True End Game Secret Guide by Sophie/Joan: Difference between revisions

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=== Very Practical Steps ===
=== Very Practical Steps ===


The actual application of the practical steps are more loosely defined depending on your own unique situations (as one step may swap one with other step), but i will simply provide these example step-by-step as a whole with commentary, as some sort of backbone or as the line of thoughts to simplify the whole matter (and to avoid confusion):
The actual application of the practical steps are more loosely defined depending on your own unique situations (as one step may swap one with other step), but I will simply provide these example step-by-step as a whole with commentary, as some sort of backbone or as the line of thoughts to simplify the whole matter (and to avoid confusion):
# First step is to decide the main theme/highlight item. For example you want something in your costume garment slot as the highlight.
# First step is to decide the main theme/highlight item. For example you want something in your costume garment slot as the highlight.  
# Then you have to '''decide''' or in other cases to '''identify''', your choice of '''hero colour''' and '''supporting colour''' based on the that piece of highlight costume namely the garment costume in this case.
# And from that you can start to decide or construct what theme or message you will try to communicate: is it playful, projection of power, simply to look cool/cute, elegance with frills, etc (this is more of abstract part and there is no right or wrong here, only that the theme/message will be strong/weak/mixed)
# After that you decide
# Then you have to '''decide''' or in other cases to '''identify''', your choice of '''Hero colour''' and '''Supporting colour''' based on the colour of that one piece of highlight costume, precisely the garment costume in this case. This is where the usual colour symbolism fits in (e.g. blue for calm and stability, red for fiery spirits or anger, green for health and longevity, etc). The more the Hero colour and to the limited amount the Supporting colour matches the same theme/message, the stronger the theme/message will be (but being overly strong may or may not always be preferable).
 
# After that you may decide the rest of the 3 pieces of costumes, precisely the top, mid, and low costumes which matches the overall theme (e.g. put guitar costume on rocker theme, choose the frilly umbrella for your elegant and cute frilly cardinal, etc). You can test the water in the case if there is recolor available and that it should match the Hero colour, the Supporting colour, or the Accent colour.
The actual distribution of stats and traits is more loosely defined (this is not a starter player's guide) but we aim to fulfill these '''Objectives''' (by priority):
# Start finding the best looking alternate costume and the cloth colour number that matches the chosen Hero-Supporting-Accent colours and the overall theme. You should readjust here either the choice of the Supporting colour and subsequently the Accent colour or the choice of the top/mid/low costume if it doesn't look good or if feels a bit odd. Taste and experience matter the most here. Also outsiders inputs are actually most valuable around this step as to avoid self justification fallacy.
# Instant Cast (very important for both builds: you want to DPS hard with single target talisman build and instant-cast leap+skill with area talisman build)
# Adjust the effect stones. Sync them with the theme. Some stone with blurring effects (for example various stone costume with lights effect e.g. {{#item:70016}}) might be used to mask either the hero colour or the Supporting colour in the case there are 2 close looking colours but are not exactly the same but you still want to group them together.
# Damage (in general) and OH capability (mostly for area talisman build)
# The effect stones are also able to be worked in as the Accent, in the case the rest of the costumes namely the top/mid/low choices are only falls to Hero/Supporting colour category. Otherwise it should be worked into applying the 60:30:10 ratio or the subsequent rebalanced ratio (e.g. 60:35:5 if too contrasting/ 55:30:15 if too harmonious)
# ASPD (SA talisman skills have no '''After Cast Delay''' so your bottleneck will be ASPD)
# Survivability, HP pool (mostly when doing single target talisman build)
# Curse immunity
# Non-priority niches (carry weight, SP pool, SP consumption)
 
====== Stats ======
 
* STR - 80-100; Carry weight. (talisman bundles are heavy)
 
* AGI - 110-120; Reaching 185-187 ASPD will still not be that easy. Also some people have utilized builds with even more ASPD, but I have yet to fathom their usage
 
* VIT -  90-120; Can put minimum amount when in a party with devo
 
* INT - 100-120; MATK, SP pool. (SA have high SP consumption problem)
 
* DEX - 1 (all remaining points here)
 
* LUK - 89-110; For Curse Immunity, MATK
 
Example (My stats for general farming):
 
* STR - 100
 
* AGI - 120
 
* VIT - 108
 
* INT - 120
 
* DEX - 2
 
* LUK - 89
 
====== Traits ======
 
* SPL - 110; Damage
* CON - 110; Damage (and a bit of survivability)
* WIS/STA - 72; Survivability


=== Core Skills ===
=== Core Skills ===
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