Mae Mae's Ranged Ninja Guide: Difference between revisions

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== Gear Progression ==
== Stats ==
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Stats are pretty straight forward. Note that you wanna tinker you vitality stat a bit to where you end up on an even number of max HP. This will help a lot when rebuffing {{#skill:3026}}.
{| class="wikitable"
|+Stat distribution
!STR
!120
!POW
!100
|-
|'''AGI'''
|'''80'''
|'''STA'''
|'''0'''
|-
|'''VIT'''
|'''120'''
|'''WIS'''
|'''Rest'''
|-
|'''INT'''
|'''80'''
|'''SPL'''
|'''0'''
|-
|'''DEX'''
|'''120'''
|'''CON'''
|'''100'''
|-
|'''LUK'''
|'''Rest'''
|'''CRT'''
|'''0'''
|}
When it comes to gearing you want to get a good grasp on what modifiers make your character stronger. Some modifiers are stronger than others, but in a general sense: A good mix of everything will net you the highest damage.
We can split the formula for physical damage into two parts, Attack Formula, and Damage Formula. The Attack Formula calculates your ATK value, so Attack Modifiers will increase this value. (Except they do not increase "StatusATK" which comes from stats/traits). Atk% does not scale with any of the other Atk modifiers, it gives you bonus attack equal to a percent of your WeaponATK and EquipmentATK. (500 WeaponATK, with 10% Atk we would gain +50 Atk) After the attack formula, your skills base formula is multiplied by your ATK Value. (1000% ATK on a skill is equal to multiplying ATK Value by 10) The Damage formula calculates your damage after the base skill formula turns your ATK into damage. Damage modifiers will increase your damage (including StatusATK and Atk% parts) Attack Modifiers<blockquote>Race%
Size%
Enemy Element% (Damage against fire enemy, etc)
Class% (Damage against normal or boss)
P. ATK (Also applies to Atk% and StatusAtk)
Elemental Table (at the end)</blockquote>Damage Modifiers<blockquote>Skill Damage%
Melee%
Ranged%
Critical Damage%
Final Damage Modifiers (Dark Claw)</blockquote>(Credit to Yvonne)
 
== Gear ==


== Final Words ==
== Final Words ==
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Revision as of 12:39, 27 July 2023

Introduction

Ninja is a versatile job that has three build paths. In this guide I'll be covering the physical ranged build.

Strengths and Weaknesses

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Skills and Rotation

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Stats

Stats are pretty straight forward. Note that you wanna tinker you vitality stat a bit to where you end up on an even number of max HP. This will help a lot when rebuffing 3026.png Distorted Crescent.

Stat distribution
STR 120 POW 100
AGI 80 STA 0
VIT 120 WIS Rest
INT 80 SPL 0
DEX 120 CON 100
LUK Rest CRT 0

When it comes to gearing you want to get a good grasp on what modifiers make your character stronger. Some modifiers are stronger than others, but in a general sense: A good mix of everything will net you the highest damage.

We can split the formula for physical damage into two parts, Attack Formula, and Damage Formula. The Attack Formula calculates your ATK value, so Attack Modifiers will increase this value. (Except they do not increase "StatusATK" which comes from stats/traits). Atk% does not scale with any of the other Atk modifiers, it gives you bonus attack equal to a percent of your WeaponATK and EquipmentATK. (500 WeaponATK, with 10% Atk we would gain +50 Atk) After the attack formula, your skills base formula is multiplied by your ATK Value. (1000% ATK on a skill is equal to multiplying ATK Value by 10) The Damage formula calculates your damage after the base skill formula turns your ATK into damage. Damage modifiers will increase your damage (including StatusATK and Atk% parts) Attack Modifiers

Race%

Size% Enemy Element% (Damage against fire enemy, etc) Class% (Damage against normal or boss) P. ATK (Also applies to Atk% and StatusAtk)

Elemental Table (at the end)

Damage Modifiers

Skill Damage%

Melee% Ranged% Critical Damage%

Final Damage Modifiers (Dark Claw)

(Credit to Yvonne)

Gear

Final Words

123