Min-maxing and limiting level as per the agreed-upon metagame) then generally it's best to pick the class that starts with the most points in the stats you will focus on and the least points in the stats you will mostly ignore. Class only matters if you are looking at the first hour or two of play. All that being said, sustained DPS doesn't matter that much because you will generally have to be dodging/blocking a lot anyways, so it's best to pick a weapon whose move set you like more than anything.TL;DR DPS isn't all that important, pick a class/weapon you think is cool. As has been said, you can spec into whatever stats you want starting from any class, however if you care about stat allocation efficiency for PvP, (i.e. https://luckyclothing.netlify.app/best-class-dark-souls-3-dmg.html.
Does dmg armor weakens the defences pugb 2. Perhaps we could use the defense tables using percentile values. I know that poison seems to do around 15 damage per tick, but there's probably some build up resistance. If the function is linear in nature, then I'd imagine it'd look something like:Build-up = (n.t) - Poison Resistance, where n is the build-up per second, and t is the time in seconds.Granted, this is purely a hypothesis constructed in a few minutes of thinking without hard data, but it might be worth a shot if it could be accurately determined. We could compare a sword that does 100 damage against and enemy that takes only 70 damage from said sword, and reason that the enemy takes 30% damage reduction from slash damage (given more testing than just one weapon of course).As for ailments such as poison and bleed, would there be any real way to scale those to how much an enemy (such as Last Giant for example) takes from them? If you wanted to do a few calculations, it might be possible that, if the rate of change in build-up per second could be determined for each source of player-inflicted poison, the actual amount of maximum build-up inflicted and thus the Poison Resistance stat could be calculated.
It is recommended to use Death Spin to quickly stack passively. 8 crit dmg how much maplestory. The faster the passive, the higher the output is, the higher the Berserker's idea is to use the blood to change the passive layer.
Bonus 'echo' damage also is counted separately from normal attacks (see: 's Chaser or 's Butterfly Effect), so it does not contribute towards the cap.There are various ways to temporarily increase the damage cap, such as the summon or 's Grausam. Most notably, the skill Crack Shot II and similar Break Assassin or OD Assassin skills raise the normal attack damage cap to 1.16M. Increase limit burst dmg 50. This means end-game team building is increasingly focused on increasing multiattack rate in order to circumvent damage caps.Some weapon skills and support skills (most notably ) can also raise the damage cap if conditions are met.
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