Gale Windhawk Luxury Sub-Guide by Sophie/Joan: Difference between revisions

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*Currently not-haves list: {{#item:300377}},{{#item:27126}},{{#item:4408}},{{#item:300007}},{{#item:300021}},{{#item:300445}},{{#item:300280}}
*Currently not-haves list: {{#item:300377}},{{#item:27126}},{{#item:4408}},{{#item:300007}},{{#item:300021}},{{#item:300445}},{{#item:300280}}


= Gears and Min-Max Technicalities: Calamity Gale Build=
= Gears and Min-Max Technicalities: Crescive Bolt Build (Added by Popular Demand) =


=== About Physical Damage Modifiers for Gale WH Build ===
=== About Physical Damage Modifiers for Crescive Bolt Build ===


The general aim of the min-maxing process (as of Date: 28/Aug/2025) is to equalize these damage modifiers while maximizing their overall multiplicative result. You should be aware of diminishing returns as you adds up a single damage modifier. The contextual reason of the importance on this matter is because of the aforementioned '''One Hit''' (OH) Objective, that we want each hit of our Gale Storm damage to be as high as possible (to be clear it is the '''single instance of the damage''', not the DPS).
The general aim of the min-maxing process (as of Date: 10/Dec/2025) is to equalize these damage modifiers while maximizing their overall multiplicative result. You should be aware of diminishing returns as you adds up a single damage modifier. The contextual discussion of this part will rely heavily on Calamity Gale Build part as the precedent (or as The Standard); if there's any confusion arise please go back and try again to regain the contextual sauce. I was only able to start to talk about this matter as I only completed all the needed gears for the test recently and I also do not provide the guarantee that this setup and version of min-max understanding will provide absolute peak damage but y'all are welcome to bump me to test with stuff listed. TL;DR this part is, beside it is for CB instead of Gale Build, is when we ditch {{#item:400539}} for +15 {{#item:400723}}.


Listed from most precious to least worthy, type @bs in game to see yours:
Listed from most precious to least worthy, type @bs in game to see yours:


* '''Class%:''' Hardest and most expensive to get, generally speaking. You will have 30%-85%. Main Sources: {{#item:300533}}, {{#item:4602}} combo, {{#item:4529}}, {{#item:300473}}, Demigod Set, HoL accesories and enchantments, Abysmal Knight Pet.
* '''Class%:''' [stays the same] still the hardest and most expensive to get and even slightly harder to get because you will generally want to to go with {{#item:300530}} instead of {{#item:300473}} (will be discussed later). You will have 20%-75%. Main Sources: {{#item:300533}}, {{#item:4602}} combo, {{#item:4529}}, Demigod Set, HoL accesories and enchantments, Abysmal Knight Pet.
* '''Enemy_Element%:''' Rare modifier mostly seen on more modern iterations of items (post 2016), but is less expensive than Class%. You will have around 40%-130%. Main Sources: {{#item:27126}}-like MVP cards on body slot, Maximum Mammoth Shadow gears, HoL garment 2nd slot enchant, Varmundt Boots 2nd slot enchant, Dimensions/Time Gap Weapons 3rd slot enchant, Jitterbug combo and proc.
* '''Enemy_Element%:''' [moves 1 upwards] Rare modifier mostly seen on more modern iterations of items (post 2016), but is less expensive than Class%. You will have around 40%-130%. The reason it moves upwards in the worth list is in the case you will want to use {{#item:470260}} or {{#item:470303 }} instead of {{#item:470174}} (the shift will be discussed later). Main Sources: {{#item:27126}}-like MVP cards on body slot, Maximum Mammoth Shadow gears, HoL garment 2nd slot enchant, Varmundt Boots 2nd slot enchant, Dimensions/Time Gap Weapons 3rd slot enchant, Jitterbug combo and proc.
* '''Skill%:''' Quite hard to get as the source is only from TDRC and Dimensions/Time Gap Weapons for Gale Storm skill and is already mandatory. You will have 35%-95%.
* '''Enemy_Size%:''' [moves 2 upwards]  Harder to get now that your weapon slot which is now occupied by {{#item:300595}}. Even harder if the other slot is filled with {{#item:4399}}. This is where {{#item:470260}} or {{#item:470303 }} comes into play, while {{#item:24912}} and {{#item:24913}} gives a little. You will have around 45%-140%. Main Sources: Cards on Weapon slots, Shadow Gears.
* '''Enemy_Race%:''' Not very rare but getting the right ones could be costly. You will easily have 70%-200%. Main Sources: {{#item:27126}}-like MVP cards on body slot, HoL accessories and enchantments, various equipment.
* '''Skill%:''' [moves 1 downwards] For Crescive Bolt it is easier thanks to the Episode 21 Heroes cards and Yorscalp Crown combo. You will have 160% at +15 {{#item:400723}} and {{#item:300595}} and even more with {{#item:24912}} and {{#item:24913}}.
* '''Enemy_Size%:''' Easy to get and cheap. You will have 45%-170%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears.  
* '''Enemy_Race%:''' [moves 1 downwards] Not very rare but getting the right ones could be costly. You will easily have 70%-200%. Main Sources: {{#item:27126}}-like MVP cards on body slot, HoL accessories and enchantments, various equipment.
* '''Res_Ignore%:''' Only '''relevant''' source for now is the Fatal Master Shadow Gears for 20%. The effect is only roughly 5-10% pure damage increase, though it is nice, because it is outside all other modifier calculations.
* '''Res_Ignore%:''' The effect is roughly 5-10% pure damage increase every 20% res ignore, though it is nice, because it is outside all other modifier calculations. We have more now that we use {{#item:400723}} and that {{#item:24912}} and {{#item:24913}} you could pair them with {{#item:1270015}} and {{#item:1270016}} for even more Res_Ignore%.  
* '''Critical%''': and other '''critical related modifier''' like C.RATE: You will have around 300-550% critical% and 80-140 C.RATE. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE
* '''Critical%''': and other '''critical related modifier''' like C.RATE: You will have around 200-450% critical% and 80-140 C.RATE. We suffer a bit here on mainly on critical and critical% from {{#item:400539}}. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE
* Other '''non-critical related modifiers''' like POW, P.ATK. Main Sources: Shadow Gear enchantments, Varmundt boots/garment 3rd slot enchantments, {{#item:300533}}
* Other '''non-critical related modifiers''' like POW, P.ATK. Main Sources: Shadow Gear enchantments, Varmundt boots/garment 3rd slot enchantments, {{#item:300533}}
* '''Range%:''': We already have a lot thanks to Calamity Gale/Unlimit, so adding on this is generally redundant. You will have above 350%, around 450-550% or above.
* '''Range%:''': We already have a lot thanks to Calamity Gale/Unlimit, so adding on this is generally redundant. You will have above 350%, around 450-550% or above.


Trivia:
Trivia:
* '''ATK%''': this is useless tier damage modifier and should just be ignored for physical build (different case with MATK% of the magical build) unless someone can prove me wrong. Also was tested but not thorough (and I already yeeted the 10% ATK% gambler's seal I'm so sorry)
* '''ATK%''': this is useless tier damage modifier and should just be ignored for physical build.


===Gears===
===Gears===


Recommended gears (as of Date: 28/Aug/2025):
Recommended gears (as of Date: 10/Dec/2025):


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