Tree of Savior Forum

BM Build Theorycrafting

That mob has 167 crit resist i think?
How is my point on crit attack missing i wish to be enlighten.

I can’t assure which group steady aim is factored it, but there would be no difference if you assume thats the only modifier we have on the table. (e.g. modifier that is not on the table = element, size, cards)

Frieno set kinda crazy when proc. It add additional line to all surrounding character. I think this video is self explanatory.

And the uploader also mentioned for high def monster such as higher level stage of cm, it is better than solmiki set. Not for the aar but for the additional line of damage. Altho this is strictly for high density mob as it won’t proc much otherwise.

That lowers your chance to crit not crit damage.

The damage reduction formula ignores catk when determining by how much your damage will be factored down. It uses ONLY the raw numeric value of your normal attack to determine by how much the damage will be reduced.
Basically, if your hit were to deal 50% damage normally, it will deal 50% of the final value even when you crit.

Here comes my point, if steady aim was to increase your “attack” instead of “damage” you would do more than 20% extra damage.

For example, on a mid-trans build 3 glass mole cards (30% extra physical attack) will give you around 50% extra damage instead of 30%.

TLDR: crit attack builds need an higher investment in upgrade/transcendence AND crit rate to overcome the defense wall.

When did i says i lowers my crit damage? You are accusing that i will only have MAXIMUM 30% crit chance so i just show you my crit chance on a regular mob.

Damage = (skillFactor%) * (Attack * (100% + (0 or 50% if crit)) + (0 or Critical Attack)) * min {1, log10 ((Attack / (Defense + 1))^0.9 + 1)} + Additional Damage

skillFactor% = Skill % * (100% + Group 1) * (100% + Group 2) * ~ * (100% + Type Bonus)

I don’t have to explain don’t i? Look where does the brackets goes. You tell me if Crit Att is not part of Att now?

Point? Come on… 30% will always be 30%, it seems like 50% because you have other modifier that probably multiply with that 30%, eg, 130%*112.5%=146.25% rather than 130%+112.5% = 142.5%. When modifier falls into different category, that is where extra damage comes from. Clearly you don’t have RO’s carding knowledge.

Of course it does, it just that how much of your Att will be counted into the damage whether you crit or not.

Im outta here, basically Crit build makes your damage curve more sharp and prone to middle as optimum crit rates are around 50%. The power spikes when you crit but weaker when you are not. Regular build which uses redgem on their main weapon distance the gaps between min and max. Result in a smoother damage curve from min att to max att. IT really depends on your play style to choose which. TL:DR Crit build makes a sharp curve while regular build makes smooth curve of damage.

image

DAMAGE PART
Damage = (skillFactor%) * (Attack * (100% + (0 or 50% if crit)) + (0 or Critical Attack))

DAMAGE REDUCTION PART THAT MULTIPLIES THE FINAL DAMAGE
min {1, log10 ((Attack / (Defense + 1))^0.x + 1)}

Do you see critical attack in this one? I don’t, because it doesn’t affect this. this means that your final damage will be MULTIPLIED downward based only on your normal ATTACK vs the enemy DEFENSE. If you have ZERO attack and 30000 CRITICAL ATTACK you will hit for 1 damage against non level 1 monsters even when you CRIT. Got it now?

Since normal attack is boosted by 50% in the damage formula when you crit, with 50% chance you would need critical attack in a ratio of 2.5:1 compared to attack to deal more dps. On a 0 defense enemy.

For the above statements, unless incredibly geared or using a strange gimmick, yellow gems are trollish as hell in the main hand. What’s worse is that having yellow gems in your main hand probably forces you into NOT having red gems in your secondary one, where red gems are always king in every physical build for the above statements.

30% on the final damage is 30% on the final damage.
30% on the raw attack value reduces by how much the attack will be reduced.

You posted the formula up here.
Ragnarok used to make bonuses from different cards stack multiplicatively instead of addictively.
RO’s carding knowledge, you need an high IQ to grasp it

AH i was blind for not noticing that :sad: thanks for pointing that out, so basically the defense modifier is affected by base attack, however it would mean that increasing in that part benefits better when facing higher defense. Glass Mole increases that part but i don’t think Steady Aim does.

According to the formula, the effect is exponential so would it mean a ratio around 2ATT:1DEF have the maximum point of increase in the defense modifier?

