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The stats dont really matter on attacks, so you should use both, it's really useful in both long and short range.
For example, Burst Rush is probably the best counter for melee and it does a ♥♥♥♥ ton of damage if you have Burst Kamehameha equipped(After you hit your burst rush the enemy falls down, then fire a kamehameha, hit it again for the stronger burst and deal an immense damage just from a counter)
that said in terms of maximizing your efficiency there are some "go to" pointers you should follow:
-dont spec into both strike and ki supers, its bad to decrease your dmg output per ki bar used and thats exactly what happens if you do that.
-pick a race that suits your playstyle, for example if you want to max out your ki blast supers and ults theres no point playing anything other than a frieza race or female saiyan, no point playing a basic attacker that isnt a male saiyan or a striker that isnt male earthling or male saiyan.
-change your weight/height accordingly to your playstyle, striker you want them max weight, ki blaster minimum, basic attacker you want shortest, tank tallest and so on.
now if you are going for a balance of auto attacker and striker, the most obvious choice is male earthling so your initial pick is spot on.
male earthlings put out the highest strike dps (tho less basci attacks than a saiyan) with potential unleashed transformation due to very high ki generation (dont even need to use ki recharge ability really wich is godly in pvp) and highest base strike dps.
however if that is not all you want, and you want a tanky character that does less overall dps you should def.pick a male saiyan cuz they hit hardest with basic attacks and ss3 gives a boost to dmg mitigation and stamina regeneration, tho at the cost of nearly no ki regeneration.
so the two builds you should be considering are:
Male Earthling max weight and mid to shortest height, 5 bars of ki or more as much stamina bars as you can get (for pvp, pve dont need more than 4 tbh) and 125 in basics and strike supers.
supersoul: the ultimate power is mine (+10% to all dmg)
transformation: potential unleashed
recommended supers: super mad dance, burst rush, freedom kick, rakshasa's claw
recommended ultis: dragon fist, victory rush, justice combination (think I remembered the names correctly)
recommended evasive: hyper movement
pros: insane ki regen, highest strike supers, more hp than saiyan
cons: less basic attack dmg, less dmg mitigation, less speed (IIRC)
Male Saiyan max weight mid to low height for speed, max height for tankier build, you may want more ki tho, so go for a balnce of as much ki and stamina you can get.
supersoul: power biased transformation (for max basic attack dmg + dmg mitigation at the cost of speed) or the ultimate power is mine for max dps at the cost of defence
transformation: SS3 as soon as possible (try to use SS1 first and get full ki before going SS3)
same recommended skills with 2 exceptions: do it or die, a defencive skill that also gives you a temporary boost to dmg mitigation (stacked with ss3 is huge) and mach dash evasive skill that gives a speed boost, male saiyans make the best of these skills too as the buffs last longer on them (racial)
pros: highest dmg mitigation AND basic attack dps, highest stamina regeneration
cons: no ki regen, you need to rely on maximum charge skill to get ki once transformed SS3, less strike super dps (especially if you go tank build)
if you are a player that puts significant weight into pvp, its a no brainer, the superior mitigation and stamina regeneration makes the saiyan the better pick, and the basic attacks are nothing to take lightly, few races can boast about it.
if ki management is an issue or you are more of a pve guy, then go earthling.
it is also worth mentioning that the increase in basic attacks on earthlings with a full ki stock is pretty much null, NEVER will that dmg increase be worth it over the damage you deliver from using 1 ki bar to use a skill
hope that helped
Now, a basic attack + strike supers build for a male earthling is a very solid and viable option. You won't really need to go full 125 with his strike super stat because, as the guides tell, since that's his strongest stat you will start hitting soft caps before even reaching 100, so those points could be better used elsewhere. So I'd say, around 90 to strike super to make sure you are within the soft cap number and above 100 on basic attack because it's not his strongest stat. As per the numbers guide, the weaker the character's initial stat, the more points can be invested before reaching the soft cap.
If you want to go basic attack on male earthling and use a super soul that activates on max ki to make it work with the earthling's damage increase(+5% basic attack), I'd recommend Android 18's "I'll use all my strength to kill you" soul that buffs basic attack(+15%) on max ki while also giving you ki regen.
