May
28
2009
4:01 am

Regal Presence – The Retaliation

Wondering why or how the heck Aeria translate it to retaliation…

Anyway, this is the full lowdown on all the skills in the chain. More or less a rehash of what already been said here. The figures then are a bit off though due to lack of tests, so whatever said here updates it.

First, something that I didn’t really mention about Regal is that every rank in it, adds 1 to the expert skill modifier for attack based skills. i.e. class 5 attack (50 rank = 25) + class 6 regal (60 rank = 60) = 85 mod total.

This was actually stealth patched in a while after Regal went live, so I’m not sure if the version of Aeria has this boost.

In addition to the expert skill boost, every rank in regal also reduce armor/weapon durability consumption by a certain amount. No one really tested this yet, so exact reduction are unknown.

You can learn all the toggles in the chain; don’t have to make any choice.


1-0: Reduce your devil’s p.attack/m.attack/rng.attack by 5, increase your p.attack by 5 and crit by 20.

Your devil becomes weaker. Boohoo. Not as if anyone use their devils offensively. No reason why you shouldn’t get at least 1-0 Regal as a melee and keep this toggle on.

2-0, 1-handed sword toggle: Reduce your spin cooldown by 30% and spin damage by 20% when you use a 1h sword.

Damage reduction is always bad, and the cooldown reduction boost is hardly enough to cover it.
Pretty much the only useful 1-handed weaps are the 3 synthesis swords (flame, wind/thunder god), gram ,the elemental machetes and sun/moonlight swords.

Generally a useless toggle.

2-0, blunt toggle: Increase your attack damage by 40% and reduce the chance to crit by 20 and your spin damage by 20%.

The penalty seems to be harsh, but the boost it gives is quite huge. There are however a lack of decent blunts. Pretty much the only blunt weaps are Danzai (hama, +20% hama damage), Club of Rashomon (blunt, +20% attack) and Flamehorn (fire, +20% fire damage)

A melee with flamehorn + this toggle is the highest damage dealer against Jikokuten now.
20% from weapon, 15% mod, 10% surt, 40% attack = 85% boost from just a weap and toggle.

Even Rashomon isn’t bad once you enchant it with flamis.
20% from weapon, 15% mod, 40% attack = 75% boost.

A 5 slot crafted blunt will be quite decent too:
30% mod, 40% attack = 70% boost.

To compare, Duftach is only:
20% from weapon, 15% mod, 10% surt = 45% for single target.

Having a blunt weapon, along with the toggle will improve your damage quite significantly against single targets. Obviously you shouldn’t really spin with a blunt weapon when the toggle is on, due to the damage reduction. Has use in PvP too as 40% is the largest boost offer by all the toggles in Regal.

3-0, axe toggle: Increase your attack damage by 30%, increase your rush/spin cast time by 20%.

The toggle sound good on paper, but suffer from 1 huge problem: There are even less axes than blunt that have decent boosts. And since the boost is to attack, you might as well use a blunt since the blunt toggle adds more damage.

About the only useful weapon to pair with it is the Thunder Fang (lightning, +20% lightning), but lighting weakness is fairly rare.

The relic version of the headhunter spoon from Suginami silver is an axe, but the relic ver adds rush damage, which isn’t really compatible with the toggle.

Isn’t really that useful, but still a decent toggle.

3-0 dagger toggle: Adds 25% rush damage and 20 crit. +20% rush cast time.

Suffers from the same problem as the axe toggle: there aren’t much decent daggers for melee to use and on top of that, rush just isn’t the main form of attack a melee use.

About the only useful weapon a melee will use with it is bouquet rapier (fire, 10% fire). This has more use for mages in PvP though since there are other weapons they can use the toggle with and rush IS a main form of attack for mages.

3-0, spear toggle: Adds 40% damage, +20% cooldown to all spins.

Among all the toggles, this has the weakest penalty and yet, one of the strongest effect. A melee typically have multiple spin skills, so cooldown increase isn’t really an issue. Unlike rush, spins ARE a common form of attack for melee.

There are also a lot of spears around. Duftach (fire, +20% fire), Poliahu (ice, +20% ice), Mistilteinn (magic, +10% magic) and Storm Piercer (shock, +20% shock).

Pretty much all of the major affinity are covered.

Duftach + toggle:
20% from weapon, 15% mod, 10% surt, 40% spin= 85% boost.

Basically, the rich will use Flamehorn for single target, and Duftach for AE spins.

4-0, no knockback, you do 100% less damage but take 50% less damage from your enemies.