Depends on the values, normal monsters have around 1500-2000 defense in the higher range of levels, so you need like between 10 and 20 times that value as attack to get near true damage.
Now, i’m full dex with a bit of str from equips and red gems in offhand AND with that 5500 atk i can pretty much clear the whole game. I’m using a trans 5 aspana so nothing fancy. It’s not that much of a problem. Blessing is all i need for stage five to make up for that.

The real problem is the fact that to get that missing physical attack you lose from having no str invested, you need to transcend more than normal, so it costs you more to do normal damage than a str build since each level of trans adds the same attack but costs more.

Just my 2 cents obviously. You get back part of that lost damage from the increased attack speed.

Tho there are some advantages to having a similiar setup with good gear, if you have a chrono in your party and get rogue in the build you can reach pretty high critical chance. The whole point of rogue is that it gives you flat % critical chance instead of critical rate, so it’s way stronger than crit rate when you have the right equips or party buffs.

my qs3>falc3>bm in raid (i dont invested in cross bow yet )

is there any good build with bm2? since aa splash is gone with falconner rework and runing shot+DGStance nerf i dont think fc3 and bm1 would still be nice

A2>QS3>Rogue2>BM2
A2>QS3>Rogue1>APP1>BM2
A3>QS3>APP1/Rogue>BM2 <not recommended, but I use this.

a2-qs3/sap3-falc2-bm2 , you need good CB too , but worth it

Planning to do archer-QS3-rogue3-bullet marker2. What do you guys think?

Basically just buff up (running shot, sneak hit, double gun stance…etc) then use burrow and start auto attacking mobs. BTW, can you use skills in burrow?

You can use some skills, but most skills cannot be used while burrowed. For example your Bullet Marker and Rogue skills cannot, and from your QS3 skills, only Stone Shot and Caltrops can.
Burrow is one of the forgotten skills, sadly :confused:

For your build, I have almost the same except that I’m Rogue 2 > Appraiser instead of Rogue 3. I already had Appraiser unlocked (and I like the costume), which is mostly why I kept it~ Rogue 2 is enough I believe since Burrow won’t bring much to your build.

Thanks. Well, burrow prevents me from being damaged :stuck_out_tongue: and also higher crit rate. QS-BM is naturally auto attack anyway, so burrow might be convenient in dungeon 300.

Cannot auto attack in burrow state o.O?!?!!! So what does “In this state you can attack but cannot move” mean?!??

Well this changes everything… Probably arch2-QS3-rogue2-BM2, or arch3-QS3-rogue-BM2. Any other “hidden skill effect” I need to watch out for in this class?

Go A2-Q3-R2-BM2. Archer 3 doesnt give you much. Only thing i can think of is that Rapidfire breaks your Double Gun Stance, you can easily recast DBG Stance though.

There is no more qs3 full/High str?? So can’t we add wugushi/musketeer circles? Maybe i should discard qs3 for this way theorycraft… sad because i really love qs

Archer 3 or Rogue c1 for BM2?

Once again, a skill points dilemma.

I play a QS3-Appraiser-BM2 build, only level 336 at the moment, and here is my skill set :

Sans%20titre

What should I do with my last 10 points, knowing that I will be focused on 5-man content ?

  • 5/10 Silver Bullet ? I’ve read end game has plenty of Dark Property mobs and this would bring me a >95% uptime. Are there really so many Dark mobs ?
  • 5+/10 RIP ? I already have 10/10 Overdrive and it’s awesome but I feel like RIP is quite powerful as well. Since I don’t play Falconer, may some more AoE spells be a good thing to have ?
  • 5/5 Smash Bullet ? Almost all builds I’ve seen don’t max it but I really like this skill. Even with 1/5, everytime I use this spell on a boss while questing, it melts. Can’t imagine with 5/5.
  • 5/5 Mozambique ? Lots of overheats, nice damage and I don’t even have the attributes yet, the crowd’s favourite skill here and on Reddit. But is it really a must-have ?

I was thinking of 5/5 Smash Bullet, 5/5 Mozambique, 3/10 RIP but I prefer asking for advice.

5/10 silver bullet. take points from RIP if you have to.

I have a guide written w/skill distribution explanation if you need further info for BM2 builds, but it looks like you’ve done your research so no need