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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: | = Gears and Min-Max Technicalities: Crescive Bolt Build (Added by Popular Demand) = | ||
=== About Physical Damage Modifiers for | === About Physical Damage Modifiers for Crescive Bolt Build === | ||
The general aim of the min-maxing process (as of Date: | 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%:''' | * '''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. | ||
* ''' | * '''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_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%:''' | * '''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 | * '''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 | * '''ATK%''': this is useless tier damage modifier and should just be ignored for physical build. | ||
===Gears=== | ===Gears=== | ||
Recommended gears (as of Date: | Recommended gears (as of Date: 10/Dec/2025): | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;" | {| class="wikitable mw-collapsible mw-collapsed" style="width:85%;" | ||
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