


Breath of Glory
Doesn't seem too good overall, more so character specific. These weapons do have slightly more attack and would be slightly better than the Black flame for offhanding



Doesn't seem too good overall, more so character specific. These weapons do have slightly more attack and would be slightly better than the Black flame for offhanding
It's a fun replayability thing, overall pretty cool. They should add more titles rather than pretty much just top 3.
I havn't been able to find a single person who knows exactly what defense shatter does. Anybody know for sure how it works?
After spending what feels like 1000+ keys just for this one lvl3 item, I GOT IT! I've sold all the lvl one ones, I think I've gotten 15 in total of these
Tested out the new ascessoires set finally. It's pretty OP, got my P6 FTP meli timespace down from 40 seconds to 19 :O. but now there's nothing else to do. I'll play again once they release some actual content.
Bugs P5 Darkness resistance by 20% currently actually gives enemies 20% reduced darkness damage.
Increased resistance decrease would actually make Bug/Meli combo amazing.
Slater was tested with no crits and elementless damage, so element/type advantage should not be affecting the results.
Baseline damage on the no-defense training dummy:
Slater damage vs no-defense dummy = 391
The likely defense formula is:
Damage = Base Damage / (1 + Defense)
So for these tests:
Damage = 391 / (1 + Defense)
A 40% defense decrease should mean:
Reduced Defense = Defense * 0.6
So expected damage after the defense decrease should be:
Damage = 391 / (1 + Defense * 0.6)
Observed damage:
Normal damage = 17
Damage after 40% defense decrease = 27
Normal damage gives:
17 = 391 / (1 + Defense)
Defense = 22
After 40% defense decrease:
Reduced Defense = 22 * 0.6
Reduced Defense = 13.2
Expected damage:
Damage = 391 / (1 + 13.2)
Damage = 27.5
So the expected result is about:
27 damage
Observed result:
27 damage
So Orgot makes sense. His damage reduction appears to be explained by normal defense.
Observed damage:
Normal damage = 12
Damage after 40% defense decrease = 17
Normal damage gives:
12 = 391 / (1 + Defense)
Defense = 31.58
After a true 40% defense decrease:
Reduced Defense = 31.58 * 0.6
Reduced Defense = 18.95
Expected damage:
Damage = 391 / (1 + 18.95)
Damage = 19.6
So Galland should take about:
19 or 20 damage
But he only takes:
17 damage
That means Galland is taking less damage than he should if defense is the only thing involved.
Based on the actual 17 damage, Galland’s defense after the debuff acts like:
17 = 391 / (1 + Defense)
Defense = 22
So Galland effectively went from:
31.58 defense -> 22 defense
That is only about a:
30% effective reduction
Not 40%.
So the important question is:
What specifically is Galland’s other mysterious “defense”?
The Trifecta: Skill Damage, Darkness Damage, and Crit Damage
| Multiplier | Your Current Stat | Multiplier |
|---|---|---|
| Normal Skill Damage | 19.11% | 1.1911x |
| Darkness Damage | 54% | 1.54x |
| Crit Damage | 119.8% | 2.198x |
These do not just add together. They multiply each other:
That means after your base damage is calculated, these three stats together multiply it by about:
1.1911×1.54×2.198=4.0317
That is the core of why the build works.
What would greatly increase my damage is lowering crit damage and increasing normal skill damage.
Equalizing these three stats is what's key to highest DPS in this game.
The strongest builds usually are not the ones with the biggest single number. They are the ones with the best spread across separate multipliers.
Base Damage×Skill Damage×Darkness Damage×Crit Damage
Another note is that Darkness Attack is actually pretty good as long as you have high darkness attack numbers. Currently my Darkness attack total is almost equal to my regular attack. This means that Darkness attack is actually better than darkness damage since it maxes out past 40% while darkness damage maxes out at 18%.
After discovering how OP skill damage is I wanted to craft the new best armor for Meliodis build. Jet-black crystal belt and Jet black crystal boots give 10 normal skill damage. This is actually closer about as much dps increase as a 15% crit damage increase.
