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Guide to BIG DAMAGE - Damage Stacking
#1
This is a guide that will detail the best methods to stack damage in particular. Although there are many ways for you to stack certain other attributes, this thread will be focusing on damage.

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Many new players often ask or are witness to huge numbers going off, and may wonder...How do they do it?

The biggest secret is actually two things. Scaled Weapon Attack and Percentage Stacking. These two things are the biggest contributors to gigantic and overpowering damage in SL2. And the methods to obtain them lie in certain skills and items interacting with each other.

I will now detail you and expose the dirty secret of top players and what they use exactly for ludicrous numbers. Keep in mind items and skills that are a must-have in order for damage stacking to work.

The stat guile is also a form of % stacking, although it applies on lightning criticals and basic attacks. And yes, they stack with everything listed below.

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Items- Equipment used to stack damage!

Bloody Palms - The first thing you often see when looking at the ten star item of bloody palms is often claret call, but don't be fooled into thinking that's all it does. It also applies an additional effect known as 'Hunted' which grants the causer a % boost to all damage they do on the target if they trigger any form of magic damage. At max upgrade level, bloody palms will give you 12% more damage alongside the added bonus of using a certain prayer tool making it 17% instead.

'Excel' Weapons - These weapons increase the damage they do by 50% whenever you use the skill 'Charge Weapon'. This stacks up to three times, and will be 150%. (Keep in mind they will stack with other % modifiers for damage!)

Warpaint (Chimeric) - At Lvl 5 they will enhance the effects of applying the 'Hunted' status effect from Bloody Palms.

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Skills - Skills and Spells used to stack damage!
(I will be simply listing all skills and spells that stack % damage and the associated digit of how much. All skills are assumed to be at their highest possible level rank.)

Duelist & Kensei

One on One - 10%

Absolute Death (Max&White spirit) - 25%-30% Physical

Flottlement (Voltiger) - 25%

Tactician

Analyze Weakness (With Dark Eye Status Effect) - 33%

Evoker

Greaper - 30% (On Invocations)

Charge Mind - 2.5x Multiplier

Summoner

Hunter Wind - 30% (Applies Hunted)

Hexer

Death Knighting Fallcall - 50% Against Feared

Void Assassin

Deadly Arms - 25% Critical Damage
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TALENT: Divine Sign 25% and stacks with the holy enchant (Ghost Killer) 1.5 damage as a multiplier.
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Now with your newfound knowledge of what gives what. You can now abuse damage percentages to your hearts content, and you too can do over 1000 damage in one hit like you see more veteran players do. Remember! Alone they are not as strong, but by stacking them together you will get shocking results.

If anyone thinks something should be added to these lists, please leave a comment.
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#2
As a build off from this, for the mages out there.

Recently I've been toying around with high scaling damages myself, and I've noticed one that works pretty well as essentially an instagib, if you don't mind a little build up.

A player with a high luck stat, investment in the luck starsign with evoker can pull off an easy 1000+ damage on a character/mob with ~20 resistance or lower using an evoker/monk. Charge mind, ki awoken, high speed divine words and maxed overload (I use it with the spirit too, although that's just overkill) can really easily wipe the floor of anything without a lightning resistance. However, it takes a couple turns to set up.

Turn one, you'll pop charge mind, chances are you grabbed redgull from mage and auto-enchant, saving yourself a turn of setup overall.

Turn 2, high speed divine words/ki awoken all at once. 6MP, but you're ready.

Hopefully at this point your foe has been dumb enough to bumrush you, so get ready for nuking.

Come turn 3, you can now double invoke Overload, one to proc its invokation, the second to actually fire it.

It helps to have 60+ luck, and high cel for the turn order, to stop yourself being screwed too early by the opponent moving away. If that does happen however, just end your turn, hope you go first and blink next to them before firing, since blink doesn't stop you invoking, you can easily knock up between 500 and 1200 damage.

Cue the nerfcannon.
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#3
didnt someone say you cant get past max level with a spirit?
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#4
You can increase the scaling for certain spells/skills, some skills/spells just don't have a white spirit for them. Otherwise you can go beyond a rank 5 using a white spirit.
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