Choi's Guide To Magic: Difference between revisions

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=== Misc ===
=== Misc ===
[[Costume_Enchants_(Fashion_Points)#Enchant_Stones| Costume Stones]] provide a great deal of damage. A good general one is the Arch Bishop Combo {{#item:1000857}}, {{#item:1000859}}, and {{#item:25709}}/{{#item:1000019}}. However, the costume combos related to your specific class (e.g. {{#item: 1001787}}) will likely be better.
[[Costume_Enchants_(Fashion_Points)#Enchant_Stones| Costume Stones]] provide a great deal of damage. A good general one is the Arch Bishop Combo {{#item:1000857}}, {{#item:1000859}}, and {{#item:25709}}/{{#item:1000019}}. However, the costume combos related to your specific class (e.g. {{#item: 1001787}}) will likely be better.
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[[Pet_System|Cute Pets]]: {{#item:9122}}, {{#item:9134}}, and Icewind Egg (9147) are all great choices.  
[[Pet_System|Cute Pets]]: {{#item:9122}}, {{#item:9134}}, and Icewind Egg (9147) are all great choices.  
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For more card information, [[Madame_Celery's_Guide_to_MuhRO#Card_List|Celery's guide has a great list of relevant cards]].
For more card information, [[Madame_Celery's_Guide_to_MuhRO#Card_List|Celery's guide has a great list of relevant cards]].


== Damage Calculations and Diminishing Returns ==
== Damage Calculations and Diminishing Returns ==

Revision as of 05:15, 5 November 2024

Introduction

The main purpose of this guide is to provide information that is usable across all magic guides and to supplement my other guides or other magic-related guides! Please feel free to reach out to me (IGN: Choi or Tokki) for any questions or feedback!

Also, I wanted to say thank you to everyone who has helped me, as I learned and continue to learn this game!

Stats and Traits

Generally, Stats should be based on what best suits you. As such, I won't provide my exact Stat distribution, as you should update yours accordingly. Instead, I'll provide my priority and the benefits of each Stat:

  1. Int: Provides the highest bonus in StatusMATK. It also provides the second-highest reduction in Variable Cast Time.
  2. Dex: Provides the third-highest bonus in StatusMATK. It also provides the highest reduction in Variable Cast Time from stats.
  3. Vit: Provides a lot of tankiness through HP, SoftDEF, and SoftMDEF.
  4. Agi: Provides some additional tankiness by providing FLEE, and the ATKSPD improves DPS by reducing Cast animation.
  5. Str: Provides additional weight capacity which will help for farming.
  6. Luk: Provides the second-highest bonus in StatusMATK. However, I use more Dex than Luk because of the cast time reduction.

Traits are additional stats that provide bonuses for fourth classes. Traits are bit more straightforward:

  1. SPL (100): Provides the highest bonus in S.MATK and your abilities will additionally scale off SPL.
  2. CON (90-100): Provides the second-highest bonus in S.MATK.
  3. WIS (25-45): Provides Magical Resistance which I prioritize over Physical Resistance, as you will have a lot of Flee for physical damage.
  4. STA (0-20): Provides Physical Resistance.

Cast Time: You can see the Cast time of your skills in its skill description.

  • Variable Cast Time can be reduced by gear (all types of gear) and stats. The formula to calculate your Variable Cast Time Reduction is 1 -((1-((Int + (Dex*2))/530)) * (1 - Bonus VCT from gear)).
  • Fixed Cast Time can be reduced by equipment (Most often through Shoes, Costume Enchant Stones, Accessories, and Higher Level Headgear).

While you are still progressing in gear, my recommendation is not to focus on Variable Cast Time through gears too much and just allocate a lot of stats into int and dex. In the future, however, you will want to try to have high VCT % reduction and not focus as much on VCT through stats. That being said, FCT reduction should be one of your primary goals early on.

To get an understanding of how Cast time reduction works, let's use Soul Vulcan Strike which has a 1s Fixed and 3s Variable Cast Time. To reduce my Fixed Cast time, I could use +7 470021.png Grace Magic Boots [1] (470021) for -.5s, 25170.png Minor Casting Stone (Garment) (25170) for -.3s, and the 490064.png Brilliant Light Sapphire Ring [1] (490064) and 490065.png Brilliant Light Sapphire Necklace [1] (490065) combo for -.2s totalling -1s FCT. For Variable Cast Time if I had 151 int and 84 dex (84*2 + 151) I would have 319/530 = 77.58% VCT Reduction. Additionally, if I had 77% VCT reduction from stats, my total VCT left would be (1-.7758)*(1-.77) = 0.05156 (5.16%) giving me a total of 94.84% VCT reduction, and my SVS cast time would be .154 seconds.

If you're not a nerd, just note that early on you should get a lot of int and dex and don't worry about VCT % from gear!!!

