Because this is seriously retarded.
Edit: Clarification, I don’t think that the EN population is retarded; I think that neoX/Mappou and Arcnet/Michael are retarded. Huge difference here.
Firstly, I’m ignoring things like claymore and other LNC weapon/armor sold in the regular stores as no one use them for any end game purposes. The only thing that I’ll take into consideration are the LNC cloaks.
Law cloak adds 10% damage vs chaos
Chaos cloak adds 10% damage vs law
Neutral cloak adds 10% damage vs chaos and law.
At the end of the day, there are only 2 dungeons and 2 mob’s whoose LNC actually matter: Power in Sugi Gold (law) and Jikokuten in Ichigaya Gold. (chaos)
Secondly, I’m ignoring devils since at the end of the day, devils are just for support/healing purposes and they are only useful for damage if you’re willing to dump in the effort to reunion them a lot of times; and even so, their damage are mainly for eye-candy or pvp purposes.
Only three crystals are of use to a law melee character: Odin (weapon), Uriel (ring) and Pazuzu (Extra)
Odin makes a weapon does hama damage, and if you’re law, you do 10% additional hama damage.
Hama isn’t really a common weakness outside of some parts of Ichigaya so the 10% hama damage doesn’t really come into play much. In addition, there are weapons like Danzai that does hama damage by default, so you can enchant a racial enchant like principality, which adds 20% damage against mobs from the Yuuki/Haunt and that cover most stuff that’s weak only to hama.
Uriel adds 5% melee damage, 0.5% chance/level to absorb fire attacks and you take 50% additional ice damage.
If law, you gain +50% melee damage if your HP drops below 30%
If chaos, your skills costs an additional 50% hp
Uriel’s +50% melee damage is pretty hard to trigger unless you disable heals from all devils in your party. Devils are coded to heal a party member once their hp drops to 60-70%. Moreoever, most melee have around 500-700hp and 30% hp is a mere 150-210hp. I doubt anyone wants to keep their hp that low just so that they can do 50% more damage. Most melee also avoid using Uriel’s crystal in Ichigaya Gold too because of the ice damage penalty.
Pazuzu gives 5% chance to absorb zan/shock attacks. If you’re law, you gain 15% zan/shock damage.
While zan/shock isn’t a common weakness, there are some things that don’t take reduced damage to it. e.g. Fenrir in Sugi Gold.
Technically Melee can use Mithra as well. Mithra adds 5 magic to the whole party, and +10% shot damage. If you’re law, you gain 0.25% chance/level to void a slashing/piercing/blunt attack. This works out to a 23.25% chance to void the default melee attacks from all mobs.
However, a melee gain pretty much 0 advantage from the magic/shot boast, so it’s mostly a waste seeing how expensive mithra crystals are to manufacture.
Neutral has two crystals that gives quite an advantage to melee: Chernobog(head) and Tanki(Top)
Chernobog adds 10 str, and you take 30% more blunt damage and 20% more fire damage. If neutral, you gain another 5 str, bringing the total boast to 15str
Tanki grants 30% knockback prevention, 100% if you’re neutral but you’ll also take 50% additional damage.
No knockback is quite a huge advantage for melee as it prevent you from being stunned by skills/spells as well. This means you can use your normal attack and/or use an item at all times.
Got countered? Not a problem, you can land the next hit immediately if you’ve tanki enchanted. A devil threw a spell at you? Again not a problem as you recover instantly and can quickly walk up and attack them.
The additional damage is a pain to deal with though, but can be alleviated by hotkeying two different healing items and spamming them if you get attacked.
This is where the better crystals are at.
Zouchouten (feet), Jikokuten (top), Koumokuten (legs), Bishamonten (head), Shikiouji (ring), King Frost (back), Ookuninushi (top), Surt (weapon), Arahabaki (weapon) and Loki (weapon) are crystals that give additional benefits for being chaos.
Firstly, the 4 kings. As a tarot(slot 1) enchant, Bishamonten give +1 str, +2 sta, another +2 str if you’re chaos. This bring the total boast to 3str, 2 sta. Considering that there are 13 slots that you can tarot enchant, this means a 13str advantage over formorian/fenrir/other crystals that grant only 2 str for tarot.
This is also higher than the 5str bonus conferred by Chernobog.
As a set bonus, the 4 kings grant:
+10% damage to all skills which depends on weapons for damage type. (IOWs every melee skill)
+10% rush/spin damage
+ 15 int
+ 15 stamina
Rush takes 60% longer to cast
Spin’s cooldown increased by 120%
If chaos, you gain these additional bonuses:
+5% slash/blunt/pierce damage
+10% damage against law enemies.
