oh okay okay. thats unfortunate. ive been trying for days to choose which classes would complete my archer 3 - scout 3. i want something that focuses on mobility. since scout 3 hits while moving.
Hackapell moves super fast with that one attributes but scout3 2hbow
Lv. 6 Gems Test: Yellow Vs. Red (Glass Moles Included)
Info:
Tested on: https://tos.neet.tv/npcs/58483 (Yellow Caro) 206 cons / 514 DEF
Magic Arrow + Magic Arrow Gem:
http://puu.sh/sE0aV/aa8d37d1bc.jpg
Magic Arrow Attribute: Lv. 100
https://puu.sh/sz8Vm/583c811bdd.jpg
Crit Rate: 778
Lv. 6 Yellow Gems /w Glass Mole & Normal damage.
Lv. 6 Red Gems /w Glass Mole & Normal damage.
Conclusion:
Yellow Gems > Red Gems (unless EX. Scout 3âs Split Arrow)
Yellow:
- Less RNG dependent with high dex/crit meta
- Better overall average damage
- Consistence ticking damage
- Doesnât scale very well with Glass Moles
- Need high Crit Rate
Red:
- Scale really well with Glass Moles
- higher max. damage
- Inconsistence DPS (too much rng trying to max. attack)
- Overall lower average damage comparing to yellow
- Not very good with current high dex/crit meta
P.S. R.I.P. 1.8 mils un-socketing x.x
@unicorntheshiny hopefully I did some justice x.x with this comparison.
what are you going to do about the other set of mats (iirc its magic mobs, but I might be wrong)
how are u using flare more than twice? how exactly does capture of rogue work?
Itâs magic arrow, fletcher skill, not flare shot from scout.
some hugs for you yea. Mergen and fletcher defintely scale better with yellow. unless there will be changes to skill to add in base mods.
i am still curious will future ranks implementation be on extereme power creep without scalIng base mod those where you see musket and cannon have.
its extremely weird that as IMC development of classes turns backwards instead of higher scaling skills lol.
yeah without high lv attributes your previous class bread and butter skills are completely underwhelm. Itâs like IMC want us to pick all support/ utility early game and dps rank 8+
I donât need scaling base mod in the future. I need only balance. Not junk like fake multihit (hidden scaling base mod but itâs too lowwww).
((100+100) * 1.5 +100critdmg) * 3T1mod * 1hit
((100+100) * 1.5 +100critdmg) * 1T1mod * 3hit
Itâs same answer.
also multi hit is better because of dmg limit
i laugh a little.
yes. what we really need is true multi hits and scaling mods.
Huge number base damage / power are a turn off esp. Look at dethrone so basically without dethrone you are kinda weak?
Nahhh thatâs my mistake.
I think IMC need to re-balance about number a bit(or a lot lol). lower Mob hp/Def/especially mdef, lower skill base number. wipe transcendent system or lower number a lot. something like max only 100%-150% and more easy to max out.
that system not suit for multi weapon at all.
A1-R3-Fletch3 no R8 *can be hacka or mergen
Proâs and Conâs? Wanna try a non scout - viable in ET and 2H user (budget constraints canât afford new weaps atm) build lol. And yeah i just rerolled new toon . Archer army lul. Currently reading Darknovaâs guide.
(or A2-R2>flecher)
Iv nvr removed gems before, do they let u pay tp to keep the lvl like removing monster cards? Losing 1 lvl in the gem is alot if its lvl 10
no, not only you pay to unsocketing gem, your gem lv will also decrease by 1.
Well thatâs actually sad, cause they give us the option to pay 2tp to keep our monster card lvl.
Budget? go with Mergen. For Hacka you will need Main weapon + off hand. On the other hand Attributes for Mergen will be more expensive.
Honestly I couldnât roll an archer without scout 1 in the build anymore.
cloak poison detected hehâŚ
yeah my concern as well -__- Scout gaming
well then I accept the no scout challenge build lul. Will be using this guide too⌠Not in a rush on this toon tho. hmm if youâll pick between A1-R3 vs A2-R2 w/c one do you think is better.
(im currently at A1-R2 lul on my reroll)
definitely A2-R2, to reach 100% crit at rank 8-10 easier