For Potential Unleashed(15% all damage), you might want to have no more than 5 ki bars (because PU needs 5 ki bars to activate), but remember you will be losing two buffs the moment you use an ability that spends ki.
Stamina is more or less the same for all builds. You can have a lot for pve if you already know how to handle the AI, but will need only as necessary for pvp unless you also know how to really maintain it, due to pvp being the place where the stamina break mechanic is the forever and only meta.
HP is as always the dump stat. More is always better, but the gains from points and QQ bangs are not that great. So only toss remaining points in HP when you are completely sure you won't need them elsewhere.
As supers and ults go, again, depends on what will be your main attack vein. Use strong strike supers if that's your main damage source, or mix and match with supers used as utility. I personally like supers that can be used as deception. Like different teleport/vanish supers to play mind games with the opponent (for pvp only when I used to do that in XV1) or other utility stuff.
Hope this helps too.
For hard PVE the best is ki blaster. It has much more ranged skills, than striker, and you need to use defensive skills, and ultimate/super attack only on hard pve. Yes no matter how pathetic the raid's concept it's still really hard. I know, that everything is easy for the best player in the universe, but somehow 8 from 10 player dies within 2 minutes after start.
As for other stats for PVE: 84 on stamina with +5 stamina qq bank. why? Simple you need that 9 stamina bar to use vanisher guard, when something really messy comes. Like fail to block a saw attack, or blue balls coming, and got no ki for super guard. Also stamina is great in direct fight as well for many reasons.
84 on ki with +5 KI qq bank. Reason: in hard pve there are 3 phase. You charge KI, you attack with ki, or you are focused by the boss, and try to survive it. I can assure you. It is not possible to survive a raid boss's focus for long unless it's a great ape. The best you can do is spam invulnerability skills. So be sure to spare at least 1 ki bar for super guard. Above that you need the rest of the KI for attacks, and charging is a 3 phase stuff. Starting, charging, and ending the charge. The second phase scales with the ki you want to charge, but the other two are NOT! So if you need to charge after every ult, that takes a LOT time. 9 or 10 ki bars is heavily recommended for hard pve.
Other stat for PVP and easy PVE: you don't really need ki at all, because basic attacks can destroy the enemy quite quickly, and even if you want to use super or ultimate skills for damage the enemy won't let you charge in most cases. 5 bar is enough for the most powerful ultimates, but that's all you need. In PVP, and easy PVE most enemy won't let you cast long charge skill. So if you are a ki blaster, then you need a quick damage skill like death beam. I personally prefer supers over ultimates, because they don't give room for stamina break, and much cheaper.
Stamina is a tricky one: less stamina equals less punishment during stamina break, and more stamina makes easier to avoid stamina break. I personally recommend the 9 bar. Not just because you can vanish or evasive move a lot, but also, because you can chain your basic attack combo super long. To be honest i have no idea what is the best for that.
For the record. Don't do PVP for rank, or you are going to be a cheater, or smash your head to the wall. If you do PVP do it strictly for fun, and if you find a cheater, then remember it, and avoid it. Even on ranked you can choose who you fight against. One last thing: avoid high latency enemy. Those are no fun luck games. You just flip the coin, and may or may not win.
My next big issue of angst is Ultimates. I'm not very far in X2 yet but if it follows the X1 pattern then there's no denying that some of the various Ki ultimates are effing godly. Some of them are so damn broken that they're basically just great big "I Win" Buttons. What would the best Strike Ultimates be? Currently I use Blue Hurricane(useless on humanoid targets, but i've found it helpful on Giant Apes), and Victory Rush which is great both in looks and effect when it all connects, but frustrating when the CPU "ally" decides to "help" and knocks opponent free of the rush before it's complete.
Ultimates aren't as spammable as they used to be, they're much less accurate and it takes a bit of work setting them up to hit.
Like in the first game, there's very few strike ultimates to use. Against non giants, justice combination is still the go to ultimate, as you can still combo into it, and while human players can use evade skills on it, the AI usually eats it whole. Dragon Fist does good damage but you must break the opponent's stamina first to guarantee the full hit. For apes, Frieza's meteorite attack is decent against apes and expert mission bosses because you can fire it at a distance, but it's damage is not stellar and it depends on all rocks hitting to do meaningful damage.