For quite a while, the reduction was ONLY for melee damage you do, leaving magic/gun damage untouched. The version you get on Aeria now may or may not behave like this.

Firstly, the no knockback offered by the toggle is different from the buff from enhancement. The no knockback here prevents skill from being canceled as well.

The toggle looks bad on paper due to the -100% damage done, but it’s quite broken in PvP since with sufficient boosts/fragrance, you can still do damage, however, the damage you take is significantly reduced.

Assuming just 50% reduction from enhance, you’ll get 0.5 (enhance) x 0.5 (fragrance) x 0.5 (toggle) = you take only 12.5% of whatever damage is done to you.

Say someone rush you for 4000 damage normally, that’s reduced to a more manageable 500 damage.

As a side note, for those wondering, yes, effects like hecate/uriel which activates a 50% boost at low HP, does mitigate the damage reduction.

With fragrance + hecate, chaos mage suffer 0 damage reduction, yet can’t be knocked back and takes 12.5% damage of whatever you throw at them = what makes them broken in PvP.

This is more or less a PvP toggle, with fairly little use in PvE.

5-0, hand to hand toggle, increase all melee damage you do by 30%, you take 20% more damage.

This is another toggle that suffers from itemization issue. There’s literally only 1 hand to hand weapon that works with it, Panstack (Fire, +20% fire).

Lately Cave has added a +30% shock tonfa and a +30% magic tonfa to their e-mail only lottery but those are rare due to how they are obtained.

i.e. Spend a huge amount of money on one of their existing lottery and you’ll randomly be picked by e-mail to “play” another special lottery which has better prizes.

When these e-mail lotteries are held and which lottery enables you to participate in these special lottery are all not known in advance.

If you have one of these weapons though, this toggle is pretty decent as you can use just 1 weapon for all attack types.

Obviously lances are still better for spin and blunt for attacks and if you are rich/dexterous enough to switch, you should go with that.

5-0, 2-handed sword toggle, +30% rush damage, +20% rush casttime and cooldown.

This suffers from the same problem as the 3-0 dagger one. Melee just don’t use rush as a main form of attack.

There are however quite a few 2-handed swords like Zero (ice, +20% ice) and Bishamonten (magic, +20% magic) but ultimately, considering how much expert skill point it takes to reach 5-0, it’s fairly useless.

6-0 increase all melee damage by 15%, takes 30% more damage, works with all none-ceremonial weapons.

The only weakness is the increased damage, but if you’re used to sharpshooter, it shouldn’t be an issue.

Works with all weapon type, so it works in conjunction with the other toggles.

Class 3-0 lance + class 6-0 + Duftach:
20% from weapon, 15% mod, 10% surt, 40% spin, 15% melee = 100% boost.

Only significant problem is that 6-0 takes a huge amount of expert skills to reach.


Builds

Generally, there are a few builds to go. Ultimately these are just my opinion, so practice your own descretion.

Some pit traps to avoid:
9-0 attack sucks. It’s the same as combo attack; more hits for less damage, which is just inefficient in the long run.
Rush just isn’t a main form of attack and the only decent skills out of the whole tree is 1-0 and 7-0. The gap
between 1-0 to 7-0 is huge though.
2 counters sucks. If you as a melee depend on using 2 counters, please learn the concept of counter -> guard or counter -> spin.
If you depend on bind counter for mobs that can’t be knockback in order to park them, get or party someone that has enhance 2-5 or if you’re neutral, get a tank enchanted.

1) Pure melee

Weapon knowledge – 9k
Attack – 8k
Spin – 7k
Survival – 2k

This is a very simple build. Get 7-0 spin for maelstorm and 8-0 for heavy melee attack, the strongest spin and strongest attack skill respectively. This will result in class 6-0 regal, granting all the toggles.

Problem is that you’ll need people to buff you and other than melee, you can’t really do anything.

2) Enhance 2-0/Melee

Bless – 1k
Weapon Knowledge – 2k
Heal – 2k
Support – 4.5k
Attack – 8k
Spin – 7k
Survival – 2k

Compare to build 1, you lose the 15% toggle and the modifiers to attack.

However, you get 2-5 enhance in return and if you’re chaos/neutral, you can reach 100int around your mid 80s to maintain a 50% pulse and you can drop a no knockback buff on yourself. A law character can reach 100 int as well, but have to sacrifice a bit more.

Stuff that gives int:
Kikurihime/Santa/Shishimai Frost, earring : +1 int
Kikurihime/Santa/Shishimai Frost, extra: +1 int
Support 4-5: + 3 int

4 kings, Chaos/neutral: 15 int
Chaos, ookuninushi + koumokuten/paravasti: 15int
Law/Neutral, succubus + koumokuten: 14 int

= ~19-20 int boosts, requiring a base 80-81int to hit 100.

