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Zerg's Guide to Building - GR2 Edition - InsainArcaneBirdbrain - 09-02-2021 Before we begin: This guide is being written in the assumption that you have cleared the tutorial and have read at least the beginner stuff in the wiki. If you haven't, please do so now. Secondly, the info I'm going to list and explain here is the most up to date to the current version of the game (V2.50). If the wiki or possibly in-game tips state something different than what I say here, then take my word for it over that for much of that stuff hasn't been updated in forever. The last thing I want to make clear is that my building advice IS ABSOLUTELY SUBJECTIVE. I consider myself well experienced in regards to building, but everyone has their own opinions on what should be prioritized or whatnot. I just wish to offer a rough outline for what I try to aim for when building my own sets for those who have absolutely no idea what they are doing. With that out of the way... Heyo, this is Zerg. Some of you might know me as In-Sain on Discord, or as one of your resident Event Runners. I'm making this extensive post today in order to help ease people into the largest barrier of entry to a new player. Yes... I am indeed referring to building and stats! While Fern made an amazing guide on this stuff a while back, it's unfortunately vastly outdated and doesn't cover a couple of points that I like to teach new players in regards to the topic at hand. For this reason, I took it upon myself to bestow much of the knowledge I have on it into a guide post. Now for how this will be set up, I plan on doing posts over time that will cover various topics in regards to building when I get a chance in my busy schedule. For today's class, we're gonna keep things simple and review the core game mechanics, yaaaaaaaaay!. ... Yeah ok, I admit that it's not super exciting, but it doesn't make it any less important for what I'll cover later. So without further ado, let's get into mechanics. _____________________________________________________________________________________________________________ STATS
WHAT THE HECK DO ALL THESE FUNNY WORDS MEAN
_____________________________________________________________________________________________________________ To start things off, let's review what your stats do.
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Variable/Derived Stats (These get modified by core stats and other sources)
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Hit Points (HP): If this hits 0, you die/become incapacitated. It's probably in your best interest to avoid that. You get 1 HP for free on any invested core stat point. Focus Points (FP): Used as the universal skill/magic resource in the game. Most skills and spells will utilize fp in varying degrees, and a lack of it will prevent the usage of said abilities. Encumbrance (Encum): This is represented in the stat menu with the little chest icon. Most non-donationc/rafting/key items will weight 1 unit. Be sure that you keep that weight under your encumbrance, or you gonna regret it when you got to lug your sorry self slowly back to the nearest pawn shop. Battle Weight (BW): Displayed right below encumbrance. While unequiped weapons/gear weigh 1 unit in your bag, they have their own weight value for when they are worn. If you go over your max BW, you'll lose hit/eva/movement/momentum in battle which scales with how far above you are. Needless to say, you always want to keep within your capacity here. Elemental Attack: In the stat menu are values for various elements. There's one for Fire/Ice/Wind/Earth/Dark/Water/Light/Lightning/Acid/Sound, and there is a core stat associated with each one. These values are utilized for attacks of said elements. Elemental Resistance: Located to the right of Ele-Atk as a %. This is gained largely from equipment or racial traits, but SAN also provides a small amount as well. If you take an attack with a 25% resistance to it or higher, then you trigger RESIST! which will usually reduce the attacker's momentum by 1. The opposite is also true however, and taking an attack with a -25% res will cause WEAK!, granting the attacker 1 momentum instead. Hit: Used to calculate chance to hit with most attacks. Mostly raised via stats and weapon upgrades. Evade (Eva): Used to calculate chance to avoid an attack. Hit vs Eva is a flat check between the attacker and defender. (Ex: An 210 hit attacker vs 130 eva defender would have a 80% chance to hit). This gets a bit more complicated with the recent evasion rework (GR2), but more on that later. Critical Chance (Crit): The percent odds of a basic attack action becoming a critical hit. Successful criticals will increase the attack's damage by the Crit Dmg mod, and if it's the first time a specific weapon crit during a turn, the