Silent watchers is a must for pants and mad miner for earrings and necklace as well as Galland star top and Watchers ring. F2P, P6 Meli, Abyss Orgot
Normal Skill Damage and Crit Damage are multiplying each other.
So this:
70% Crit Damage + 70% Normal Skill Damage
is better than this:
150% Crit Damage
Even though 150 looks bigger.
Why? Because separate multipliers boost each other.
Example:
70% Crit × 70% Normal Skill = 1.70 × 1.70 = 2.89x damage
But:
150% Crit Damage = 2.50x damage
So balanced stats can beat one huge stacked stat.
Detailed testing:
My base stats:
Attack = 7744Crit Damage = 76.46%
First, I tested a basic attack with no crit:
7744 Attack = 930 damage
So for that basic attack:
930 / 7744 = 0.12009
That means the basic attack is doing about:
12.01% of Attack
or roughly:
1 Attack = 0.12 damage
Then I tested a normal skill with no equipment and no crit:
2672 damage
So:
2672 / 7744 = 0.3450
That means this normal skill is doing about:
34.5% of Attack
Then I equipped leggings with:
+21.83% Normal Skill Damage
My non-crit normal skill damage went from:
2672 → 3255
Check the math:
2672 × 1.2183 = 3255.70
That matches almost exactly.
So Normal Skill Damage is not adding flat damage. It is multiplying the skill damage.
Then I tested a crit with the same leggings equipped:
3255 non-crit → 5744 crit
Check the crit math:
3255 × 1.7646 = 5744.77
That also matches almost exactly.
So Crit Damage is also multiplying the final skill damage.
This means the formula appears to be:
Final Damage = Attack × Skill Multiplier × (1 + Normal Skill Damage) × (1 + Crit Damage)
Not:
Final Damage = Attack × Skill Multiplier × (1 + Normal Skill Damage + Crit Damage)
That distinction matters a lot.
Mannie instead of Howzer because I have her P5 (45% crit) and rolled lvl 1 for howzers armor (40% crit) otherwise I'd use howzer for even more dps.
Also I missed me second crit ;( but Meli's E does over 500k with this setup. P6 Meli. Abyss Orgot
Chaos Song Rapier Lv. 7 Deterioration
Attacking an enemy with reduced Movement Speed Decreases their Defense by 40% for 15 sec.
This in combination with Mad Miner 5-piece Set:
"Using the Tag Skill decreases nearby enemies' Movement speed by 25% and Attack by 10% for 20 sec."
7 piece set will decrease the attack by 20%
This rapier and the armor set on ANY rapier character will apply this affect. -40% defense and -20% damage. This means you can't used an engraved set but it allows you to get the amazing support and be versatile which character you want to use. For example, Guila burst and burn for even more defense reduction, or Dreyfus for DOT damage, which is incredibly useful for the Timespace 2. I've tried getting my Dredrin to p5 for the magic charging but overall its just horrible. Honestly I think his magic charging is so bad that most other characters do better even though thats what his entire kit is about :(. Id highly recommend Guila mostly just for the burn stacks for even more defense reduction and potentially a slow burst time.
Now, to explain why this is the best support, I've done extensive testing, crunching numbers specifically on Abyss Orgot. I wanted to understand Crit Defense, Crit Damage, and defense reduction and how they all affect damage. For Orgot after about 10 seconds he buffs himself so I made sure to reload before then. For my build I made sure there were no other buffs than the ones I tested for accuracy. The Defense reduction is the single most damage increasing buff in the game currently.
1,146 crit damage base
1,508 Crit damage + 45% crit dmg boost = 362
1,467 Crit damage - 40% crit Defense = 321
1,829 Crit damage + 45% crit dmg boost | - 40% crit Defense = 683
1,584 Crit damage - 40 Defense = 438
Not only does the defense reduction alone lead to the highest damage increase it also increases non crit damage which will increase DPS even higher than just the crit damage I'm showing while the crit dmg boost and crit defense reduction wont affect non crit damage at all.
Another side note that I learned is that crit dmg boost and crit defense are opposites of the same coin, meaning they work exactly opposite and equal in the amount of buff or reduction. So given a boss with more than 40% crit defense, running Howzers 40 crit defense reduction will yield more damage than sladers 30 crit damage increase. Given howzer gets a good roll for 60% crit defense reduction, you're running crazy numbers.