Lesser base int required if you are willing to sacrifice some more boosts.

3) Enhance/CotW

Bless – 1k
Curse – 2k
Weapon Knowledge – 3k
Heal – 2k
Support – 4k
Destruct – 1k
Control Magic – 1k
Attack – 5k
Spin – 5k
Survival 2k

You get erosion hex as well, but loose class 8 attack and class 7 spin. Same gear restriction with the enhance build. Don’t really recommend this, but hey, it’s semi viable.

4) Curse/Rush

Bless – 1k
Curse – 2k
Weapon knowledge – 8k
Destruct – 1k
Rush – 7k
Control Magic 1k
Attack – 3k
Survival – 3k

More of a gimmick PvP build than a real one. Class 7-0 rush has the same base modifier as Delorean and combined with 5-0 Regal can be quite damaging. 6-0 Regal is avoided due to the increased damage taken.

Written by 守護霊母Finella in: SMT Online: Imagine | Tags: ,

82 Comments »

  • Andy H.K. says:

    And guess what, The Chinese version following Aeria wholeheartly! 王者の風格 -> Regal Presence -> Retaliation -> 反蝕

    They even have the nerve to tell us what this skill tree name used to be
    http://imagine.moliyo.tw/news/news_detail.aspx?ID=NI09052602&Type=News
    「原王者之風」? And I though Chinese and Japanese are pretty similar when all those Kanji match.

    Off-topic Question: I’ve been itching to know whether other “passive” expert skill provided expert skill modifier to attacks as well eg. weapon knowledge to melee? or gun knowledge to shot/rapid?

    • 守護霊母Finella says:

      Regal is the only “passive” expert skill that gives modifiers to other skills so far.

      I’m guessing that this was probably done because melee didn’t have a chain expert with active skills.

    • Anna says:

      原王者之風!!!王者之放屁技術~ wheeeeeeee, fart fart melee!

      I dont think it has modifiers effect on attack/spin, i raise weapon knowledge from 0-0 to 4-0 now and have yet to see damage increase when i attack/spin VR room mobs. Not thouroughly tested tho, yada yada.

  • dts8902 says:

    is there a way i can get DD/regal/Cotw + max destro magic??

    • 守護霊母Finella says:

      You can, but you won’t have 4-0 DD at the same time as 4-0 regal.

      You can however get 4-0 DD and regal at the same time if you sacrifice destructive magic for control magic.

  • mango says:

    You said the following:

    Even Rashomon isn’t bad once you enchant it with flamis.
    20% from weapon, 15% mod, 10% surt, 40% attack = 75% boost.

    But that adds to 85%. Should that be 10% less from weapon?

  • Force says:

    All these regal skills are great for a demo dasher but how do u cope with counter so well? I always find myself getting countered to death. Also aggro is annoying and fire rush is so slow that i find it easier to use force rush. Since the cast time is so fast. I’m working on increasing its damage.

    • Anna says:

      Dear Force, when dealing with counter we use one thing: your devil. You can use devil’s normal attacks for counter fodder, or sometimes, some poor unexpecting melee will just attack static enemy (they are actually dodging or countering) and eat away the counter for you!

      If fire rush is slow, there’s this cu sith crystal for the feet which will decrease rush move cast time by 20%.

      And it actually depends on which dungeon you grind for your damage choice. Sugi gold, raising kamaitachi damage is a good choice for mixed mobs, can do this by:
      1. getting that green feather extra
      2. pazuzu crystal on extra and please go to law for the 15% damage bonus
      3. aeros tarot fusion
      4. wind god’s sword, modded.
      5. talisman, koppatengu, jatayu bla bla boost

      For ichi gold, mobs null and reflects zan so we just use fire aka maharagion middle way, and delorean in boss room. To reduce cast time aside from cu sith, can do the following: cast time reduced AP Gears like LNC, mystic blazer, yada yada.

      Oh btw, welcome to the balanced world of imagine where mages are said to be stronger than melee yada yada.

  • Force says:

    I have the cu sith crystal equipped. There arent many of the ap outfits and items out yet in English version. Aeria taking its time releasing that stuff. We get alot of recycled stuff and on occasion we get 3 new things mixed with useless consumables.

