7 Nov 2007

Guide for the ultimate shadow arm

Only for players that shall play for long time. Money will help shorten that time – but not very much because Critical n Damage is only +3. Players that prefer to socialize a lot in real life , weekends rather go out <-- pls dun play shadow.

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Choosing the right Arm :

What is your final goal for Critical and Damage. If you don’t know the answer to this question, dun do this project. And likely you have little experience in upgrading nor do you know shadow power-output.

Once you have decided the final values of Damage and Critical. Find out which is the higher value. Then :

1. Find out how many combines (X1) you need to make 3/4 of the final value. For example, if your final critical value is 2K and Damage is 3K, then it will take 140 combines to hit to make 3/4 of 3000 Damage.

2. Search for the lowest shadow arm stat that after (X1) combines from F-grade (and not using MP recovery), MP recovery would then be X1 value *AND* that MP rec value is at most mid-B grade. Better if the grade is C or D , but it also will mean making suitable combines will take more work (since it shall mean high stat arm). In the example above, search for the shadow arm that give at most mid-B grade for MP rec of 140 (for your 3K final goal).

3. Find a F-grade (best ZERO values on everything except Damage and Critical). This shall be your primary arm. Use BlackMarket of course.

(NOTE : because shadow arm is +3 for critical and damage, the “right” effective way to maximize this, is to decide your final critical and damage TO BE SAME VALUE, ie 3K crit/dam or 2K crit/dam <-- for example).

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Tin-tin-tin Primary Arm (CRITICAL FIRST)

4. start to tin-tin-tin, make combines, fuse combines to your primary arm until hit 100% of your final critical value. Use all other stats except MP rec. In the example above – reach the 2K critical goal. And then stop. Don’t go further yet. So, in the example above, when hit 2K critical and not using MP rec, MP rec value will be at most 125 value.

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Making Primary Damage Fuser n Fusing into Primary Arm

5. Do another F-grade arm. Go as high in Damage as you can. Same principle as above, use all other stats except MP rec until all other stats is AAA grade , then use MP-rec until AAA grade.

6. Combine this arm into your Primary Arm – Stat to fuse : min.Damage.

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Continue to tin-tin-tin Primary Arm (FOCUS ON DAMAGE)

7. After the combining, your primary arm min.Damage should be higher than max.Damage.

8. Start to tin-tin-tin. Use all other stats except MP rec until they are AAA grade, then use MP rec. When hit your final Damage goal – Project completed.



Useful tips :

1. The selection of arm is very important. Choosing the right arm means efficient spending of time and resources on hitting your final damage/critical values. It is the making of combines that take up most resources.

2. In the arm selection, I mentioned max be mid-B grade for MP rec. You will be happier if you decide that max for MP rec be beginning-mid C grade. The number of combines to make a suitable combine does not change for low or high stat arms if your final goals are above 1K Damage/Critical.

3. Higher your final Critical / Damage values = more fusers to make <-- take note.

I was writing this below but stopped mid-way as it will not be purposeful and only serves as good-to-know info. I dun think anyone in his right mind would do it.

(==

EXTREME KILLING ARM (good luck) :
4. If you have a super high goal example 3.8+K critical / 3.8+K Damage , then you must do reverse calculation like this :

You shall have to use 250dex arm -
(3 /4 of 4K divided by 16) = 188 combines = MP rec 188 is beginning AAA GRADE already for 250dex arm. SO, You need to make Critical fuser and Damage fuser first to “bring down” MP rec :

Make 3K Critical and Damage fuser. Combine them to F-GRADE (ZERO) primary arm. This is almost like making Primary Arms (painful). Next, before you combin….

==)

UPDATE :

I overlooked something in the simulation. *Almost* practically it is best to have CRITICAL AND DAMAGE to have same final values. But it is humanly exponential-difficult to achieve.

However, it is FOR SURE 100% achieveable if there is difference to CRIT and DAM of 1/3 or 33.333%. That means - if (for example) you aiming for 3K Critical - then your Damage should be 4K (and you use 4K to look for the suitable arm), or Damage = 2K (in which case you will use 3K (critical) to look for the suitable arm. Whichever higher of the value you would use the look for the suitable arm.

Of course you have to find the arm that after 3/4 of the higher value the MP REC is max mid-B grade. 4K will drive you nuts.

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