If law, you gain these penalties:
As I’ve mentioned before, rush isn’t really a main form of attack for melee once they get geared up with lottery items as lottery tend to favor spin/attack stuff for melee.
Increased spin cooldown though is quite a penalty, but it’s partially alleviated by the fact that you’ve 3 different spin at class 5 and 4 different spin at class 7 to use. Also, stamina reduce cooldown after a patch, which mitigate some of the cooldown increase.
The 15 int also make is possible for melee to have a +50% enhance as they only need to find 85 int from somewhere else.
Now, for the other crystals.
Shikiouji grants 0.1% chance/level to absorb lighting attacks, +5% attack damage and you take 25% more rifle damage. If chaos, your lighting attack does 5% additional damage.
Take note that the attack here refers to your basic attack. It will not affect your spin/rush/etc…. Lighting isn’t really a common weakness, so the chaos only bonus for this isn’t really that important. Because Uriel isn’t really that advisable in Ichigaya Gold, most melee go for Shikiouji for their ring.
King Frost grants 0.5% chance/level to void ice attacks. If you’re chaos and in a party, your party gains 30hp.
The base void ice effect works out to 46.5% at 93. 30hp is quite a boast and on top of that, everyone in your party gets it. 5 chaos character in a party with it = 150hp. Easily 50% more hp for most who have 0 sta in their stats.
Ookuninushi, if you’re in a party, your party gains 25hp. If you’re chaos, your party gain 5 sta and 5 int. Again, 5 chaos character in a party with it = 125hp, 25sta and 25int
The int will again help in enhance/melee builds
Arahabaki is basically the mirror crystal of Odin. It grants mudo damage to a weapon and if you’re law, you do 10% additional mudo damage.
Again same thing as Odin. Mudo just isn’t that common a weakness and there are again weapons that does mudo damage by default like Death. Racial enchants are again situationally better.
Surt and Loki are two crystals that apparently half the EN population on the Japanese server have a problem understanding how they work at one point or another.
Surt adds 20% damage against the God family. If chaos, you do 10% additional fire damage. If law, you get -10 str and -10 speed.
The God family boast is next to useless as literally the only one this boast works against is Hathor in Cell Bronze.
The 10% additional fire damage however if a pretty good boast as unlike hama/mudo, fire is common as hell. There are also no racial enchantments against elements (Sugi Gold) and the 4 kings (Ichi Gold), so as long as you have a weapon that does fire damage by default, this is pretty much a preferred enchant for it.
Loki’s crystal let you use the skill, bloody attack, which is basically a normal melee attack that heals you 15% of the damage it cause. If chaos, you gain +15% magic(read, the damage type). If law, your magic attack does 10% less damage.
The bloody attack skill is pretty much worthless. +15% damage though is fairly useful. Magic damage however is only required in two instance: against Kirins in Ichigaya and Aeros in Sugi Gold.
If you’ve a weapon that does magic damage, Sentanta (+20% damage against Seijuu/Holy Beast) will takes care of Kirins. Elements again don’t have a racial enchant against them, so Loki helps with Aeros.
Conclusion for Melee
Unless I’m blind, Chaos have a huge advantage over Neutral, and in turn Neutral have a small, but decent advantage over Law in terms of melee characters.
I sure as hell don’t see how “A warrior has a lot to gain from Law as well. ” unless you consider suiciding with Uriel an advantage.
Unlike mages/melee which I’ve first hand experiences with, admittedly, I don’t have much experience with gunners as I don’t play one.
While I did mention earlier than I’ll ignore weapons, for gunners, there are 3 elemental relic guns. They do ice/lightning/shock damage and have a +15% rapid boast, +15% ice/lighting/shock boast. If chaos, they do +10% additional gun damage.
Chalk this up as an advantage for chaos.
There are four crystals that grant an advantage for a law gunner.
Mithra(head), Odin(Weapon), Hresvelgr(Back), Pazuzu(Extra)
Odin and Pazuzu is already covered in the melee section, so look up.
Mithra is also covered but unlike melee, the normal bonus for +5 magic and 10% shot helps a lot for gunners who use magic bullet.
Hresvelgr adds 10 speed, 5 int and -10 mp regen. If law, when your HP drops below 20%, you do 50% more gun damage.
Like Uriel, this bonus isn’t really used that often. It’s even worst since it activates at 20% vs 30% for Uriel.
There are crystals that provide advantages for neutral gunners…? I guess you can consider tanki to be one since no knockback = no stun = not affected by stun dodge. But that’s about it for neutral gunners.
For chaos, the advantages are pretty much the same list as melee, except the 4 kings/shikiouji is removed. Useful crystals are: King Frost (back), Ookuninushi (top), Surt (weapon), Arahabaki (weapon) and Loki (weapon).