    I’m amazed at how much stuff is available to boost force damage thats why I concentrated on it earlier. Combined with the fast cast time. I can just spam that skill and most mobs dont have a chance to atk. Especially on pvp, but i find it really cheap. :-)

    I dont have any fire damage increasing ap items. The cerb-orthrus combo works fine. As i can one hit all of the mobs leading up to the boss. When i do fight the boss its annoying how he countered every so often and when i rush i end up killing my whole team. :-)

    I’ll keep those tips in mind.
    Thanks

    • Anna says:

      You’re welcome, yeah jiko’s maha-counter is painful, that’s why we always put solid up until we finally killed him. Just pay attention when he’s casting a red sparkle, it’s the maha-counter, use agilao/agidyne to cancel it then continue rushing (for clueless melees, use spin)
      Have fun! (^-^

  • Question says:

    for melees, the rush expertise is a waste of points?

  • Dicath says:

    Is there a similar build for a level 60 (I’m level 59 atm) pure melee wanting to get 6-0 regal? Because from what I understand the build that you put up would require you to be at least level 90 (in order to have enough points.)

    • 守護霊母Finella says:

      I’ll advice you to just go for 3-0 or 4-0 regal now, and just slowly work you way to 6-0 later.

      If you really want to get 6-0 regal now, you can either sacrifice ranks in spin and/or reduce ranks in attack to boost ranks in survival.

    • Anna says:

      dear Dicath,
      Sacrifice spin to 5-0. then work on it when you reached lv90. spin 5-0 is enough for most situation.

  • Force says:

    What are the useful toggles for a DD mage, outside class 4 regal use in pvp?

    Also I know that raising DD class increases damage but idk by how much? Is there much to gain from raising rush or destruction magic past class 5?

    I see class 3 dagger toggle and cals 5 toggle are slightly useful but there arent many good DD weapons that are of that type.

    • Anna says:

      Magic control toggles, adds 10% damage and cast reduction to each elemental skills. Just dont activate hem all at once, since one toggle reduce the opposite elements boost.

      For damage addition on DD with more ranks, there’s this formula in spreadsheet floating somewhere on interweb. simplified version:
      http://finella.nemissa.info/smt-imagine-data-dump/calculations/

      the real formula i saw is like:

      Damage = floor{α*β}
      α = floor{((magic+cls-r/2 x modifier/100 + Expert Skill Modifier – MDefense) * Enemy Weakness * Damage Boosts) x 0.8 ~ 0.99}
      β = (1+coefficient boost)(1+misc boost)

      too lazy to elaborate because to explain this formula I have to type orthros-kero not counted as elemental boost, elemental boost have a cap, explain which bonus goes to which bracket etc.
      But I counted anyway and 1 higher CLASS in DD adds like less than 5% of initial damage.

      Is there much to gain from raising rush or destruction magic past class 5?
      rush past class 5? no
      destruction magic past class 5? megidola (gotta admit sometimes it simplifies things), and if you can stand mahadynes’ cooldown/aggro bait maybe.

    • 守護霊母Finella says:

      Since Anna failed at reading… pretty much the only useful regal toggles for PVE are the ones at 3-0/5-0 for the rush boost with a dagger/2h-sword and the 5 p.attack 1-0 toggle.

      Dagger-wise, there’s Bouquet Rapier (+10% fire), Gekka Hyoujin (20% ice dagger) and Tri-cross (+15% rush damage)

      For 2-handed swords, there’s Zero (+20% ice damage), Lightning Edge (+20% lightning damage), Annihilation (+30% ice damage) and Abender (+30% fire damage)

      The last 2 weapons only have 15 durability though.

      Even without those weapons, a 5 slot dagger/sword will offer +30% of elemental damage. (Slot 3 and 5 modded)

      30% (5 slotted dagger) + 25% (toggle) = 55%
      30% (5 slotted sword) + 30% (toggle) = 60%

      To compare, Duftach is only 20% (base) + 15% mod = 35% damage.

      5-0 regal is a huge investments in points though, and you’ll end up having to sacrifice CotW or other skills in order to get it.

      3-0/4-0 regal with 4-0 DD, 1-0 CotW is quite viable though and reachable at 60/80.

      The drawback however is that you won’t get 10-0 destructive magic, and the increased cast time for your rushes.

      Pre-damage boost, a rank in a chain expert skill results in around 1 damage increase, assuming against an enemy without weakness.

      A full class is about 10 damage, again, before weakness/damage boost calculations.

      Regal is decent even for PVE usage, you’ll just have to be creative with the weapon/skill choices.

  • Force says:

    Too bad most if not all of those weapons arent in Aeria version yet. >.< oh well thanks for the information and thats formula is a beast. 0.0

    • 守護霊母Finella says:

      Like I said, even without those special weapons, a 5 slot dagger is still quite viable with it.