On top of all of this, this is extremely easy to proc, only relying on you hitting the tag skill and one more attack with any rapier character but it also gives the damage decrease for more sustain.
One last thing of note, Orgot has about 12k Defense, if we ever encounter bosses with way more defense or way less defense then this support might become even better or worse. For now, most bosses have pretty high defense around this mark so this support his huge and better than any other support character imo other than Daisy. Daisy is insane the more you think about it lol. She gives with her crafted gear at least with my setup and luck. $40% crit defense reduction, 30% crit dmg increase, 8% crit chance, and 20% crit resistance by 20%. Literally insane. I recommend for high damage builds now running Daisy, this rapier, and Howzer. Mannie is definitely still amazing and slater is ok.
Archpriestess, I’m mainly confused about the last part. Does it only increase Punishment duration, or does it also increase the dual ult duration? Could it increase ult duration at all?
The main reason I’m asking is because of Daisy’s book ult. Her ult gives a defense reduction, either 50% or possibly 65%, but it doesn’t seem to work like a normal timed debuff. From what I can tell, enemies only have the debuff while they’re inside the ult’s attack range. Once the ult disappears, or the enemy leaves the area, the debuff is gone.
Because of that, the duration feels too short to be useful with Meli. I’m trying to figure out whether there’s any way besides Daisy P10 to extend it.
So the main question is:
Do buff duration or debuff duration effects actually affect Daisy’s ult defense reduction, or is it only tied to the ult field duration itself and does Arch priestess actually do anything here?
This is something that Sora talked about in his youtube and Sandu talked about on this channel, but what is the current best possible Meliodis crit build? Other than talking about his potential I think the gear set using Star Top and Dark chaos earrings is Meli's highest possible damage output.
My theory on the highest possible DPS would be lvl 3 Dark Chaos earings / Lvl 3 star top / 120 Watchers ring with max crit damage chance bonus / Silent Watchers bottoms lvl 3 / Mad miner boots and leggings / corrupted watchers necklace (for defense shatter).
This in combination with a Maxed out Black flame longsword and potentially two maxed out SSR weapons with equipment attack. Considering his longsword enchant, I'd think crit chance, crit damage, darkness attack and darkness damage.
Theoretically this setup will give 30% crit defense reduction with the Dark chaos earrrings and running both daisy for the potetnially 48% crit defense reduction and howzer for the potentially 60% defense reduction you can get the demons 125% crit defense all the way down and potentially clear easily with a p7-9 Meliodis.
Anyway if anyone has any better ideas for the best possible Meliodis build I'd love to hear them.
There are many problems with this game, even so I still really enjoy it, but I want to voice my two main concerns currently. Signature weapons and achievements.
Signature weapons are currently garbage, you cant have weapons designed specifically for one individual character and have them worse than the easy low tier weapons (Black Flame Weapons). From a player standpoint the signature weapons are a total waste, they are not versatile and cant be swapped between other characters for any sort of benefit and are overall much much worse. These weapons are much harder to craft and have 0 benefit. Netmarble needs to make elemental damage much more affective soon. Elemental damage has to outscale crit damage for this to make any sort of sense.
Achievements. As a f2p player I've grinded achievements in order to get as many fragments as possible, I'm currently over 100 achievements down and have had 0 benefits from doing this. I can understand the first one or 2 being 500 fragments but this has to go up. The achievements not only get much much harder but the rewards don't scale and on top of this the rewards are bland and boring there's no incentive and no reward. I understand this is hard to address post launch but I think thats a cop out excuse. Just give everyone who's already achieved some double rewards for progressing quickly and use that as an apology for the lack of detail at launch.
This is the Meli build I was talking about a few weeks ago, genuinely curious if it's superior to a lvl 3 engraved set or only comparable/ good for speed running. I unfortunately don't have the black flame longsword leveled up much but I would love it if someone is able to crunch some real numbers/tests on this armor vs the engraved.
My current thesis is this gear is only good for potential speed runs like this and lacks largely on overall DPS.
Overplaying Marmas because the next one is going to be too hard ;(