|
Post by lastsomeday on Jul 25, 2022 10:11:58 GMT
Hi I'm new to the game (not really)
but you can think like that becuase I traveled through the time from a very long patchs ago which servant doesn't even exist. alright, I will start my life on the path of servant from today. people aren't really recommend me to go on this path. espectially that I'm too new. I have no gears and any utilities at all (such as island market, pet, bag expansion) but serving is my heart of content.
before start, I would claim that I'm not English native and quiet far from english. If there are mistakes, dont mind me. you could also fix them, I will be pleased.
To the main topic I had never heard of disable set before. so, as I found out It's auto damage cutting or probably negating damage right? I also saw someone said that resistance isn't good as disable. that one claimed disable is a lot better.
which made me a question " why? "
I have read some forums like best normal attack dps or why agi isn't good for tank. in term of damaging with normal attack, sniper do the most dps and follow with monk which lower dmg but more survivability. in the other side, enchanter isn't the best because it's rely on auto% or spellburst which aren't stable.
for tank, evading depends on luck. while you have to take risk on chances, lowering dmg taken would be better in over all of tanking. which is identical reason as enchanter. It's stable.
well then, why disable is better than resistance If disable is auto skill which unstable and rely on chances.
|
|
°Malice°
Member
Do you breath in dreams?
|
Post by °Malice° on Jul 25, 2022 11:32:03 GMT
Afaik to make disable set works efficiently, you might need high auto and hp higher or equal to the dmg you about to receive and negate it.
Idk if you know about dmg cut chance, there is 2 kind of value. One of it like iniliba which reduce dmg received by 20% with a chance and guevol reduce dmg received by 50% with a chance.
The most logic way i can think to negate 1m dmg (probably no char can have 1m hp) is to have 'dmg cut' auto like 2-3 on equips and activate 'dmg cut auto' like 2-3 times then the rest of dmg might be equal or lower than your hp and you will rely on negate chance/resist and survive.
Correct me if im wrong.
|
|
|
Post by Owe on Jul 25, 2022 20:47:19 GMT
Well here’s a list of my pros and cons, they’re just my opinions but… Resistance {Pros: click to expand} - Damage reduction effect is always in place - Multiple gears/skills have it - There is magical resistance - Doesn’t really get in the way of your gear offensively) { Cons: click to expand} - Needs a higher % if you rely on it alone - Caps at 95% reduction in damage - Even with a high % a strong attack from a boss can deal significant dmg, all in all you’re still in a race to 0 hp Null Auto {Pros: click to expand} - Activates at a set rate (the equip’s base rate + autoskill %) - You can use multiple null autos which has a couple of neat effects: 1) Greatly increases the activation rate. Each null auto you have equipped has the chance of activating separately. This puts the power of math on our side. A 50% auto rate with only 1 null auto jumps to nearly an 80% auto rate by having the same auto rate but also having 2 null autos. 2) The actual act of “disabling” damage is healing your hp by the exact value of dmg received. Therefore if you have 2 or more null autos activate at the same time you will actually gain hp. - Piggybacking off of multiple auto activation rate, the way the math works, you can go over a 95% chance of at least 1 null auto activating. - As far as I know it doesn’t care if the damage is magical or physical {Cons: click to expand} - The way the auto works, if you take damage that reduces your hp to 0, you do not receive the heal… because you’re dead. - Requires autoskill % gears, not a lot of them have strong offensive stats - If you are using autoskill xtals to do dmg, you lose slots to put your main dmg on. Absolute/Magic Evasion {Pros: click to expand} - If the opponent misses, you take no damage - Unlike null/resistance your current hp doesn’t really matter as to whether the reduction will be effective - Over time the rate of evasion is actually quite reliable (10-15+ hit chances). You can expect 50% absolute evasion to reduce 50% of the physical damage you would have received. - Multiple gear/ skills have it - There’s magic evasion {Cons: click to expand} - Needs a higher % if you rely on it alone - Caps at 95% rate from gears/skills - you can get lucky and evade slightly over your rate… or you can get unlucky - not as available at high % - stacks awkwardly with nulls. Resistance makes null autos muuuuch better, and vice versa, for obvious enough reasons. However stacking evasion on top null auto alone… is kind of awkward. Equip Def {Pros: click to expand} - incredibly easy to stack on top of any of the other 3 {Cons: click to expand} - doesn’t reduce magical damages - Super Refine Honestly I feel like none of them are that great by themselves lol. Yes Equip Def/ Resistance is “stable” but when you consider ridiculous damage coming from rate attacks/special attacks/magic damage, the only way to cope is to add ridiculous hp (read as ridiculously lower your damage potential) unless you add 0% damage rates from nulls/evasion. Devil’s advocate of course is when these 0% damage rates fail, you’re taking some type of damage so you’ll likely need hp/resistance anyway 😂 Ugh what a game
|
|
|
Post by blackghost on Jul 26, 2022 20:00:14 GMT
This is Iruna. There is mostly (I'm looking at you def stat) no "better" mechanic. There's too many variations in mob qualities to have a single mechanic work aptly on all or even 3/4 of them. Your best option is to combine what you can combine to get the most reduction in most as many areas as possible. Its why paladins despite having so little res+% geared skills (lots of max HP+% skills tho) still have the best tanking ability because players can use a full res+% set then use a skill to get elemental res+%
The key to tanking in this game is layering mechanics on each other to be geared for any attack.
For example, I have a res+%/max hp+% hybrid set and an Al crysta mechanic (it makes sure i dont die when im killed and I get full HP and MP along with apostilia active when it triggers) along with light magic+% on both Al crystas and relic fragments. I also have various ailment cures, HP and Mp restorers including a stack of moist dirt.
It sounds all over the place but I guarantee you that killing me is really hard and I usually last half way through the time limit even on tough boss battles even if I'm under leveled.
I do carry sets geared for specific defense mechanics but the hybrid is the most used because it can defend against EVERYTHING.
|
|