      • Force says:

        Not in the Aeria version. I spent over 10 mill today trying to get the best sword smith to make a 5 slot dagger of phantom star and chance was really low around 8% base even with 30+ class 4 clovers I still failed.

        • 守護霊母Finella says:

          I’m assuming you’re talking about the +20% fire dagger?

          If so, that doesn’t work with regal since it’s a ceremonial dagger.

          With regal, a 5 slot attack knife/combat knife will out damage it anyway.

          • Anna says:

            oh my, 10m makka?? please let it be 5 slot Orna that you bought, pleeease pleeeeaseeeeee x(><

            • Stranger X says:

              “Best Swordsmith” is a subjective term…And why would you need to spend that much money if he was capped at class 7? O_o

              • Force says:

                10 million worth of items.. for meteoric iron and other amts required. ended up decomposing well over 50 inc of exp (3x) & magic. plus other items cant remember off the top of head.

                Waiting for Finella to dump all the materials u can get from all the different items/ :-)

          • Force says:

            Wish i knew that before i decomposed all my items.
            anyways I figure. a 5slotted dagger of phantom star gives an intial 20% boost to fire plus i can mod +15% on slot 3 and 5. For a total of 50% boost combined with cerb-orthrus combo there is another 50%. Then I should reach cap?

            Everyday regal gets more and more useless for me >.<

            • 守護霊母Finella says:

              Well, it’s already been mention quite a few times that regal doesn’t work with ceremonial weapon.

              Beside, the +20% fire dagger has a low p.attack and durability, both are points that makes it unsuitable for rushes.

              Due to Cave’s quirky programing, Kerberos/Orthos even thought it adds fire damage, isn’t considered a fire boost, but instead, it’s considered as a movement boost.

              It’s hard to explain; just wait until I’ve the time to write up another wall of text about how damage boost and their cap works.

  • Pearz says:

    Question: Since phatom star counts as cerimonial, Which dagger would be best coupled with regal for boast?

    • 守護霊母Finella says:

      Best would of course be the lottery stuff, namely: Bouquet Rapier (+10% fire), Gekka Hyoujin (20% ice dagger) and Tri-cross (+15% rush damage)

      5 slot Randall Knife, Gladius and Orna, in that order for craftable stuff. Gladius is probably the easiest to craft since there’s a 20% recipe at class 1-4 swordsmithing.

  • Xiyon says:

    question about the class 3-0 axe-toggle; where it says +30% attack damage, this includes spin and rush or just normal attack? if the former, then wouldn’t the soulhunter spoon (relic version of headhunter) be compatible instead of the converse, because it’s an axe and adds rush damage?

    • 守護霊母Finella says:

      Attack = skills with the attack movement type. i.e. basic/combo attack only.

      • Xiyon says:

        ah i see . . .that really does suck > <

        so i guess floral whirlwind (+20% spin, iirc) soul fused for fire damage is out of the question. I was planning on getting one, use the axe toggle, and spin-spin jiko. This won't be as effective as soul fusing a serpentine destructor(+15% spin, upgrade of jiabo) + spear toggle, then. TT__TT

        so much for trying to cut down my repair costs -.-"

  • ThatGuyWhoIsPosting says:

    i have a question, im using class 4 regal+inc(aka fragrance) for damage reduction but as soon as my demon gets killed (parvati) i started to suffer more then 1 damage is this a glitch or does parvati have some effect on my damage reduction?

    • 守護霊母Finella says:

      Devils shouldn’t have any affect on your own personal defense.

      Firstly, is this PVP or PVE and what is you p.def, what you are fighting etc…

      Damage is from a +/- 10% range after all and sometimes random spikes are just that, random.

  • ThatGuyWhoIsPosting says:

    this is pvp and its a mage i was fighting they did nothing but 1′s to me until they killed my demon its happened more then once and only after they killed my demon oh and my defences are as follows: 23-25 m. def about 43 p.def

    • 守護霊母Finella says:

      If it’s PVP, you might be hexed after your devil died and that might be the more possible cause of the damage difference.

  • ThatGuyWhoIsPosting says:

    i was being hexed while i suffered 1 damage and still suffered 1 damage after that.

    • Dra31Xus says:

      Got more details on this one Finella. I will answer it.

      Xaero explained the situation for me. What the mage did is “Erosion Hex” and/or spammed other debuffs on you and your demon. And then Killed your demon.