critter get refunded 1 momentum. Critical Evade (Crit Eva): Similar to how Eva works for Hit, Crit Eva gives a flat reduction to the attacker's crit. Critical Damage (Crit Dmg): The damage amount that a basic attack is modded by on a Crit (200% Crit mod would make the attack do 2x the normal damage for example). Initiative (Ini): Used to determine initial turn order. The turn order goes from highest to lowest Ini, however the game has a system in place to alternate which team is going. That means even if one team has only people who are 50+ Ini vs a team of sub 10 Ini, the turn order would cause the fastest person on the slower team to move 2nd. Physical Defense (Phys Def): The amount of damage reduced by a % for physical damage. Note that any skills/passives/etc that increase this such as Black Knight's 10% Phys Dmg reduction are multiplicative with Phys Def. Magical Defense (Mag Def): The same as above, but for magic damage. Status Inflict (Stat Inf): If you see anything refer to a chance or a luck-based chance for a status/effect, then this is the value used. Just like Hit, it's the flat % chance that the effect occurs. Status Resistance (Stat Res): Same as Eva, but for status inflicts. Flanking (Flank): If you attack someone from the sides/behind, you gain an increased chance to hit based on this value. You gain 33% of the value from the sides in hit and 66% from behind. If there is an ally next to that enemy, then the bonuses become 66% and 100% respectively. Skill Pool (SP): Determines how many skills you can equip. Humans get two more of these from their racial, and Destiny will grant 5 more (More on that later.) -------------------------------------------------------------------------------------------
Core Stats (These are what you put stat points into)
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Strength (STR): Grants +1 Fire Atk and +1 BW/Encum per scaled point (Will get to what scaled means in a bit). You also gain 3hp per base and invested STR, but not on bonus STR (Also more on the difference later). This is the primary weapon scaling stat for Swords/Axes/Lances/Bows/Fists. Will (WIL): Grants +5 FP per scaled point, +1 skill slot per 10 scaled, and +1 to all Ele-Atk per 4 scaled. This is the primary weapon scaling stat for Tomes and Gem Staves. Skill (SKI): Grants +1 Ice Atk, 2 Hit, and 0.5 Crit per scaled point, and +1 skill slot per 5 scaled points. Celerity (CEL): Grants +1 Wind Atk and +2 Eva per scaled point. Also grants 1 Ini per unscaled base and invested Cel, but not bonus. Defense (DEF): Grants +1 Earth Atk per scaled point, and 0.9% Phys Def per scaled point. Resistance (RES): Grants +1 Dark Atk per scaled point, and 0.9% Mag Def per scaled point. Vitality (VIT): Grants +1 Water Atk and Encum per scaled point, and 10 HP per scaled point. Faith (FAI): Grants +1 Light Atk and Crit Eva per scaled point, and +3 FP per scaled point. Luck (LUC): Grants +1 Lightning Atk, Crit, Crit Eva, and % item drop rate per scaled point. Guile (GUI): Grants +1 Acid Atk, Flank, and % Crit Dmg per scaled point, and +1 skill slot per 5 scaled. This is the Primary scaling stat for Guns and Daggers. Sanctity (SAN): Grants +1 Sound Atk and +2 HP/FP per scaled point, and grants 1% Fire/Ice/Wind/Earth/Dark/Water/Light/Lightning Res per 6 scaled points. It also usually affects racial traits on most non-human races in some way. Aptitude (APT): Grants +1% increased EXP gain per scaled point, and +1 Bonus point in every other stat every 6 scaled points. (Please don't skip this stat, and build at least 36.) Phew- pretty simple, yeah? With that out of the way, my next post will cover important game concepts that will also be important for considering what to build later on. RE: Zerg's Guide to Building - GR2 Edition - InsainArcaneBirdbrain - 09-03-2021 _____________________________________________________________________________________________________________
Important Game Concepts
Dramatic Acrobatics through Systematic Mathematics
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Alright, so as you may have discovered thus far, there's a ton of stats and variables at play in SL2. How they interact however is just as important, and I'll be going over the key ones now. ----------------------------------------------------------
Types of Stats and Stat Limitations
