Sword Art Online: Fatal Bullet

Sword Art Online: Fatal Bullet

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eqalidan Sep 5, 2019 @ 3:04pm
Stats question
So I play the game on and off, I got relatively far in the game and I have one question I can never really get good answers for

outside of weapons needing X to use, are there any stats that I should level up to a certain point and just leave it alone?
many games like these tend to have hard caps but never tell you the hard cap so you can end up spending crap loads of points with no benefits.

this usually sees me never spending points because I know the moment I do, there is a weapon that I cant use due to no points to use it.
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Showing 1-2 of 2 comments
Electro Sep 5, 2019 @ 4:55pm 
Just spend them all. You can respec for free anyway at home if you leave one of the load outs empty.

Most important thing is to spend enough points to equip the skills you want and the weapons you want.

The only actual cap is with DEF at 9,600. DEF though is implemented stupidly in this game because no diminishing returns which makes it stronger and stronger the more you have.

eg. increasing DEF from 9,100 to 9,600 results in cutting damage in half and hitting the DEF cap
increasing DEF from 3,340 to 3,840 results in 7.4% less damage

even though they both increase DEF by 500 which results in 5% less damage from the opponents base damage

Otherwise you don't have to worry about any caps. The only diminishing returns is really how effective each point is from the previous point and also the CP cost increasing.
eg. 10,000 HP to 10,020 is 0.002% more but 7,000 to 7,020 is an increase of 0.00286% while at the same time being dirt cheap in CP.


STR:
Increases sword damage by
1+(STR/400)
Increases weight limit and improves weight ratio. Therefore can help for moving faster and also faster reload speed. Not as good as AGI at this but really depends on CP usage, weight and movement break points caused by AGI. AGI is way better though as it gives 12 DEF. The reload and movement speed bonuses depend on the colour of your weight bar.

Weight bar from best to worst is
Light Blue > Blue > Green > Yellow > Orange > Red
more on movement speed here
https://www.reddit.com/r/FatalBullet/comments/cxz3f8/small_test_with_weight_move_speed_and_move_speed/


VIT
Increases HP by 20, DEF by 8 and makes burning, poison and stun status effects require more build up to be inflicted on you.


INT
Increases healing when using Healing Bullet and Healing Field. (Every other form of healing is based on HP %)
Shortens skill cooldowns and increases buff durations. Also makes Burn, poison and stun caused by you require less build up.


AGI
Basically what I said about STR for reload and movement. This is a super good stat to improve and a good source of DEF.


DEX
Most important for gun damage because it increases weak spot damage
1+DEX/200

Also increases Crit Damage
1+(DEX/400)
Not as good as STR for swords though. Same formula for Crit Damage as STR uses for Sword damage multiplier. Except DEX only works for Crits. And swords should honestly ignore weak spot damage bonus from DEX.
DEX is mainly a gun DPS stat. Assuming your aim for weak spots isn't rubbish.

Improves Gadget damage as well, however gadgets base damage are super weak.


LUC
Increases base Crit Rate of a weapon
1+(LUC/250)

Increases DEF by 4.

Reduces damage from Burn and Poison. (Just ignore this part)

Increases Drop Rate. (Not sure how this works and I don't care. I'll just keep farming. Also due to the fact some drops are guaranteed)

Generally good to have at least some for most builds if LUC is still cheap for CP.



I made this if you are interested.
https://docs.google.com/spreadsheets/d/14Jb6ZzGwA1ANQpC_f4CJktMGkgXX-2EPdFwNP73kHaI/edit#gid=1150458633
I haven't touched it in a while due to being tired and sick and will try overhaul it today. (I'm lazy)
Everything works though.
You can duplicate tabs if you want if you want to use Upcoming Survival Calculator. Noone used it yet. I just need to get my lazy ass in gear to make another section for comparing just like I have with the Damage Calculator. And add Nanotech Boost and Medal Gauge to the Damage Calculator. And enable the use of STR and STR from Medal Gauge for improving Sword Calculations.
Last edited by Electro; Sep 5, 2019 @ 5:02pm
Guh~hey~hey~♫ Sep 5, 2019 @ 5:08pm 
You can respec whenever you like in your room.

For stat dont try to save points to boost only DEX and STR to carry fancy weapons, you'll see yourself lacking in defense and HPs (VIT and AGI) but wont realize it untill you get OHKO by some random ennemy.

The cap for stat is 255 without accessory. Accessories can give you bonuses up to +30 in one stat, so the maximum you can bring a stat up to is 315.

For the common meta, your main character is supposed to play as the main DPS of your party (the NPCs sucks at DPS so...), and to otimize your DPS you will need some mandatory skills with their stat requirements:
- STR: enough to carry your guns, eventually dual wield them. At end-game, there's solo content, so it's a good idea to increase STR high enough to learn the last rank of power form. Since it takes time to increase the proficiency, it's a good idea to start using it early and increase your STR accordingly to learn each new ranks.
- VIT: same as STR, but for guard form this time.
- INT: As DPS your more important skill will be power/guard break shot (and viral shot later), increase your INT accordingly to be able to learn the highest rank of those skill you got available (when in extreme mode, if you dont have both skills at rank 4, you'll hit a brick wall and wont be able to go any further, same for the attack and defense buffs, but those are supposedly handled by your NPC companion/arfa-sys).
- DEX: Main source of damage. It decid your guns damage, your damage on weak spots and your critical damages. But dont go overboard before max level, raise it so you can carry your guns, then dump all remaining point in it to improve your damages further. At max level you need something between 255 and 315 in that stat.
- LUC: Put enough to unlock the skills you want to unlock (healing field mostly) but dont waste any more point in it before max level. The way LUC works makes it mostly a waste of CP even at max level because of diminishing return compareed to the CP cost. There's a sweet spot somewhere between 100 and 250, depending on the critical rate of the weapons you use: The higher the critical rate and damages of your guns, the more interesting it will be to improve LUC, with weapons that have low critical rate and damages (shotguns, miniguns, most SMGs and ARs, launchers), there's no point getting it higher than 100...
Last edited by Guh~hey~hey~♫; Sep 5, 2019 @ 5:09pm
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Date Posted: Sep 5, 2019 @ 3:04pm
Posts: 2