Steam'i Yükleyin
giriş
|
dil
简体中文 (Basitleştirilmiş Çince)
繁體中文 (Geleneksel Çince)
日本語 (Japonca)
한국어 (Korece)
ไทย (Tayca)
Български (Bulgarca)
Čeština (Çekçe)
Dansk (Danca)
Deutsch (Almanca)
English (İngilizce)
Español - España (İspanyolca - İspanya)
Español - Latinoamérica (İspanyolca - Latin Amerika)
Ελληνικά (Yunanca)
Français (Fransızca)
Italiano (İtalyanca)
Bahasa Indonesia (Endonezce)
Magyar (Macarca)
Nederlands (Hollandaca)
Norsk (Norveççe)
Polski (Lehçe)
Português (Portekizce - Portekiz)
Português - Brasil (Portekizce - Brezilya)
Română (Rumence)
Русский (Rusça)
Suomi (Fince)
Svenska (İsveççe)
Tiếng Việt (Vietnamca)
Українська (Ukraynaca)
Bir çeviri sorunu bildirin
That said, I appreciate a lot of the other suggestions and advice in the guide, and the inclusion of graphs is a really nice plus.
Doing the math based on Jale's spreadsheet, every 50 points added to speed gives you 7/6 as many turns as you last had.
This means once a flat-scaling stat (Strength, Spirit, Mind) hits 300, every point in speed will give more DPS than a point in the damage stat.
This has several caveats:
* Non-linear stat growth (Agility or Dex classes) will usually scale better at 300 points, so their break-even point will be higher.
* Charge casters (Cleric, Scholar, Wizard, etc) add FLAT time on to their turns. This has a much steeper relative effect the quicker your turns are.
* Utility casters (Warlock or Chemist, or debuff Rogue/Fencer) may not need a damage stat at all. Buffs are buffs.
* Utility receivers (such as a heavily buffed tank or assassin) generally consume their buffs based on turns; the slower they are, the longer they stay buffed.
If anyone wants to go get me a ton of data (luck, hit min, hit max, hit actual) I'd be happy to model it tho.