Agi Crit Knight
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Agi Crit Knight
+7 Muramasa
+7 Manteau of Rogue
Rosary of Counter[1] x2
+7 Green Boots
+7 Joker Jester
Str 120
Agi 98
Vit 55
Dex 30
Luk 68
Any suggestions?
+7 Manteau of Rogue
Rosary of Counter[1] x2
+7 Green Boots
+7 Joker Jester
Str 120
Agi 98
Vit 55
Dex 30
Luk 68
Any suggestions?
WansumIshere- Posts : 35
Join date : 2010-03-18
Re: Agi Crit Knight
Suggesion: Swap the Rosaries to Rings unless you're using that MDEF. With your setup, 1str is worth much, much more in terms of status point spending than 1luk (to practicalize the concept, drop your str to 118 and see how many points of luck you can raise from that same amount--I'm betting more than two).
Note: If you are using that MDEF, you're losing six of it, or taking about 6% more magical damage than before, so don't take that stat-worth rule as absolute!
You can swap the Matyr card for +9 Superior (Antique Firelock) Boots (see above as for 2str vs 1 agi), or even greaves (not really much more expensive) [don't use enriched here, just break many to get some to +8, then break some of those for a +9], or if you are really really spendy, you can go for green BLB [1]s/+9 superior BLB [1]s.
For an extra agi at the cost of 2 def, you can try slotting an Ancient Cape for that Bapho Jr. card. Joker Jester vs AnythingWithAVanberkCard for crits is up to you--the Jester's really got style.
(Moved thread to the right place)
Note: If you are using that MDEF, you're losing six of it, or taking about 6% more magical damage than before, so don't take that stat-worth rule as absolute!
You can swap the Matyr card for +9 Superior (Antique Firelock) Boots (see above as for 2str vs 1 agi), or even greaves (not really much more expensive) [don't use enriched here, just break many to get some to +8, then break some of those for a +9], or if you are really really spendy, you can go for green BLB [1]s/+9 superior BLB [1]s.
For an extra agi at the cost of 2 def, you can try slotting an Ancient Cape for that Bapho Jr. card. Joker Jester vs AnythingWithAVanberkCard for crits is up to you--the Jester's really got style.
(Moved thread to the right place)
Last edited by Shirogamiko on Fri Mar 19, 2010 7:40 am; edited 1 time in total
Another Suggestion...
Str should be divisible by 20 so that it will have a good dmg.
Agi is uhh.. iunno
And even if you're crit type, try using slotted rings and some mantis card or tarou and cramp combo card. it gives much more str so it will have a stronger crit dmg.
That's all
~~~Hi Wansum ;D
Agi is uhh.. iunno
And even if you're crit type, try using slotted rings and some mantis card or tarou and cramp combo card. it gives much more str so it will have a stronger crit dmg.
That's all
~~~Hi Wansum ;D
ChocoLawl- Posts : 29
Join date : 2010-03-18
Re: Agi Crit Knight
(Divisible by 10 for the bonuses)
I'll stand by the +8 crit Kobold Rings over +4 str Mantis rings, and Cramp-Tarou is +3+2str taking up headgear and accessory slots, and is just outclassed by a mantis and a vanberk card (+3+2str, +0.5% chance of crit+100 for 5 seconds while attacking)
I'll stand by the +8 crit Kobold Rings over +4 str Mantis rings, and Cramp-Tarou is +3+2str taking up headgear and accessory slots, and is just outclassed by a mantis and a vanberk card (+3+2str, +0.5% chance of crit+100 for 5 seconds while attacking)
Re: Agi Crit Knight
ohh right~
Iunno. anyways lol no comment xD
Iunno. anyways lol no comment xD
ChocoLawl- Posts : 29
Join date : 2010-03-18
Re: Agi Crit Knight
here is the stat bonuses
STR:
* +1 base damage per point for melee weapons.
* A bonus of (Str/10)^2 total (ie, at 50 Str, 25 points total) for melee weapons where Str/10 is rounded down.
* +1 base damage per 5 points for missile weapons.
* +30 carrying capacity per point of Base Str (the left hand part of Str only).
AGI:
* +1 flee per point.
* Increased attack speed per point (complicated, but based on the atk speed of the weapon you are using in the class you are in).
VIT:
* +1% to MaxHP per point.
* +0.8 weapon damage reduction (defensive) per point.
* Healing items effect increased by +2% per point.
* Every 5 full points of VIT increases HP Recovery Power by 1 (see substats page for more details).