Magic Gear Progression

Madame Celery's Guide to MuhRO has a very useful section for Gear Progression and Useful Cards, so please check that out! The table I will provide for Gear Progression will be more specific to Magic Damage Classes. This table has links that will guide you to the relevant pages. Additionally, keep in mind that this is a supplement to class-specific player guides. Other class guides will provide more details on how to progress your gear.

It may be tempting starting out to want to rush your end-game gear. However, I do not recommend doing this and instead recommend improving your gear gradually, so you can farm more effectively.

Gear Slot Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
Upper Headgear Illusion Morpheus's Hood Survival Circlet-LT
Thanatos Magic Helmet-LT
Great Magician's Ceremonial Crown-LT
Illusion Morpheus's Hood
Survival Circlet-LT
Thanatos Magic Helmet-LT
Great Magician's Ceremonial Crown-LT
Illusion Morpheus's Hood
Bacsojin Doll Hat-LT
Isgard Magician Crown
Vesper Helm Vesper Helm
Time Dimensions Rune Crown
Middle Headgear Cor Core Booster Cor Core Booster
Battle Processor
Deep Blue Sunglasses
Battle Processor
Deep Blue Sunglasses
Battle Processor
Gamblers Seal
Lower Headgear CD in Mouth Survival Orbs-LT
CD in Mouth
Survival Orbs-LT
Young Leaf of World Tree
Young Leaf of World Tree Ace of Spades in Mouth (Magical)
Armor Eden Paradise Armor
Grace Armor
Gray Wolf Robe
Snow Flower Robe
Glacier Robe
Gray Wolf Robe
Snow Flower Robe
Glacier Robe
Gray Wolf Robe
Snow Flower Robe
Dim Glacier Robe
Nebula Robe of Spell
Engraved Soul Purification Rune Robe
Weapon Illusion Survivor's Staff
Illusion Wizardry Staff
Glacier Staff Dim Glacier Weapon
Flush Weapon
Dim Glacier Weapon
Flush Weapon
Dim Glacier Weapon
Flush Weapon
Dimensions Weapons
Shield illusion Silver Guard
Magic Absorber
illusion Silver Guard
Magic Absorber
Glacier Guard
Mad Bunny-LT
Glacier Guard
Garment Illusion Morpheus's Hood
Grace Garment
Illusion Morpheus's Hood
Grace Garment
Convertible Magical Wing
Gray Wolf Garment
Snow Flower Garment
Glacier Muffler
Convertible Magical Wing
Gray Wolf Garment
Snow Flower Garment
Death Rune Manteau
Dim Glacier Muffler
Death Rune Manteau
Dim Glacier Muffler
Footgear Grace Magic Boots Grace Magic Boots
Gray Wolf Shoes
Moan of Corruption
Gray Wolf Shoes
Glacier Shoes
Moan of Corruption Moan of Corruption
Right Accessory Illusion Morpheus's Ring
Grace Magic Ring
Brilliant Light Ring
Sinful Ring
Gray Wolf Accessory
Snow Flower Necklace
Brilliant Light Ring
Sinful Ring
Gray Wolf Accessory
Snow Flower Necklace
Temple Rune Ring Temple Rune Ring
Stellar Spell Seal
Left Accessory Illusion Morpheus's Bracelet Brilliant Light Ring
Sinful Ring
Gray Wolf Accessory
Snow Flower Earring
Brilliant Light Ring
Sinful Ring
Gray Wolf Accessory
Snow Flower Earring
Temple Magic Ring Temple Magic Ring

Shadow Gear

Shadow Gear is a great bonus to your power and can also provide additional benefits. Starting out, you should get the Beginner Shadow Gear from Lucy at Eden. Once you reach level 100, you should work on getting the Advanced Paradise Shadow Gear. The Advanced Paradise Shadow gear will give great benefits early on including ignoring 50% def/mdef pierce.

However, more powerful Shadow Gear and Shadow Gear Enchants are available in the main office basement. For these, you can either go for a mix of the advanced Shadow Gear or the Master Shadow Gear

The Master Shadow Gear is a slightly weaker but easier option than the mixed shadow gear. The Master Shadow gear provides both 100% DEF/MDEF penetration and 20% RES/MRES penetration. As such, it is a flexible shadow set that can be used on both physical and magical classes. However, the enchants on the Master Shadow gear give bonuses for specific skills e.g. 312241.png Arch Mage Soul(Soul Vulcan Strike) (312241) , so with the enchants it is the most build specific shadow gear. Additionally, the enchants on the Shadow Gear, while pricey, are specific and won't require RNG. Master Shadow Gear is a great option even though it is a little bit weaker as it is cheaper and easier to enchant.

Mixed Blue Shadow Gear is the strongest option and provides a lot of flexibility for magic classes. Mixed Shadow Gear refers to the various kinds of advanced Shadow Gear that are available. These Shadow Gears can provide additional bonuses like permanent 8.png Endure status with the Lord Bearer's Combo 24764.png Lord Bearer's Shadow Armor (24764) . Unlike Master Shadow Gear, you can mix and match different Blue Shadow Gear but do note that they still have their own combos. Mixed Shadow Gear is more expensive as their enchants require RNG. However, due to their enchants not being skill-specific, they can be used for all your magic damage classes.