      After your demon is dead, he focused on you. Casting cast Spell Hex on you. Which has a chance to activate and -100% damage reduction. (x2 damage for most cases)

      If first or 2nd hit doesn’t activate it, the 3rd or 4th will likely do so. Since 50% + 50% – 100% = 0% damage reduction. Normal damage is done. And for the next few seconds, normal damage by anyone/everyone using magic will be done to you.

      While testing raw damage, almighty class spells seems to activate the spell hex every time for me. (Needs more testing) So you probably got hit by a megidola/megidolaon right after he killed your demon. Normal shot spells activates the curse as well, just not 100%.

      • Andy H.K. says:

        I don’t believe the “double-damage” hexes work like that.

        From my observation, whether the hex hit or not is determined the motion it lands. I was able to determine whether hexes succeeded or failed, at least against mobs (look for the “got hit” animation, if it was shown, the hex failed).

        as for the case itself, I speculate 2 things:

        1) expired resist fire
        2) critical hits

        I suppose we need a lot more information to solve this mystery.

  • ThatGuyWhoIsPosting says:

    it was only fire spells that hit me and the damage remained un-reduced even after the first hit (when i suffered damage)

    • 守護霊母Finella says:

      Spell hex has a duration (1 tick); it doesn’t work for only 1 hit.

      Chalking it up as a mistranslation if the description on Aeria implies it only last for one hit.

  • ThatGuyWhoIsPosting says:

    ok that would explain the pvp side of this but in the ichi gold boss room after my parvati dies the gakis and jiko are able to damage me just as well, after hearing all this info i can only think of this as a bug with regals skill if someone else has the skill/inc to help further test to see if its just me that has this issue.

    • Dra31Xus says:

      What Finella said. Spell hex remains activated for a second or 2, you can actually get a few 2x damage swipe if you use normal attack along with slash hex.

      “I suppose we need a lot more information to solve this mystery.”

      The mystery above has already been solved. He didn’t use resist fire and critical hits of 1 damage x1.2 is still 1 damage. It was spell hex.

      The real mystery is below

      “but in the ichi gold boss room after my parvati dies the gakis and jiko are able to damage me”

      I am just gonna write it up as “imagination” and walk away. Leaving Finella to answer for you. (since it doesn’t involve pvp)

      • 守護霊母Finella says:

        Same, sounds more like paranoia to me or a REAAAAALLLLYYY rare bug that’s native to Aeria.

        The toggles from regal doesn’t even require a devil to be summoned and devil dying definitely has no effect on it.

        Even the +5 self p.attack/-5 devil p/m/rng.attack toggle works even if you devils is dead or unsummoned.

      • Bahamut133 says:

        Only 2 seconds? Has the duration been modified after the patch or are elementals in sugi gold extra weak? Because with my gunner (no AP used whatsoever) + enhance + bullet hex + Sharpshooter I damaged around 1.1k to wind elemental boss and almost got its health down enough to 1hko (sometimes 2hko) without hex = around 6-7 seconds.

        But whenever a melee was hitting the same elemental hex wouldn’t last for more than one hit =O Then again sometimes small elementals would counter my dodge to their cannons so I have no idea how this game works anymore =O

        • 守護霊母Finella says:

          It’s coded to last 1 tick internally.

          1 tick = the time it takes you to regen mp/hp naturally and that around 6s, and things countering you after you dodge their cannon spells are a very well known bug that Cave has repeatedly try to fix. but fail.

  • RikkuHime says:

    Regarding the Class 2-0 Blunt Toggle

    According to the modification table, a 5 Slot Blunt can have 30% + 15% + 15% which equals 60% Blunt Boost from mods. Factor in the toggle, 100% boost. Which would be on par with Flamehorn not factoring in weakness.

    Now, for a question. If you enchanted the Blunt weapon in question with Flamies would it change it’s affinity to Fire and leave the mods ineffective? Or will it gain Blunt AND Fire affinities leaving you free to Slots 2, 3, 4, and 5 with +Blunt or Fire?

    • 守護霊母Finella says:

      The blunt mods will be ineffective once you enchant it with flamis.

      Most you can get out of a flamis enchanted 5 slot weapon is 15% (slot 3, fire 3) + 15% (slot 5, fire 3) => 30%, as mention in the weapon examples listed under the toggle.

    • Anna says:

      Actually, no, Flamehorn is blunt too, so 5s max mod blunt weapon is not on par with flamehorn.
      So far Flamehorn is the best choice for regal 2-0

      Let’s prove it with comparison on blunts:

      Note: Flame weapons even with flamies is affected by 50% boost from doggies set. These calculations doesn’t factor weakness, all done on blunts so regal 2-0 is eliminated from it.