* For monsters, there is a bonus to damage reduction of rnd(0,[VIT/20]^2-1).
* For players, there is a bonus to damage reduction of [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
* There is a hidden bonus of +1 Int style MDEF per 2 points.
* Increasing VIT also decreases the chance of being afflicted by the negative status affects of Poison, Silence and Stun.
INT:
* +1 Base MAtk per point.
* +1% to MaxSP per point.
* SP Recovery items effect increased by +2% per point.
* Every 6 full points of INT increases SP Recovery Power by 1 and past 120 INT, every 2 INT gives a bonus to SP Recovery Power of 1 (see substats page for more details).
* A bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
* A bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
* +1 spell damage reduction (defensive) per point.
* Increasing INT also decreases the chance of being afflicted by the negative status affects of Blind, Sleep and Stone Curse.
DEX:
* +1 to hit per point.
* Increased attack speed per point (complicated, but based on the atk speed of the weapon you are using in the class you are in and worth 1/4 of Agi).
* +1 base damage per point for missile weapons.
* Bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile weapons where dex/10 is rounded down.
* +1 base damage per 5 points for melee weapons.
* +1 minimum damage per point for melee weapons. If Dex exceeds the Atk value of the melee weapon, use the Atk of the melee weapon for the min value (ie. max and min values become the same).
* Reduces spell casting time by a percentage calculated as Dex/1.5 (ie. 30 Dex = 20% casting time reduction).
* +0.1% forging and refining rates for Blacksmiths.
LUK:
* +1 base damage per 5 points of Luk for missile and melee weapons.
* +1 crit chance per 3 points of Luk.
* +1 "lucky" dodge chance (the right hand part of your flee value) per 10 points of Luk.
* +0.1% forging and refining rates for Blacksmiths per point.
* Increasing LUK also decreases the chance of being afflicted by any negative status affect (but not as much as the effect of VIT and INT in most cases).
--rodatazone.com
STR:
* +1 base damage per point for melee weapons.
* A bonus of (Str/10)^2 total (ie, at 50 Str, 25 points total) for melee weapons where Str/10 is rounded down.
* +1 base damage per 5 points for missile weapons.
* +30 carrying capacity per point of Base Str (the left hand part of Str only).
AGI:
* +1 flee per point.
* Increased attack speed per point (complicated, but based on the atk speed of the weapon you are using in the class you are in).
VIT:
* +1% to MaxHP per point.
* +0.8 weapon damage reduction (defensive) per point.
* Healing items effect increased by +2% per point.
* Every 5 full points of VIT increases HP Recovery Power by 1 (see substats page for more details).
* For monsters, there is a bonus to damage reduction of rnd(0,[VIT/20]^2-1).
* For players, there is a bonus to damage reduction of [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
* There is a hidden bonus of +1 Int style MDEF per 2 points.
* Increasing VIT also decreases the chance of being afflicted by the negative status affects of Poison, Silence and Stun.
INT:
* +1 Base MAtk per point.
* +1% to MaxSP per point.
* SP Recovery items effect increased by +2% per point.
* Every 6 full points of INT increases SP Recovery Power by 1 and past 120 INT, every 2 INT gives a bonus to SP Recovery Power of 1 (see substats page for more details).
* A bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
* A bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
* +1 spell damage reduction (defensive) per point.
* Increasing INT also decreases the chance of being afflicted by the negative status affects of Blind, Sleep and Stone Curse.
DEX:
* +1 to hit per point.
* Increased attack speed per point (complicated, but based on the atk speed of the weapon you are using in the class you are in and worth 1/4 of Agi).
* +1 base damage per point for missile weapons.
* Bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile weapons where dex/10 is rounded down.
* +1 base damage per 5 points for melee weapons.
* +1 minimum damage per point for melee weapons. If Dex exceeds the Atk value of the melee weapon, use the Atk of the melee weapon for the min value (ie. max and min values become the same).
* Reduces spell casting time by a percentage calculated as Dex/1.5 (ie. 30 Dex = 20% casting time reduction).
* +0.1% forging and refining rates for Blacksmiths.
LUK:
* +1 base damage per 5 points of Luk for missile and melee weapons.
* +1 crit chance per 3 points of Luk.
* +1 "lucky" dodge chance (the right hand part of your flee value) per 10 points of Luk.
* +0.1% forging and refining rates for Blacksmiths per point.
* Increasing LUK also decreases the chance of being afflicted by any negative status affect (but not as much as the effect of VIT and INT in most cases).
--rodatazone.com
WansumIshere- Posts : 35
Join date : 2010-03-18
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