Some great options for Blue Shadow Gear are:

  • Full Tempest (I recommend you always get a two piece combo of this)
  • True Gemstone
  • Clever
  • Full Spell
  • Centering
  • Lord Bearer's
  • Spell Caster

As mentioned before, your Shadow Gear can be mixed, so one combo you could possibly use is: 24883.png Full Spell Shadow Armor (24883) , 24884.png Full Spell Shadow Shoes (24884) , 24753.png Magical Spell Shadow Weapon (24753) , 24754.png Magical Spell Shadow Shield (24754) , 24665.png Full Tempest Shadow Earring (24665) , and 24668.png Full Tempest Shadow Pendant (24668) ! But please review the different options, and see what would benefit you the most. Spell Caster, for example, provides a lot of VCT that your build may need.

Misc

Costume Stones provide a great deal of damage. A good general one is the Arch Bishop Combo 1000857.png Arch Bishop Stone (Top) (1000857) , 1000859.png Arch Bishop Stone (Low) (1000859) , and 25709.png Archbishop Stone (Garment) (25709) /1000019.png Archbishop Stone II (Garment) (1000019) . However, the costume combos related to your specific class (e.g. 1001787.png Arch Mage Stone (Garment) (1001787) ) will likely be better.
Cute Pets: 9122.png Gloom Under Night Egg (9122) , 9134.png White Knight Egg (9134) , and Icewind Egg (9147) are all great choices.

Cards
Type Item Notes
Upper 4598.png Lichtern Green Card (4598) or 4366.png Katrinn Card (4366) Depends on how much VCT you need
Middle 4598.png Lichtern Green Card (4598) or 4169.png Dark Illusion Card (4169) Depends on how much VCT you need
Armor 4392.png Observation Card (4392) , 300376.png Two Eyes Dollocaris Card (300376) , or 300308.png Meyer Lugenburg Card (300308) 4392.png Observation Card (4392) Pairs with 300269.png Eldest Card (300269)
Weapon 27384.png Mutating White Knight Card (27384) or 300455.png Copo Card (300455) 300455.png Copo Card (300455) Pairs with 300458.png Icewind Card (300458)
Shield 27385.png Mutating Khalitzburg Card (27385) or 300379.png Modified Senior Rgan Card (300379) 300379.png Modified Senior Rgan Card (300379) should be used on a +12 shield
Garment 300269.png Eldest Card (300269) , 300375.png One Eye Dollocaris Card (300375) , or 300424.png Friedrich S. Heine Card (300424)
Shoe 4658.png Nightmare Verit Card (4658) or 300458.png Icewind Card (300458) 300455.png Copo Card (300455) Pairs with 300458.png Icewind Card (300458)
Accessory (Right) 300470.png Icebear Card (300470) , 4577.png Elvira Card (4577) , 4040.png Creamy Card (4040) 4040.png Creamy Card (4040) allows the use of teleport!
Accessory (Left) 300370.png Wasted Intermediate Rgan Card (300370)

For more card information, Celery's guide has a great list of relevant cards.

Damage Calculations and Diminishing Returns

To explain more about Calculating your damage and overall discuss Diminishing Returns, I will be using Soul Vulcan Strike as a reference.

The formula for Soul Vulcan Strike is MATK (((250 * Skill Level) + (3 * SPL)) * (Base Level/100))%. Afterwards, all modifiers applied on your ability's damage is multiplicative. Other than the specific skill's formula, the behavior for the modifiers are similar for all magic damage abilities.

You can check your total modifiers through the command @bs in game.

The formula can then further be broken out for Soul Vulcan Strike to say S.Matk ((MATK * (1+ MATK%))(((250 * Skill Level) + (3 * SPL)) * (Base Level/100))% * (1 + Skill Damage Modifier) * (1 + Skill Element Modifier) * (1 + Element Modifier) * (1 + Race Modifier) * (1 + Size Modifier) * (1 + Class Modifier)).

The main takeaway is that the modifiers that you add are multiplicative with one another, so when thinking about gears and cards, you should consider two important concepts:

  • Each additional increase in a specific modifier provides less benefits the more of that modifier you already have.
  • Spreading out your modifiers is more beneficial than indexing into one modifier.

To put this into a relevant example, 300265.png Regenschirm Scientist Card (300265) and 27384.png Mutating White Knight Card (27384) on a +12 staff provides 30% Skill Element Modifier or 20% Size modifier, respectively. For this example, if you already have a 50% Size Modifier, the 27384.png Mutating White Knight Card (27384) will provide more benefit than 300265.png Regenschirm Scientist Card (300265) once you already have 130% additional damage with element:

Keep in mind that this is theoretical and may not be exactly accurate as the cards give flat and % matk as well.