Scroll up and view them in detail.
Conclusion for Gunners
Unlike melee, some choices that favor chaos don’t really applied to gunners. Firstly, magic damage isn’t that important for gunners compare to melee as Aeros is weak to rifles and Kirin can be gunned down with rifles.
This makes Loki less attractive for gunners.
In addition, guns that does fire elemental damage isn’t common, compare to fire based melee weapons, so, most gunners have to enchant their weapon with flamis, to do fire damage, resulting in surt being less attractive as well.
Ultimately is down to 0.25% chance/level to void slash/blunt/pierce vs HP boast from King Frost/Ookuninushi, and I’ll say they are quite even.
The elemental relic guns, mentioned earlier tips the scale in favor of chaos slightly. Neutral? Don’t bother.
“Gunners gain a lot from Neutral I believe. ” <-- What?
Pretty much only 3 crystals that favor law: Mithra(head), Pazuzu(Extra) and Takemikazuchi(Ring)
Takemikazuchi is basically a mirror of shikiouji. 0.1% chance/level to absorb lighting attacks, +5% rush damage and you take 25% more rifle damage. If law, your lighting attack does 5% additional damage.
I seriously can’t remember the last time I use a lighting spell/rush so this advantage might as well not exist.
Unlike gunners, mages do get into melee range so the 0.25% void slash/blunt/piece from Mithra is more important to mages than gunners.
Mages also only have 4 damage type so +15% zan/shock is quite important as well.
The only advantage a neutral mage has is Hel, which grants a 20% cooldown reduction for ice skills.
Considering that rushes have no cooldown, this is only useful for destructive magic and the only place you use ice spells is Sugi Gold. Sugi Gold + spell cast = aggro = swarmed.
4 crystals are of use to chaos mages: King Frost (back), Ookuninushi (top), Surt (weapon), Hecate (top)
First 3 already covered earlier, so explanation for Hecate.
If you’re in a party, Hecate grants 3 magic to everyone in it. If chaos, you gain +50% magic damage if your HP drops below 30%.
Same problem with Uriel, this bonus just don’t activate that often, and it’s generally suicidal.
In addition, mages typically have around 300-450hp, which means the effect triggers at 90-135hp.
Conclusion for Mages
Ultimately it’s down to 2 things: 0.25%/level to void pierce/blunt/slash and 15% zan damage vs 10% fire damage and group HP boast
The suicidal 50% magic damage shouldn’t even be factored in this.
For Sugi Gold, the 15% zan/shock is definitely better as basically out of boss room/nightmares, zan will be the most common attack for a mage, making Law better here.
Zan is the most common attack for 1 reason: reflects. Use freezing lance/deloran and you’ve quite a high chance of getting your attack reflected back at you. Out of aeros, everything in Sugi Gold takes 100% zan damage.
At a certain point, once you start to 1 hit Kerberos constantly with Kamaitachi, there’s no reason not to use it to cut through rooms with mobs of mixed resistance.
A mage can easily 2 hit any of the element boss, other than aeros so a 10% fire boast isn’t that significant here.
For Ichi Gold, mages use only fire so the 10% fire boast tips it towards chaos.
Personal bias aside (I’m Law), I’ll say that Law/Chaos are quite balanced, with neutral lacking quite a fair bit.
To me, unlike melee/gunners, mages output a huge amount of fire damage. Pretty much anything that don’t void/reflect fire can be killed within 2/3 delorean rushes. The only enemy a mage might have problem with is gandharvas and there’s a racial enchant against them.
Something is awfully wrong if you rely on Hecate’s 50% boast as a damage source when mages easily 1 hit gandharvas without fragrances.
I’ll seriously rate the 50% boast @ 30% hp as useful as the lighting boast from Takekmikazuchi.
0.25% chance/level to void pierce/blunt/slash have saved me from Jikokuten’s deathbound countless times. I’ll take that over an unreliable 50% boast that won’t activate 90% of the time.
Random Tip: Most mages don’t use hel/decarabia/elf after the patch that modifies expert skills. People only use paravasti if they are running enhance/rush or enhance/destructive magic only.
Anna and I, along with most 80-93 mages run with full flamis because no one cares about other damage type in Ichigaya Gold. No one cares about Suginami Gold since xp there is significantly slower.
Random Tip #2: Hecate’s +3 magic to group bonus work even if you’re not chaos. Please learn to read Mr. neoX/mappou/botter/item stealer. ONLY the 50% damage bit depends on your character being chaos.
Expect a part II to this as enhancer/etc… aren’t covered yet.