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Base: Also known as your racial base. You remember the numbers displayed back when you were choosing a race in Professor Pink's room? These are the stats associated with the race of your choosing. They are important as they play into at what point stats begin softcapping on your character. Through Legend Extending (LE), you can spend Inks on getting +1 added to your racial bases, and this can be done exactly once per stat for every stat excluding Apt. Other than Inks though, there is no way to increase your racial bases. Softcap: Each and every stat reaches a point where each invested point begins suffering from diminishing returns, which is known as softcap. The way to calculate a softcap for a stat is to use the formula (40 + Base Stat = Stat Softcap). An Imperial Human who has 4 base in every stat would softcap at 44 in every stat for example. While the diminishing returns start off small, with the first three points past softcap only providing .9 investment rather than the normal 1 per point, which is why we differentiate the displayed stat with a... Scaled Stat: The stat menu by default displays total stats, which account for (Base + Invested + Bonus), but if you click on the little man above Fire Atk, the game will switch to displaying scaled stats. Scaled refers to actual total of stat after softcap diminishing returns are applied. Most things which use stats as a variable will use scaled stats if it isn't explicitly stated to be base. Invested Stat: These are the stats you allocate manually, and you get 4 per level up to a total of 240 points at lv60. Bonus Stat: Stats derived from any source outside Base and Invested stats. These include but are not limited to-
Hardcap: Hardcap refers to the hard investment limit of a stat, and is not actually really directly related to softcap. The base + invested stat amount cannot go above 80 (again, refer to the above hover trick to determine this). Bonus stats do not actually contribute towards hardcap. With how hard stats would scale at this point, how would this even matter you might ask? Well, there's exactly one situation with a trait called "Luminary Element" which will remove the universal 1 Ele Atk per 4 Will in exchange of granting +1 Ele Atk of a chosen Starsign element per Unscaled Will. It's not uncommon for a Luminary build to push Will to hardcap in order to maximize the Element Attack gain (Even though the scaled stat will end up around 65). -----------------------------------------------
Weapon Scaling & Attack Scaling
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The total power derived from the stat scaling, weapon base stats, and possible other weapon power mods results in a value listed in both the stat screen and bottom of the weapon known as Scaled Weapon Attack (Often referred to as SWA). SWA is the value used when determining basic attack damage and the scaled damage factor in non-basic attack skills. (A 150% weapon scaling attack performed with 120 SWA would have a base damage value of 180 damage as an example) Elemental attack is quite similar, in which you increase the damage of the skill by the Elemental Atk scaled by the listed value. Magic is special in this case as it will list an Ele Atk alongside (a usually) 100% SWAswa mod. In order to utilize the spell SWA mod however, the weapon used to perform the spell must either be a tome, have the "spelledge" trait, or (only with nature/lightning magic) a metal weapon made of conduiz. ----------------------------------------------
The Evade Factor
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Now it's time to go over the most recent major overhaul the system's gone through. Remember how I mentioned before that Hit and Eva were just flat checks against each other? Well, sorry to break it to you, but I lied. Only a little bit though.
In the current version of the game, every attack that rolls a hit check actually rolls twice sometimes. Depending on what passes/fails, one of several things happen. They are as follows- First Hit checks pass: The attack lands normally, and does full damage. First Hit check fails, but the other succeeds: The attack triggers Glancing, which will negate most additional and on-hit effects, and reduce the total damage of the attack by 60%. Glancing also negates momentum gain from landing a critical. Both checks fail: The attack completely misses, and no damage/effects are dealt. Since most attacks in this game require a hit check now, building enough Hit in order to reliably get decent hit on evasive foes is important. Another important aspect one must consider is the Hit/Eva buff cap. While Hit and Eva gained from stats, the base stats of gear (does not include bonuses listed in the text, only the numbers at top), and flanking do not cap, every other source does at +50. If I were to activate Disengage (+30 Eva buff) and Swaying (+40 Eva buff) together, I wouldn't have +70 Eva as it would be capped at +50. The important thing to note here however is that only the final result is capped, so if the enemy applied a lv30 glowing (-30 Eva debuff) on top of the aforementioned buffs, I'd be at +40 Eva. (30+40-30=40) Still with me? Now that I got all of the important wordy stuff out of the way, my next post shall begin to cover the actual application of these concepts.
