can reach 85+ melee attack and 30+ melee defense at level 11 is highly valuable no matter the rest of his stats
- anyone who can reach 90+ matk is useful as a backliner
- anyone who can reach 90+ ranged attack is highly valuable as a ranged dude
- for the banner sergeant role, anyone who can reach 90+ resolve wihout equipment is highly valuable
- for pure tanks, anyone who can reach 40+ melee defense without shield and at least 60 resolve with iron mind is highly valuable
You can calculate the expected stats at level 11 if you level the stat every single time with this formula for mdef, matk and ratk:
Base stats + 20 + (number of stars * 5)
The gifted perk, another level of max 2 star rolls, is not factored in here.
Then it's just a matter of adapting the rest of your build to the other base stats and star distribution.
Edit: For ratk it's actually not +20 but +25 30 in the formula.
I think I'll give these modifiers for melee stats.
matk 300%
mdef 200%
hp 100%
fatigue, resolve 50%
rdef, initiative 20%
Better swap the matk and mdef modifiers around for frontliners if you absolutely have to think in those categories.^^
Mdef is generally their most important stat, even on damage dealers because it allows them to ditch the shield and go 2h / duelist.
Tanks can scale back the matk to 20 %. xD
Would also up hp to 150% and resolve and fatigue to 100%. If it's a dodge tank initiative 150%.
Melee dps frontliner: mdef 300%, matk 200%, hp 100%, resolve 50%, fatigue anywhere from 10% - 200%, initiative on non overwhelm / dodge 0 %, else 50%.
Melee dps backliner: mdef 50%, matk 300%, hp 75%, resolve 30%, fatigue 130%, initiative 100% if overwhelm.
Ranged dps: ratk 300%, rdef 0 %, mdef 50% hp 100 % (better just tank those ranged shots with nimble and expect that their true chance of dieing will be in unplanned melee engagements), fatigue 150 % (ranged is fatigue intensive), resolve 30%, initiative 100% (they profit a lot from going first)