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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