      Flamehorn
      +50% from doggies
      +20% Fire damage (weapon’s element)
      +15% slot 3 fire
      +can stick gyuuki/yata for 20% racial
      Total 1.7*1.35 = 2.295

      Raseikon (the red club)
      +50% from doggies
      +20% Attack damage
      +15% slot 3 fire
      +Must stick flamies
      Total 1.7*1.15 = 1.955

      Any 5s Blunt max mod blunt (no doggie set)
      +30% + 15% + 15% slot 2, 4, 5
      +Can stick Libra (or yata/gyuuki) +20%
      Total +80% (1.8) blunt bonus if libra, 1.6*1.2 = 1.92 if yata/gyuuki

      Any flamies sticked 5s Blunt max mod fire
      +15% + 15% slot 3 and 5 fire
      +50% doggies set
      Total 1.3*1.5 = 1.95

      Important note:
      -Doggies, movement and racial are additive since they are on same bracket in the formula.

      -Each different type of bonus are multiplicative with each other -> elemental*movement*coefficient bonus*misc bonus

      • 守護霊母Finella says:

        Anna need to lrn2readagain!

      • RikkuHime says:

        Hrm, I am well aware of the fundamentals of the damage formula but didn’t bother with it since Finella added them up in her examples.

        But I guess this clears things up for me, thanks.

        • Anna says:

          hohoho, her examples are additive regardless of bonus types aka simple/fast way to compare bonuses (she knows this), but in actual calculation, damage difference is actually as big as 30-40%…
          brb, adding Flamehorn to my shopping list.

          • Pearz says:

            I think Rikku, you were part of ppl presuaded by effons Crazyness? (he insisted modding blunt +5 raaised his damage when he flamied it with fire mods and fire base)

            was so lulz when he tried to convince me D:

            Anna, you negated the part that rashmon fire – compared to 5 slot blunt, the toggle actually has a huge effect. 40% boast on Rashmon = 2.2 x 1.15 = 2.53

            Where as a 5 slot blunt would be changed to 1.4 x 1.8 = 2.52, and you also factor in you lose 7 CLR from slot 3, with rashmon compared to 5 slot blunt. You end up with a blunt weapon being stronger. (spent extensive time calcuating numbers to optimize out top damage from melee weapons)

            • RikkuHime says:

              I was just confused about the vagueness about the translations.

              Since C2 refers to Blunt weapons, I thought it was Blunt Affinity. Had a brain fart from some ingame events and believed that it would adopt both +Blunt and +Fire (Can’t even recall for what reason anymore)

              Another reason why I though Axes could get both C3 and C2 Toggles stacked.

              Anyways, I cleared this up myself.

  • Ivalice says:

    Questions on DD/Regal build

    Im more into melee than to casting magic, however from what i see, DD uses 100% spell damage and only 50% melee. So in order for DD to be effective, what would be a more effective stat build.
    If it really require more Int, would i rather use magic or melee? Will melee atk with dagger or 2-handed sword be effective with DD build?

    Questions regarding Regal Presence. What are the % expertise gains from ATK, Survival knowledge and Weapon knowledge? The action type for DD skills are Rush, so will regal’s “buffs” increase DD power?

    And overall, how will a DD/Regal build fare in pve and pvp?

    Thanks alot! So sorry for asking lots of questions at once. >.<

    • 守護霊母Finella says:

      As mentioned just a few comments on top of this, the toggles that add +rush damage will add on to DD’s damage as well.

      DD is a mage skill and unless you’ve a decent m.attack base, you’re not going to get anything out of it.

      Don’t think about going DD if you plan to melee.

      Rush will never be a common form of attack for melee. You’re better off using a blunt to attack/spear to spin than rely on DD.

      Attack contributes 0.2 towards regal.
      Survival/weapon knowledge contributes 0.4 towards regal.

      DD/Regal fare well in both PVE/PVP, but again, it’s a mage build more than a melee one.

  • MaxCherry says:

    hey. aw the “mages damage sux” post, looking at the damage done makes me question, does the jp server have many equipts that increase dmg alone with no occult fusion done?
    im dd L85 200%+ fire rush damage (no flamies crystals, using paravati setXD pvp set), most i hit gakis is 3kish, under 60=70% enhance, and a succesful hexxed jiko @ tops 7k (i think can rele tell myself from dd positioning).

    2nd question how do dd/casters (no regal presence) cope fighting a class 4 regal presence melee? dd becomes useless due to no knockback. only other options is cast, which isnt hitting high on en server against regal class 4.
    Do i need to wait for better equipment and SS to be implemented/released?

    • 守護霊母Finella says:

      My top alone adds 20% damage. Out of all 13 slots, the smallest boost I have is a 4% to all damage neck.

