QUOTE(VawX @ Jan 5 2018, 20:44)
Hmm... in late game what build do you think can clear arena or IW from fastest to the slowest?
I mean 2H supposed to be the highest dmg among melee build, but it seems like people doesn't even use that at high level too.
Now the second question is, what's the deciding factor in choosing the best equipment for very late game?
I've seen the guide thread, read about equipment range (even though I'm not fully sure how to calculate that) but some equipment is just more expensive for some reason.
mmm...
Fastest to slowest:
- The best mages with all the bells and whistles. Holy probably the fastest among those.
- Various mage builds, with Holy again being supposedly the fastest. This time without all the bells and whistles, but still probably a huge investment in upgrades and things.
- Somewhat large gap. Then 1h with ideal gear, upgrades, and so on.
- Possibly faster or slower than 1h, but less data to work with. Various other melee builds, also ideal or close to it.
- "Weird" builds, but with the best stuff for them.
- 1h/other melee builds with somewhat subpar stuff, but not trash.
- Trash 1h build. One of the reasons it is so advised is that it works with less gear than other builds.
- Other builds, including mages, with too bad of equipment to actually be trying and really should be doing lower difficulties.
Question 2: Other melee builds besides 1h have very little data, because so many people just advise 1h, and that has made a huge impact on the culture and economy of the game. You'll find buyers for 1h gear because of it. So people sell 1h gear. You don't find buyers for 2h gear, so people don't sell it. So if you want 2h gear, you have to get it from your own drops mostly.
2h is also a lot more offense, a lot less defense. 1h gets a lot of defense from that shield, and rapiers give a nice chunk of parry. Longswords and Estocs don't. Mace is a somewhat interesting defensive 2h build, but again not many people do it (Sickentide is one notable exception).
Question actually three:
Depends on your build.
If 1h, then rapier is considered by most the best weapon to use. There are very good reasons for that. It is a heavily tested build, and rapiers give good results. You primarily want damage and parry stat. Most people heavily favor damage. So a Rapier with holy/dark prefix and slaughter suffix, with high ADB% (and good parry is a tiebreaker). Just to be clear, the rapier is the biggest
offensive choice and comes with a lot of defensive benefits too. Axes, for example, have more raw damage, but the Penetrated Armor proc of the Rapier makes them do way more in most situations.
Shield: high block% force shield. Force shields have the most block%, and that is primarily what your off-hand slot is for. It raises your survivability and offense (through Counters). From there, STR, DEX, and END PABs as a tiebreaker. Because those stats matter for 1h, and AGI doesn't. Prefix and suffix kinda sorta matter, but not really. None of them meaningfully increase offense, and none make a huge difference in survivability for what is already a rather tanky build.
Savage power armor of slaughter. Because the overall build is tanky enough to not rely on "of protection" or other defensive suffixes. Upgrading physical mitigation will be enough. Savage prefix and Slaughter suffix give the most damage.
That's what the end-game 1h build looks like.
A lot of that is not ideal for a mid-game player. Unlike other games, you will be giving yourself problems if you try to copy the end-game build, and don't actually use good equipment to stepping stone your way up. Gear is fluid, and will change over time. Attempting to skip the middle will just harm you and prevent you from increasing your income to afford better gear.
If mage: raise damage. High MDB, high EDB, high proff to negate resists. After that, some defensive considerations such as charged prefixes for casting speed, juggernaut potencies for HP, AGI and evade on gear for dodginess, and so on. Nuke everything before it touches you, then worry about softening the touches of whatever manages to live.
Other builds: fewer data to work with. In general, Savage Shade Armor of the Shadowdancer with high ADB%, and Ethereal weapons of Slaughter with high ADB%.
Noticing a trend yet? Damage is king. The end-game is less about efficiency, and more about "get all the damage."
Also, about ADB%, ranges, and so on. It works like this:
Lets say "super cool weapon of stabbyiness" drops after you kill something. It is legendary. You look up "Legendary super cool weapon of stabbyness." You find in the wiki that the minimum
base ADB for that is 10. You also see in the next column over, that the maximum is 15. The one you got is:
A) 10. This is 0% on the ADB% scale.
B) 15. This is 100% on the ADB% scale.
C) 12. This is above 0%, below 100%. It is somewhere in the middle-ish of that scale. Let's look below at the math on how to figure it out.
15 (max) subtract 10 (min) gives you 5. Your scale includes all numbers between the min and max, and there are 6 whole numbers possible (because we start counting from 0, not 1). 10, 11, 12, 13, 14, and 15. If 10 is 0%, and 15 is 100% on this number line, you can also imagine where 50% is. Right between 12 and 13.
If you go back and look at Scremaz's formula, you see how you can translate this into a percent. You just put the numbers in, do the subtraction and division, and you get the answer. The percent is just an easy way to describe how far along this scale your particular Super cool weapon of stabbyness is. And people like more damage. So weapons of stabbyness with higher damage are worth more.
QUOTE(tamiroff @ Jan 5 2018, 20:02)
Greetings, Experts. On equips. > Exquisite (esp. where catalysts are > 1000c or where Rare Materials are required)
is there a point at which the Experts would place a cap on upgrades based on cost vs. gains (or perhaps other factors
not considered here)? For now, let's leave bindings out of the question (or not?). Thank you.
That's honestly way too complicated and specific a question for anyone to answer. You have to figure that one out for yourself through playing. How much you earn, how much upgrades will help you, and how expensive they are is pretty much the meat of the game.
You can somewhat get an idea of how things like Quartermaster Ability or Crystarium Hath Perk act as a "invest now, return on investment (ROI) in X time.
Gear is such a fluid thing though. You get upgrades by acquiring new pieces of gear. Some you soulfuse, some you sell. When you upgrade, can you get your eventual buyer to pay for those upgrades along with the price of the gear itself, or will you end up salvaging it to recoup 90% of those materials to use on the next piece of gear?
Upgrading solidifies some of your assets, but doesn't eliminate them entirely.
This post has been edited by Cryosite: Jan 6 2018, 08:10