RE: Zerg's Guide to Building - GR2 Edition - InsainArcaneBirdbrain - 09-04-2021 ________________________________________________________________________________________________________________________________
Stat Building 101
"It's about time"
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Now it's time for what most of you here are looking for, "where do I even get started on making my own build"? Well, the first order of business is to grab Miller's wonderful stat calculator located here: https://neus-projects.net/forums/showthread.php?tid=6498&pid=43576#pid43576 With that in hand, let's start on the calculator UI. If you've been paying attention thus far, most of what's listed in the calc here should be pretty self explanatory. Just in case though, I'm going to shamelessly steal Fern's explanation- -------------------------------------
What stats should I build? -------------------------------------
This is a question I see and get a lot from newer folk. Now, I'm not covering class choice and optimal stat setups here, that will be a later section of the guide. What I'm going to go over now is determining what stats your chosen class combo or desired setup will want. The first order of business will be figuring out what weapons you have access to for your class setup.
https://sl2.fandom.com/wiki/Item_List_(tabled) The selected main class (MC) determines what weapons you can equip by default. Most weapon skills in the game require specific weapon types to be used, so make sure you plan this out ahead of time. If you want to equip a weapon to use subclass skills which can't be equipped by the MC (Ex: A spear weapon on a Ghost/BK), be sure to grab the appropriate "adaptation" talent. Once you find a weapon that you want to build for, look at the stat scalings it provides. The stats listed here will need to be built in order to avoid hitting things like a wet noodle. Once that's done, you should also consider if you want to build for evasion, or as a tank. The main difference here is that evade is a bit less stat demanding, only requiring CEL, but it ends up being a risky all or nothing DR. Tanking is a safer and more consistent form of DR, but you have to invest a lot more stat points into it as you'll need high DEF and RES. Some classes also more naturally lean into one of these defensive types, and others can easily do either. To list a few examples:
Regardless of what you play, every build (except in special circumstances) MUST build both SKI and VIT. Not building SKI means you'll never hit anyone ever, and not building VIT means you'll get gibbed in just one or two attacks. Luck is a bit of an odd stat in that it's mandatory for basic attack builds that wish to crit, but not much help for anything else. Basic builds almost always want this, but skill focused builds can safely skip it. Depending on how hard you plan on leaning on skill/spell usage, you'll likely need a stat that builds fp. In general, basic attack builds don't need to worry about this too much, but one that doesn't should plan on having at least moderate investment in either (or multiple of) WIL, FAI, or SAN (If a race that can make use of it). One last stat to consider is SAN, as many races have racial skills that utilize this stat as a scaling factor. If you are looking to use these, be sure to build SAN in addition to your other stats. Now, total up how many stats (ignoring APT) that you are building. The number of stats built will help you determine the optimal APT amount, as well as if your build is going to work at all to a degree.
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Example Walkthrough
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In order to make the process more clear for those of you who got lost in the sea of text, I'll walk you through an example setup using the steps outlined above. I'll be doing a very simple Chataran Ghost/BK setup this time. After looking though the weapons, the Red Argus catches my fancy as it allows me to use my ghost axe skills and my BK spear skills while still allowing me to run a shield. This weapon is 100% STR scaling, so I have to make sure to build it. Because Ghost/BK mesh together so well in terms of being incredibly durable, I'll play into it with a defensive build with DEF/RES. My plan is to largely skip basics in favor of skills such as Thousand Stab (BK skill that's good at stacking Ghost's Claret Call), Cut Down, and Reaper Scythe (Skills that take advantage of Claret). Because of this, I can safely skip LUC and GUI. In order to provide the FP I need to operate, I'll build FAI as it provides hit (Via blessed weapon enchant) and crit eva (Which combined with BK's passive crit eva will give basic attackers a headache). Will is also an option here as it provides more FP per point, but I don't have much need the the Ele Atk. Because I'm using a human race, they have no need for SAN, so I'll be skipping it. In total, this means the stats I plan on putting points into will be: STR/SKI/DEF/RES/VIT/FAI. Because WIL and GUI would not gain me a skill slot at 42 APT, I'll keep it at 36 as I'm building six stats. See? That wasn't so bad now, was it? Next time, I'll get more into the actual benchmarks for what each stat should reach. Edit: Ok, I lied, that'll get covered a tad later. I felt that covering classes first was the more sensible approach. RE: Zerg's Guide to Building - GR2 Edition - InsainArcaneBirdbrain - 09-19-2021 ________________________________________________________________________________________________________________________________ Concepts and Viability
