Difference in damage between lv10 to lv16 is merely 6%.
Type: Posts; User: GradationAir
Difference in damage between lv10 to lv16 is merely 6%.
I don't see how it's positioning involved. It's just more work since you have to break 3 parts before seriously doing damage, where as you can kill a Quartz relatively fast if you just break his nose...
Even if it's more than mere superstition, I would not bring myself to break wings of every Quartz I see, though I suppose it varies depending on the person.
I was the under the impression it only affects units, hence why I said "unless it's Crys Draal.
That's why I specifically said REAL. Unless you're implying that it is strategic to do so, then I may have misunderstood.
Wouldn't say it's the best build but I had similar stats on my alt, Hu/Br (52/39) with agito, and I was soloing the SH client orders. I think just a bit more practice should do it, Other than...
Judging the video Shunka-shunran seems have around 900~1000 PWR. They should've just tweaked Asagiri instead, because from the video it just seems like another dash in combo attack, just slower.
...
I made a new Katana BR, and I found it best to level Katana until lv30, then switch to HU, possibly until lv45, but opinions are debatable.
I assume he meant combat escape, since he said Brave...
I thought the current discussion was about the priority of learning skills.
What you said above is assuming you dumped 25 sp on it. Personally I'd take 21% bonus at all times over it. Moreover is there anything that really needs a maxed KC+KF+escape before lv30? With 25SP...
Yes, but I was saying escape with a increase in DPS in mind. I think maxing a stance should take higher priority though.
But Katana combat itself is a once in 2min thing, even longer if you didn't...
Well, just reversal is pretty much a given so I didn't even have to say it. I was comparing stance to katana finish.
It only takes a few SP to get katana combat and lv1 katana finish. It would be...
Personally I think putting points until katana finish is more important than stance, since 21% average stance isn't a huge difference. For that matter, it would be even more important to max HU...
If you have mutliple trees definitely good, since you can quadstep even if you're Gu/Hu or Ra/Hu.
The discussion isn't about SE being slow. It's about it being slower than Gekka. Air-A + Gekka is still shorter in animation than SE. By no means SE is slow at all.
I frequently read from pso2.swiki.jp Remembered it as 5, well not much difference.
To put a normal attack in SE chain would make it even slower.
5 air-a + Gekka = roughly 3 SE in time.
5...
Gekka hits 372x1.33 = 494.76 total damage. 26pp
Tsukimi hits 332 damage. 28pp
Sakura hits 212x2x1.5 = 636 damage. 28pp.
Add in the fact that Gekka is still faster than Sakura End with hop+slash...
But the animation of Gekka is much faster than Sakura End, even if you have to hop and JA into it everytime.
Tsukimi would have been better than Gekka, but Gekka exceeds descriptive damage by...
I was referring to the fact that you have to air hop normal once, gaining 5pp in the process.
I didn't say a class mechanic is irrelevent, but the option to stance dance is free. Just because Fi has better dual stances doesn't mean it's unacceptable for Brave to do the same. If you want to...
The topic is about Braver class (and presumably about using braver), whether you have to stance dance should be irrelevant.
Gekka takes 26 - 5 pp (and a few more for not in PA animation) to use...
Weakstance is mostly just for bossing, where you're supposed to aim at a weakspot anyways. Average Stance is just there to make sure you don't suck at mobbing.
DPS wise Gekka is better than...
I seems to be one of few who dual stances(katana build):
...
Gekka zakuro makes you fall to the ground though. But Tsukimi is also a good option. DPS will mostly be short hop gekka.
As for Dagger aerial, well I think it can still be maintained rather easily...
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