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Psychic Leveling Up
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==Bonus Stats on Equipment== Bonus stats, not stars though *** give the highest base stats, are the most important factor to consider when buying equipment. First of all, if you don't plan on switching equip on every second mob, make sure that no piece of armor lacks any of the basic elemental defenses. The more elements are missing, the higher the remaining elemental defenses will be, but you'd have a hard time fighting against mobs of these specific elements since your overall defense would be much lower. The options of bonus stats are: For higher endurance: + HP or VIT: Probably the most common bonus stat. Since you can get a very high amount of HP from it, most players consider it as their main choice for improving their survivability. + Physical Defense: You can get a fair amount of it to profit from the huge damage reduction + Elemental Resistance: Not what you should look for. HP/VIT is much more valuable. For higher damage: + MAG: Quite rare, and comes in very low values compared to HP/VIT. Mostly + 4 or + 5 MAG is the highest you can find, while HP goes easily over 80 at a cheaper price. If stacked, the difference can be even higher. But if you're looking for even more damage instead-- + Magic Attack: Mostly comes in rather low amounts compared to MAG. To find out which one gives more base magic attack, refer to my formulas in the Questions and Answers section. - % Channeling: Very rare, will increase your damage per second by a small amount, but overly expensive for what it's worth. Only when stacked at 24% or above can you tell the difference +% Critical Rate: Very rare and expensive; rises in effectiveness over the levels as your damage output increases. Its efficiency compared to + MAG strongly depends on how much an attack is based on magic attack instead of a fixed value. For example: To out damage 1% critical rate on average: of HP on equip, +MAG is your best option in the lower levels. As Pure MAG at level 50 (wearing average 3 star equipment), your equipment will need at least + 6 MAG when using Spirit Blast level 10. As Pure MAG at level 80 (wearing Mold level 80 Sphere + average 3 star equipment), your equipment will need at least + 10 MAG when using Sandburst Blast level 10. Seeing that +1% critical is much easier to get than +10 MAG, +% Critical Rate as bonus stat actually proves to be more effective than + MAG in the higher levels. Others: + MP recovery: You'll be burning through your MP way too fast to notice the recovery. + HP recovery: Comes in too small amounts to be useful. + STR / DEX: No need for additional STR/DEX over the minimum requirement for armor. + MP: No use in adding even more MP +% Experience: The available +% of Experience are too low to make any real difference while grinding, not to mention the release of Hyper Stone -chuckle- + Evasion Rate: Due to high accuracy of your enemies, + Evasion Rate barely has any effect. + Accuracy: Magic attacks never miss, no need for any accuracy at all. ===Shards for Equipment=== This part is for shards on armor. Should I list every single shard to prevent noob questions asking about shards not mentioned? Hmm... if there are shards unmentioned it means they suck, OK? -Stone of the Savant, Primeval Stone: A more expensive version of Citrine Gems. Exotic, while it increases both your HP and a your PDef, the cost for one is high. -Garnets: Increase your survival chance at later level (~80+). It is recommended to shard some Garnets on your gears along with Citrines Shards by ratio 3:1. The amount of shards however depends on your PDef Value, when it reach ~5000, use other alternative. -Citrines: Pretty steady at all level. -Diamond of Dragon/Jade of Steady Defense: Hard choice, and it's a myth as to the exact equation but it is impossible to completely nullify damage receive according to the formulas in Advance stats section. I don't dare give comment on this.
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