      3k gaki? My delorean probably do that much without enhance/weapon equipped. :/

      The gear gap on the JP server is fairly insane right now.

      I’ve been complaining about this for months as balance is pretty much nonexistent right now at the top tier.

      Mages >>>> Melee >>>[Insert 100 more here]>>>> Gunners for both PVP/PVE due to differences in scaling.

      As for PVP, only real option against regal is to hex them and hope that it lands, or get regal yourself to prolong the fight.

      • Pearz says:

        Max, if your talking about fighting me, (since im like the only law melee). The 3k damage yo do to gaki’s is on weakness. you Divide that by 2 (remove weakness) = 1.5k. Factor in I cast Anti fire (demon skill) to half it again you drop to 750s. I actually don’t use the regal toggle. I don’t even bother casting Pulse of the solid ussualy to lower your damage by another half……..

        O ya and i got my Uriel that nulls out half your fire fire shots to 1. And DD = dash, Dash = broken by normal swipes :O. More reason why you should nvr fire dash me lolz (you will never see xay actually even try to fire dash me, only shot)

  • Xiyon says:

    got another question:

    Since most axes are blunt, does that mean you can stack 2-0 blunt toggle with 3-0 axe toggle? That seems too convenient to be true > <

    • Anna says:

      nope, axes is in different weapon category. Blunt is blunt, axe is axe~ Only can be stacked if CAVE decided to merge those 2 weapons type to one category.

    • RikkuHime says:

      The C2 Toggle refers not to Blunt weapons, but Primitive Weapons (though could be product to bad translation).

      Regal Toggles refer to the “Weapon Type” and not their “Affinity’s”

      • 守護霊母Finella says:

        It’s basically something similar to magic(stat), magic(element) and magic(all spell attacks).

        Similar terms but different meaning.

        Blunt or bludgeon weapon is a more appropriate translation for 鈍器 as it encompasses only maces, clubs etc…

        In fact, dictionary definition:

        鈍器 [どんき] /(n) blunt weapon/(P)/

        Primitive weapon on the other hand encompasses stuff like swords, slings, bows, daggers etc… on top of maces, clubs.

        It’s like their translation of “thrusting swords” which should be piercing weapons or daggers.

  • Cephu says:

    Has it already been determined that higher ranks of Regal Presence don’t affect the % boost on the toggles at all?

    • 守護霊母Finella says:

      The increase from the toggles are all static. The only thing that changes with higher ranks in regal is the expert skill modifier to attack-based skills.

      • Cephu says:

        Thanks for the info. I was thinking of raising Retaliation above 6-0 instead of getting Attack 8-0, but I

        Btw, I believe(not 100% sure) that the attack expert-skill modifier from Retaliation is implemented in US Megaten. Attack seems to be much stronger than before the update, with Retaliation 5-9(I had 5-9 right after the update). I have a total of +30% to spin skills from gear and Basic Attack does about the same amount of damage as Tail of the Dragon(1-0 spin) does. I have Spin Class 5-0, Attack Class 3-6, and used a 2H sword on a Nakano Will o Wisp to test. Spin did get nerfed too, but it wasn’t nerfed THAT badly.

  • Puchu says:

    I know this has probably been asked before, but is there a Regal/ DD Expertise Chart that you guys could kindly point me to o.o your help or response would greatly be appreciated, also SS stone fusions within Aeria’s design would be very much appreciated XD granted if your willing to share, thank you for your time ^^.

    • 守護霊母Finella says:

      What kind of chart are you talking about?

      If you’re referring to the modifiers and effects of each skill, the skill section on the right sidebar contains those.

      • Puchu says:

        Well, mainly i am after what an Expertise Distribution like say, how much expertise will i sacrifice to get Regal class 3 and class 5, and is that possible with DD?

        Right now i’m wondering if class 2 Attack / Class 4 Weapon knowledge / Class 2-5 Survival tech will get me there, thanks for your time ^^

  • Puchu says:

    Ty, o.o that actually made it alot clearer for some odd reason ty ty ^^

  • Xiyon says:

    silly question that might have been answered before but, do the toggle’s penalties have an effect if the toggle is on but the specified weapon is unequipped? ie, will the -20crit from blunt toggle affect someone using an axe + axe toggle? or, will the damage taken from tonfa toggle have an effect if i were using an axe? o.o

    • 守護霊母Finella says:

      Both penalties and bonuses only apply when the specific weapon is equipped.

      Anyway, the penalties/bonuses listed here has long being outdated. Check skill section for proper values.

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