Dragon Cliff 龙崖

Dragon Cliff 龙崖

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damian Jul 24, 2022 @ 7:54pm
Many Questions about Mechanics/Builds
So I have nearly finished hard mode with the heretic dragons etc. and I have recruited about 5 ancient star adventurers. The guides here are helpful but I lack a clear understanding of what makes a unit powerful. For example I have a Cube who can put out 7 million damage and a RedHorn that can't manage 1 million. Why? I have no idea. I think what will be really helpful is to have a discussion about the types of stats/equipment affixs each character should be aiming for.

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Tank: I have never found an ancient star Warrior so I only have Paladin experience.

Optimal Weapon Affix: Health % on Taunt. (The most I have seen is 14%)

Other stats that seem useful: Health on Hit, Taunt on Hit, Vitality, Agility (Probably less important if paired with ToughWoman)

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Healer: I have not found an ancient star Missionary so I have only used Golden Shaman at high level. This guy is amazing, sometimes he and the Cube are the only surviving party members. He just puts out so much healing.

Optimal Weapon Affix: I have no idea what is good for a healer. I keep using Int boost because its the only thing I am getting from rank10 weapons that seems relevant to healing.

Does the game calculate "divine damage" as healing power also? I am super confused how to stat a healer.

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DPS:

Cube is just an absolute monster. She is carrying my entire party, and I don't know why. I have two ancient star Cubes but one of them is clearly stronger than the other.

Optimal Weapon Affix: Someone mentioned that YoungWarlock was powerful and they used an Int Stealing weapon to boost him. I assume Cube works the same since they are both casters but I really have no idea how Cube's damage is calculated because of "God Seeds" It SEEMS like it is divine damage but maybe fire? I really don't know.

RedHorn: This guy was strong in normal mode but he has become really weak in hard mode. I tried loading him with as much crit% and crit damage as possible and experimented with boosting his physical power as well as fire power. But neither seem to really help his mediocre dps. He does just a bit more than the tank. His icon art is all swords, does that mean he functions optimally with a sword and I should avoid a spear/axe even if the power is lower? I am also confused if this caster is fire or physical because brutality seems to calculated differently than bladerain.

ToughWoman: I THINK this unit is just a speed buffer. Her damage is pretty equal to the paladin but I don't think that is her purpose. I believe she is there to make the other 4 parry members get quicker turns. If there is a way to build her power also, I would love to know how.

BunSister: First of all, what the hell is up with this name? Was something lost in translation? Anyway, There is a guide here which goes on about how good they are. I have not seen this in my game. I do have an ancient star BunSister, I just can't seem to discern her purpose in combat. I do see she has a ton of health but she can't taunt and the damage is lower than the paladin. So I must be missing something.

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Weapons/Armor:

Also let me ask some questions about item affixes: At the end of Normal Mode I was getting some nice juicy useful item affixes from crafting rank7/8 gear. However that stopped at rank10. Now I don't get any of those useful abilities and I get randomly generated ones that -seem- far less useful.

So the first question is: WTF is going on with the item progression between normal and hard mode. I noticed a weird jump in the citizens where I was getting rank11 villagers, but then I unlocked Exploration and they were downgraded to Rank10. Weird.

What I would like to know is, what IS a good weapon for endgame? For example if I get an ancient star sword, what is a power level that is "decent" I keep using the blacksmith to make hundreds of weapons/armor but I have no idea what my objective is. What is "good enough" for my level? The highest power I have seen is 3500ish. I think the highest power armor I have forged would be 5000 something but with lame affixes.

Thank you much. I love this game but I am also so confused by it.
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xanthalus Jul 25, 2022 @ 7:55am 
I’m going to break this up in parts, first I think I should clarify damage types.

Direct Damage is based on your level and output subtracted from the enemy resistances and then multiplied by any level difference. This means your damage output has to soak through three layers. First any level difference is added to their stats as a multiplier, then you hit their magical defenses if they have any. Finally it moves to the physical resistances, the remaining amount is then subtracted from the enemy HP pool.

