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报告翻译问题
Are hammers not considered heavy weapons? I thought hammers softened in one?
Anyway, shaver is more or less useless with heavy weapons because slinger ammo is all over the place. On the other hand, it is extremely useful for any weapon that normally takes two clutch attacks to soften.
Shaver does not increase the time that a part remains softened. However, the Fatalis update a week and a half ago doubled the time from a minute and a half to three minutes.
I'll never be nowhere near confident enough to consider Peak Performance in anything other than a Light Bowgun too, lol. I used to use it way back in High Rank, with that Taroth "Support" LBG and it's RFN2 or whatever, just running backwards with a Health Regen augment I think, never able to be hit pretty much.
They do, I'm sorry for mincing my words. Hammer clutch attacks have a "light" hit followed by a "heavy" hit in their clutch attack move, the first hit CAN cause a soften to happen (for example, if you only land your "light" attack before getting thrown off a monster, then you clutch attack again and it will soften on your "light" first hit, without you needing to land your follow up "heavy" hit, if that makes sense)
What I was asking / wondering was that maybe with a Shaver Jewel the first hit in the attack combo would instantly tenderise instead of needing to do the follow up heavy hit - it's a moot point anyway because you're committed once you launch the attack anyway and you can't cancel it, but it certainly would help when attempting to "brute force" a tenderised part or something, and you keep getting thrown off or something.
I guess it'd be useful in those few areas where slinger ammo doesn't really exist, like Elders Recess Nergigante nest.
Softening time being double is just a Clutch Claw boost, non related to the skill.
I'm under the impression that a softened part is handled with a small integer (for light weapon double tapping) and a boolean flag (for the actual softening). Assuming that's the case, shaver likely acts on the integer and not the boolean. If the first strike of the hammer on clutch attack contributes in any way to the integer, then yeah, I would assume that shaver would work for it. Likewise, if only the followup drop is what contributes to the integer, then no, shaver would not help the initial hit.
Of course, this is all purely speculation. I don't actually know how it's coded in the game, just how I assume it is.
It's just I've witnessed my first hit in the attack soften parts before, so I was curious is all. It'd basically change nothing, nothing at all, especially considering Rocksteady and Temporal mantles yes indeed and the fact the heavy follow up hit happens like half a second afterwards which is a guaranteed soften, but...curiosity is a fine thing
head is always beta. never use alpha. not even on guard builds unless you only have trash tier decos. why? beta is always more flexible in the end. plus youre giveing up slot potenial with the alpha head due to stuff like release/ironwall beeing a thing for example for hbg shield builds. or other good guard combos which exist. head should always be beta. always.
chest.
always beta. alpha is crap. why? unless you need a buttload of level 3 decoslots for some reason (only a few weapons do) this is always a loss simply due to the coil you mentioned already yourself. the coil takes care of 2 level 3 deco slots. you rarely need more than that and unlike chest the coil is a net gain skillwise.
arms : IF useing raw weapons like LS the 3 handicraft is ALWAYS worth it. TRS with 20 purple IS NOT ENOUGH: YOULL RUN OUT in no time believe me. and slotwise its even with beta. the arms are actually one of only 2 pieces which TIE with beta pieces. aka they are literally the same as beta. but a lvl 1 slot is useful due to skill like attackbost as you dont wanna waste a level 4 slot on 1 level to max these out for example. so here its either beta or alpha. if useing raw melee weapons then definilty take the 3 handicraft levels.
coil : alpha is the clear winner here. and its the only piece where this applys. its a net gain of 1 free criteye at no loss. why? the shaver deco. it will steal a level 4 slot ANYWAY so its better to have a level 3 only to begin with (light weapons only ofc) the extra WEX removes the downside of loseing the 2nd level 4 slot and actually allows you to run 2 level 2+ skills in place of 1 level 4.
legs :
worst piece overall. but its only the 2nd tie piece. why? alpha and beta are 100% equal IF you own an handicraft+ deco. then its virtually the same no matter which piece and beta is more flexible due to beeing able to remove it.
fact is : certain melee weapons burn trough sharpness. the base 20 purple isnt enough with TRS. its not enough. you need a certain amount of handicraft to pevent haveing to sharpen. i am still unsure how much feels comfy for LS for example. but i think 3-4 is the sweet spot somewhere. 5 is overkill. 2 is not enough on longer hunts. higher sharpness bar means less prone to rng ♥♥♥♥♥♥♥ you out of your purple because TRS didnt trigger as TRS isnt a fixed % reduction. its chance based. rng. easy to see and test if you spam the LS cc weakening attack in the arena. it counts as one attack for the TRS trigger. so if it doesnt trigger say goodbye to like 10 sharpness at once.
also if useing frostfang piece for pdraw you want to use the head and use fatalis legs instead. kt is only more useful againist fatalis himself as it nulls the negative fireres and allows for easy 20 fireres with the hard fireres deco.
also come next weekend AT velk comes and its gamma legs provide all levels of peak performance AND 2 free levels of quick sheath. atleast for weapons like LS that will be a NET GAIN of 2 free levels of speed sheating at ZERO other skills lost. plus you gain a level 4 slot on the legs back as a side effect.
Though, again, I wanna remind that, in practice, shaver is pretty much useless for heavy weapons since you'll do it in one anyway. It's such an expensive slot, and the practical uses of softening on the first tap instead of by the end of the full attack is so situationally applicable that the distinction may as well not exist, particularly considering temporal and rocksteady.
Of course, build the way you want. I'm not trying to tell you how to play. If that extra second of insurance is worth a lv3 jewel, then go for it! But do keep in mind that it is far from ideal.
The Waist gives you the 3rd tenderizer without needing to use another decoration. The extra critical eye rounds off the build as well. For ensuring maximum critical damage as well, maximum might can be easily used with 5 points to gain a free 40% affinity with everything except bow and dual blades. Everything else will usually restore stamina by the time its necessary to deal critical damage. Since Maximum might is also another 2 slot power skill, it fits the 3 slots of the alpha waist without needing to waste points in another defensive skill.
Agitator max
Critical Eye max
Weakness Exploit max
Critical Boost boost max
Evade Window 4
Divine blessing 4
Tool specialist max
Offensive guard max
Attack boost 3/(max) (expandable with mantles)
for cb. I dont know what the meta is but this build works really well for pure raw dps.
I kinda like the mix of power and defense. You have great amplified dmg with the crit skills. Offensive guard is a must for cb and if you miss your timing divine blessing and evade window does make your mistakes less punishing. It is kinda generic Ik.