"Guide Part 4: Talis is Unbreakable (Yes, really)"
________________________________________________________________________________________________________________________________Tackling another question I've been getting a lot of late, "Is X/X viable?". There is actually a way to kinda figure this out on your own, but before I cover that, please keep in mind that as a new player, don't be afraid to try things out. SL2 is a roleplaying game before all else after all. In terms of pve, most anything regardless of how unoptimized it is can generally get by just fine. While this bar is much higher for builds meant for winning pvp, this is not the primary focus of the game. I consider a "good" build one that matches the character's ic the best, while being enjoyable for the player to play. For that reason, I won't be covering what is "meta" and such in this guide, as it shouldn't be a focus for any new player (or anyone really for that matter). Instead, I'll be focusing on how to push your own unique ideas as far as they can in a way that you can properly enjoy what rp the game has to offer while being able to have a comfortable time when mechanic combat gets involved. With that, let's get to creating your character's build. -----------------------------------------------------------------------------
"What classes should I play/What does X class work with?" ----------------------------------------------------------------------------- The first thing one should figure out is what method of attack they want to lean into. The two main categories attacks fall under are skill based attacks (Often referred to as "Specials" or "Autohits"), and basic attacks. Basic attacks mainly utilize the base attack action, and are used in any skill that states "preform a basic attack on target" or something along those lines. Skill based attacks are skills that have a %SWA or %Element scalings tied to them.
-Basic Attacks-
Pros:
Pros:
The reason you should keep these points in mind when choosing a class combo is due to how some classes work better with one style or another. While this next list should help give a better idea which classes lean into what, as well as helping one figure out what might mesh, do not take this list as concrete fact. SL2 has a pretty flexible system, and some of my favorite builds involve using things in a non-obvious or unorthodox fashion. (MC will refer to the class in the main class slot, and [] will detail notable things they provide.) High Basic Attack Synergy:
High Special Synergy
Flexible (As in, are often used on both basic attack and special setups.)
On top of this, most classes benefit more from main class than subclass, as they gain access to "main class only" skills/passives. Out of all of them however, there are some classes that REALLY benefit from that main class slot more than others. I'll list some of the most notable MC skills below: Duelist Promos: Fleur, Eviter, One-on-One. --Ghost: Wraithguard Rogue Promos: Throwing Daggers, Twin Dance, Quick Slide. Evoker: High Speed Divine Words, Absorb Power, Tattoo Refresh Rune Magician: Swift Rune Crafting Lantern Bearer: Eternal Flame (Not technically a MC only, but it's highly inefficient without the MC effect.) Martial Artist: Combination Strike, Weathered Body Summoner: Install --Shapeshifter: Install ( I want to point out that out of all the classes in the game, Shapeshifter is the one that wants MC the most due to almost all its mechanics revolving around Install. I really really recommend against subbing Shapeshifter.) ----------------------------
Destiny
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Simply put, don't destiny as a new player. Just... don't. Alright, fine, I'll elaborate. Destiny is a mechanic which you can enable when you make a new character, or as an Ink reward. What it does is lock you into a single chosen base class, and its promotions. In exchange of being severely limited class choice-wise, your classes cap at lv50 instead of lv35 (Which gets reduced to 35 again if you undestiny, so don't even try it). You also gain 5 more skill slots to equip skills. This can be helpful for a multitude of reasons if you know exactly what you are doing. I have seen waaaaaay too many new players make the mistake of locking themselves into Destiny without knowing the consequences, and getting it undone is a hassle and a half. As new players, take the time to experience the system and try out things without artificially limiting yourself. If later down the road after you tried a few things out, and find a pair of classes from the same base class to your liking, you can always Destiny later with an Ink. That's all I'll be covering this time, but it should allow you to more easily determine on your own if X/X class is good or not. Generally speaking, as long as the classes supplement your overall gameplan, whether it's between weapon type scaling, basic attack support, or other things, it'll probably work out fine. Don't be afraid to experiment and innovate! For those of you who are still left with concerns on whether their idea will work out or not, the test server is always open to try things out. For more info, check out Kunai's very informative post regarding its functions and tools: https://neus-projects.net/forums/showthread.php?tid=8436 |