But the best thing about XV2's balance is that you can still do meaningful damage with ki supers if you have a strike build. If you need to use ki blast attacks in a certain PQ or Expert mission, you can change your qq bang and super soul to ones that buff ki blast supers and just use those. Though for general use ki blast ultimates, you can still fire off a supernova cooler and even as a full strike character it will do decent damage.
1. Male saiyans aren't really good strikers due to their terrible strike stat (7.125).
2. No, female majins are the most obvious choice. 7.5 Basic attack, 8 strike. Compared to male humans at 7.125 basic attack, 7.875 strike. (Higherst is 8, lowest 7).
3. Is flat out wrong. Their ki generation is pitiful at best and female majins have higher strike DPS (not to mention the best racial bonus).
4. If you mention stamina regeneration of SS3, you need to mention that it nullifies the ground-still-stand regen buff, which is massive.
If your character already has a high natural stat and you invest all resources to that stat, min maxers will still find that they will perform better (but no by a ridiculously higher margin than how it was on XV1) on that stat than other races/gender similarly geared. Though in fact, the racial stat differences between characters is at most 1%. (8% damage from the max stat character against 7% from the lowest stat character) BUT that 1% is calculated pretty early in the formula, so it means that other calculations that go after it will benefit more from the racial stat.
So. As you were saying that male saiyan's 7.125 is s terrible stat, not only you should apply that this is 7.125% against 8% from fe-majin, the top striker. You also need to add that male saiyan has access to SSJ3 which is the transformation that buffs the most damage to strike supers and basic attacks of all transformations in the game, PLUS they have access to strike super souls that no other race has access to, like the new Cabba's soul that gives an XL (+20%) buff to basic attacks while also giving a respectable M (+10%) buff to strike supers, or the old "Goku the legendary super saiyan" soul that grants an L (+15%) buff to strike supers, only to saiyan characters in super saiyan form. With these, saiyans quickly close the gap in strike supers against races with more power on that stat.
As for fe-majin, I'm not saying it's a bad race. Contrary. I have and love my strike fe-majin, even though finding a soul I'm comfortable with for her has been a hassle, and I actually like her basic attack strings coupled with their natural strike super power. So this isn't about putting down fe-majins. It's just about not putting down male saiyans and male humans (which then again are the only race/gender combos the OP want to hear about from what I understood on his initial post).
That is just wrong. You did not understand the formula or stats.
It's not 8%, the stat is 8.
By a very small margin. While cutting down on ki regen by 95%.
That is not worth it over PU for someone who wants to use strikes.
From my own experience in XV 1, if your character was weak in one stat naturally, maxing it still meant that the race/gender combination with the highest natural number in that same stat was still far above you. Believe me, I did try hard to make a fe-saiyan basic attack build half viable in XV1.... XV2 closed the gaps quite a bit to avoid both useless stats on a character and to avoid the whole "if you want to be good with this attack stat you NEED this race/gender and ONLY this race/gender" stuff that was happening in XV1.
I understood it as a percentage because the guide itself makes me see it as a percentage. And I'm quoting:
"Now unlike the first game, Racial modifiers modify the base damage of an ability, but don't grow as you level up. Instead of being the raw damage multiplier, they are the % change that a race does to that ability type. Here is the list."
IF it isn't a percentage and just a flat number added to the equation, then the guide itself may be wording it wrong by adding the "%" character to it. That or my skills in the English language are still very lacking. (not a natural English speaker here, after all)
This one is more a matter of taste and play style. I'm sure more builds that use strike or ki supers will want easy ways to grab ki without using max charge. I may use one of the rare builds that doesn't go for that. Instead, I fill my 9 bars of ki, go SSJ3 and end the match through a combination of basic attacking and not over using that ki too fast, pretty much limiting my ki usage in favor of basic attacking, which is in fact my character's focus.
Though we shouldn't be discussing saiyans since OP is only interested in playing a male earthling. Maybe we can take that to another thread or whatever. :)
Anyway. Overall, I'm talking about what I understood from the guides, coupled with my own experiences making and testing builds in both games. The numbers come straight from the guides, of course, but how I feel about the characters and their potential come from me derping around with them and seeing how they perform in battle.