That's what they're trying to say, actually. They should take more HP = they should deal more damage (damage = taking away HP).
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That's what they're trying to say, actually. They should take more HP = they should deal more damage (damage = taking away HP).
Oh, I see. I thought he meant taking more hp damage from bosses which would be weird. Should've said "deal more damage" instead.
Attachment 4042
I just run damage calculation. I want some confirmation for this result which i will use to make my decision about weapon in the future.
This is my base stat and enemy stat
Ranged 5%On Hu, Ra
Status: ATP 1351 Dex 487 x 1.00 Crit 5.0%
Enemy: DFP 315 Dex 414 S/R 2.0000 E/T 1.0000
PA: PA 864% (One point)
PA : PA 909% (Zero distance)
PA : PA 872% (Divine launcher type-0)
no weak bullet, head shot
In conclusion
for rifle
- Austere rifle is obviously the best for all situations.
exclude austere
- While moving ; Ideal = Ares, skull, gel = yas7000V (tiny different) > Xie
- while standing ; Ideal = Ares, skull, gel > xie > yas7000v
for launcher
- Austere launcher is also the best for every situations.
exclude austere
- Close range(zero distance) ; Addis bunker > Ares > Xie
- Long range(divine launcher type-0) ; Ares > xie > addis bunker
Do I understand correctly? or did i do something wrong? :-?
//4rt.info/psod/?l4vCw <<< pls type http: before it (I can't place a link yet)
well whatever is shooting , i've seen mostly shooting mid range and long range.
You'd take more hp for close range shooting against bosses and mobs because you're to get hit quicker than being at a distance.
that's on paper.
in practice though.
exclude austere, ideal rifle is the best for boss, if you only rifle for boss then ideal.
if you use it on mobs
without hitting weak points Ra damage is pathetic, which means you should be hitting weakpoints all the time, which means skull is actually the better all rounder rifle compared to ares (by 1%)
ideal damage on mobs are very low compared to other 13* but even then it still have enough damage to get the job done
as for launcher, austere>ares>invade > everything else
getting addis bunker just for close range isn't worth it
what about RA/FI? did you try these combination?
RA/FI is worse than RA/HU in any occasion.
Theoritically, Ra/Fi has advantage in terms of brave vs fury. (1.4 vs 1.2) No point spending wise stance for... anti-elder build, thats too specific.
Then as weak bullet dispenser, pp issues = pp slayer... though ppl would chuck a grenade or trap or just stay near to dying mobs for pp recovery.
So it goes down to JA bonus 30% is higher or another 700 or so range by half/dead slayer is higher... and odds is ra/fi will die instead of getting bonus.
From wad I see, fi is too much melee orientated to be a ra sub or fi/ra, unless limit break includes ratk...
Ranger weapons are actually quite TAJA friendly, since Diffuse/Crazy Smash/uncharged Aiming Shot are fast PAs that can be used to lead in to stronger PAs.
Technically, Ra/Fi has greater multiplier than Ra/Hu: ~1.86 (TAJA + PP Slayer) or 1.73 (TAJA no PPS), compared to 1.61. However, Ra/Fi offers nothing other than raw multipliers. Ra/Hu would cheese through bosses with Massive Automate before Fi builds can even find openings to SatCan or EA.
Fi/Ra makes the strongest RAtk based gunslasher build though, giving a massive 2.57x multiplier to the last hit of Slash Rave, which benefits from WHA as well.
(Still waiting for the day where they make Jellen proc Chase)
wow, thanks for your info about these class combination...
your right that the problem is about beating bosses cause you end up dying unexpected attack from boss, without massive hunter and automate, it's hard to survive like this...you need MPA to do an opening attack and positioning yourself...
Doing alone is hard you need partner AI to heal yourself automatically...