Damage-Sac

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Damage-Sac

Post  fcukingood on Fri Jan 23, 2009 9:04 pm

Hi,

I would like to ask more information about this Damage build of Sacrier. I understand the focus is on +AP/+Dmg gear, and will be using a maged Royal Gobbal Sword. But what is good gear at higher level? And how is the damage at different levels, for example 100, +120, +150...

Please share your thoughts here... thanks!

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Re: Damage-Sac

Post  TheLeaf on Fri Jan 23, 2009 9:58 pm

Ok so I'm not an expert but here are just my two cents.

Alright so the basis of a damage build is well, damage (obviously). Ideally you would want to have 12 AP at 100+ for your damage build, as your base is now 7AP and you only need 5 instead of 6 items to reach 12AP. Because Dazzling gear gives you +damage, you'll keep a nice amount of damage while gaining AP. Besides the amulet, which you can easily find one with good damage + AP, the Gelano and Caracap do not give any damage. So ideally your set at level 100 would be:
Headgear: Caracap
Amulet: Xelor Amulet (Maged to have no - Strength or -Intelligence)
Cape:Dazzling Cape
Ring 1: Gelano
Ring 2: Personal Preference, as most rings below and at 100 dont give more than 5 damage
Belt: Powerful Dazzling belt
Boots: Royal Gobboots
Pet: Atooin
Weapon: Royal Gobball Sword (obviously)

Although you can stick with 8 AP and have a higher damage base, having 12 AP would be more beneficial in the long run. If you assume your base damage is 50 with 8AP, in 4 turns (max +damage without critical hits) it would be 116, which is a very nice 800 damage a turn. But, if you assume that you lose, say 20 damage with your 12AP set, you will be able to use fury three times a turn, so in 4 turns you would be at 126 Damage. Although the difference is 10 damage, that's a good 80 damage a turn which can make all the difference in a fight.

To answer your second question, damage really only because really different at level 170, when fury takes only 3 AP, which is..very sexy. Its +128 damage to whatever your base damage is at that point, so..yea. Oh also, instead of a royal gobball sword you can choose to use a Creizy-Stufh Wand if you're going with 12 AP, the number of hits is the same, except with the Creizy-Stufh Wand you heal but you do slightly less damage, seeing as your base damage is 1~5 neutral and 2~3 fire.

Yea so if you've read all this you're pro, and yea this is just my take on a sacrier damage build

EDIT: Yea so I just found out that its the Caracap not Carpace that gives +1AP. Sorry!


Last edited by TheLeaf on Sun Jan 25, 2009 3:07 am; edited 1 time in total

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Re: Damage-Sac

Post  Ryuto on Sat Jan 24, 2009 12:17 pm

considering I was the first in this guild to go damage build I guess I can tell you from personal exp..

12 AP build will drain ur kamas faster than a good whore...
The best way to get the 12 AP over lvl 100 is to use
-AP Amulet, Gelano (Preferably MP Maged), Powerful Dazzling Cloak, Powerful Dazzling Cape, Orchid Dofus (the +1AP thingy)-
The reasoning behind this is simple...you (after lvl 130) will find it progressivly harder to use the 12 AP build because you will either never get ur turn because you go dead last and Pyr is too busy being God, or will find urself wastingtime and effort trying to dodge roll a gobball...

The more coockie cutter version is to get a buttload of +Damage gear and either a Zoth Warrior Axe (with a Gelano for 12 AP) or to go in a different direction by mixing MP with Damage gear to get a 6+MP damage build (never tested so I can't tell you if it's any good in PvP or PvM)

By lvl 170 you will have sooo many options for how to use this build, the traditional +damage gear with Zoth Warrior Axe is always there. Or you can use a full Ceremonial Rat set with a CSW in order to hit from a distance (only problem is that you need to have over 300 intel to use the wand so scrolling Intel may come up >.>).

At my level I'm starting to think about going omni element because, well, alot of Sacrier are going Agi/Chance for amage diversity and good drops but that's annother story.

The simple version to a good, yet effective damage build is this
White Rat Set parts, with a +damage Royal Gobball Sword, and a +damage ring of your choice
..this will give you some good +damage and will leave you with enough stats to move around


This post will be edited later on when I can access my inventory

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Re: Damage-Sac

Post  TheLeaf on Sun Jan 25, 2009 3:28 am

Uh just a question about your post Ryu, wouldnt the AP Dofus take a ridiculously long time to get? Because souling every monster in the game doesnt exactly sound like fun..

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Re: Damage-Sac

Post  Ryuto on Sun Jan 25, 2009 8:03 pm

Ryuto wrote:12 AP build will drain ur kamas faster than a good whore...

most people can buy most or some of the souls >.>

and I'm kinda' trying to tell u guys not to go 12 AP...it's a biiiitch

Edit: you can also mage +1AP into a lvl 90 or less ring (which is much harder than maging +1MP into a Gelano and potentially much more costly than getting a +1AP Dofus)


Last edited by Ryuto on Fri Jan 30, 2009 10:26 pm; edited 1 time in total
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Re: Damage-Sac

Post  sEntapEacE on Fri Jan 30, 2009 8:57 am

A nice alternative weapon for a damage build later on would be a red root chileepaperz. It hits one less time per turn than a royal gobball sword but it has a neutral element attack that could be potentially maged to your main element (or left alone if you use strength) and it's other two hits steal hp. On top of this it raises vitality and wisdom by a fair amount for it to be a weapon and is a staff which means it could potentially damage more than one enemy at once. Basically with +50 damage and around +200 in strength (or whatever characteristic it's maged to) you'll be able to do around 400 damage per turn while healing around 100 hp on 1 enemy without staff skill, even more if you can manage to line up 2 or 3 enemies to hit at the same time.

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