Damage Over Time - Upon placing a DoT on the enemy, the resistances are calculated first the same as direct damage and then subtracted from the incoming number. This is then applied over the distribution of the DoT, the biggest advantage here is when you apply another DoT it can add to the total value endlessly. This can be insanely powerful early to mid game. Not so much in the MD.

Real Damage - This damage hits without taking into account enemy resistances, (unsure about the technical aspect of level difference.) This damage can only be nullified with dungeon bonuses and damage limiters.


For character and damage disparity. Just like how when equipment is created or dropped, there is a stat range for each item - this also applies to adventurer recruits as well. Once you start getting more Ancient Star (AS from here on) applicants you will see there is a percentage range for their abilities, not every high growth potential is the same as the one next to it. In the past I did several test runs with AS adventurers of the same type and level and there was a damage disparity, despite being identical looking.

Another factor to consider when dealing damage is the resistances of the enemy and dungeon type and how that stacks up versus what you are putting out. This is further compounded by any level difference between your team and the dungeon as well, remember, it has a multiplicative effect on the enemy stats. This is one reason later inside the MD some teams needs to have their first round of effects in order to be effective, ie damage immune from Tactician etc. You mentioned the difference between Red Horn and Young Warlock, both require a semi specific team build to work at top level. Such as how stealing Physical Resists with the Warrior’s abilities and weapon enchantments and having the Red Horn also steal STR on hit (Class scroll is assumed at this point.)

Weapon Types between Axe sword spear staff etc don’t affect combat as far as I know. Use the ones that have the stats or effects that fit your team build.

Tank: Did I miss a question here or was it simply observations?

Healer: Int controls healing if I remember correctly. You can test this by running a level, keeping track of common heals and then again after removing all gems from your healer. You will notice a difference in the team synergy between the Golden Shaman and Missionary once you get one but it looks like you’ll do fine about shifting as needed.

RedHorn: This class pretty much requires their class scroll to be effective. The regular attack and rage art are different in damage output types, so focus on buffing one.

Cube: I never used Cube extensively so I never mapped them out like the other characters.

Tough Woman - Useful if you don’t take her final level 90 skill, her only purpose is to let your team move faster than the enemy. Her DPS will always be trash compared to higher level monsters so forget that idea no matter how strong you stack it.

BunSister - What you are missing with this character is three-fold actually. The first thing is you need to stack VIT on her because VIT is her damage output, not STR. Second is when her regular attack is activated, it creates a stacking defensive buff to the teams resistances. Third, her rage art damage output type is Real Damage, and hits all targets. This should be doing far more damage than the Paladin.

Weapon Affixes: Hard Mode has more items of more types to drop, so it may seem like the rate of useful items has lowered. Personally I mass crafted level 8 gear for the AS level enchantments for quite a while. Certain enchantments and pieces of gear are level gated, the final level of crafting armor and weapons is I think level 21 from level 2500+ in the MD.

Villagers: Max level is supposed to be 10 I think, it’s a bug to get level 11 but it doesn’t offer higher stats than level 10.

Endgame weapons and armor will change as you unlock higher gear crafting levels so there isn’t a hidden Sword Of Ultima or something. I remember I used the highest natural defense and VIT rated for my team with armor that needed it and for weapons the stats or effects added to what my team’s synergy was. Finding out the top 20% of stat range for your gear is critical, so prepare to be constantly crafting.

Don’t forget you can enchant and re-roll certain stats on weapons, gear and items so use that to help dial in your team’s effectiveness.

A lot of your questions were focused on: what’s the best? Well, the best is whatever synergy your team is currently based on. Do some theory crafting and test different things. I always asked myself, what are the core critical functions of my current team? Then it becomes how can I do that more effectively, how can I setup my gear, skills and enchantments towards my known goals whether it was damage output, mitigation, stacking fire DoT’s etc.
Last edited by xanthalus; Jul 25, 2022 @ 7:56am
damian Jul 26, 2022 @ 5:51am 
Super helpful, much appreciated. I will work on finding a scroll for RedHorn and I guess build a synergy around Cube since she is such a beast.
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