my build is:
28str
40dex
50faith
should i go for a Murakumo +15 or a Occult Murakumo +5?
what will bring me greater damage?
ps: i am using the dmb, too
Dibsville wrote:Occult Muro has 650 base damage at those stats, a +15 will have 552, but with, (assuming you have Darkmoon Talisman), DMB, it's boosted up to 1026 and with SLB is boosted up to 958. An Occult switch when you run out of buffs is your best choice.
http://mmdks.com/1eh7 Hover over the miracles to see the added damage, you can switch Muro from normal to Occult at your discretion.PallaZ wrote:Dibsville wrote:Occult Muro has 650 base damage at those stats, a +15 will have 552, but with, (assuming you have Darkmoon Talisman), DMB, it's boosted up to 1026 and with SLB is boosted up to 958. An Occult switch when you run out of buffs is your best choice.
how do you calculate that? i just find think like scaling A or E. and i dont have an idea what to do with that
Dibsville wrote:If you want it plain and simple, with those stats, get a +15. If you want, you can farm the Giant Skeletons for a second Mura, then upgrade it to Occult. Use Occult ONLY on normal enemies, a +15 should be buffed and used on bosses/invaders. Let's put that in an example; Oolacile Township. You can use the Occult verion on all the normal enemies. Once you reach Marvelous Chester, buff your +15 and kill him with that. Return to Occult. Once you have reached Chained Prisoner, buff, kill, and go back to Occult. Keep running through. Once you reach Manus, buff, once the buff has run out, switch back to Occult. And in any of those times should you get invaded, you buff. Occult should only be used on the grunts, not bigger enemies that actually have a chance to kill you, unless you have no buffs.
I was saying that normal was better, I even said on my first comment how a buffed Mura has 1k damage as compared to the 650 from Occult...TehInfamousAmos wrote:Dibsville wrote:If you want it plain and simple, with those stats, get a +15. If you want, you can farm the Giant Skeletons for a second Mura, then upgrade it to Occult. Use Occult ONLY on normal enemies, a +15 should be buffed and used on bosses/invaders. Let's put that in an example; Oolacile Township. You can use the Occult verion on all the normal enemies. Once you reach Marvelous Chester, buff your +15 and kill him with that. Return to Occult. Once you have reached Chained Prisoner, buff, kill, and go back to Occult. Keep running through. Once you reach Manus, buff, once the buff has run out, switch back to Occult. And in any of those times should you get invaded, you buff. Occult should only be used on the grunts, not bigger enemies that actually have a chance to kill you, unless you have no buffs.
If you want it simply, you are making his build less efficient with his advice. Normal would be better than occult unless he had about 20 dexterity and 50 fth and even then with a buff the 20 dex murakumo would be better.
Dibsville wrote:I was saying that normal was better, I even said on my first comment how a buffed Mura has 1k damage as compared to the 650 from Occult...TehInfamousAmos wrote:Dibsville wrote:If you want it plain and simple, with those stats, get a +15. If you want, you can farm the Giant Skeletons for a second Mura, then upgrade it to Occult. Use Occult ONLY on normal enemies, a +15 should be buffed and used on bosses/invaders. Let's put that in an example; Oolacile Township. You can use the Occult verion on all the normal enemies. Once you reach Marvelous Chester, buff your +15 and kill him with that. Return to Occult. Once you have reached Chained Prisoner, buff, kill, and go back to Occult. Keep running through. Once you reach Manus, buff, once the buff has run out, switch back to Occult. And in any of those times should you get invaded, you buff. Occult should only be used on the grunts, not bigger enemies that actually have a chance to kill you, unless you have no buffs.
If you want it simply, you are making his build less efficient with his advice. Normal would be better than occult unless he had about 20 dexterity and 50 fth and even then with a buff the 20 dex murakumo would be better.
Look again, my friend! I told him to get +15, and get Occult afterwards IF HE WANTS TO. You can most likely agree with me when I say that, against something that does not require a buff, an elemental is your best friend. Occult ALSO scales with FTH, so whether or not he can do more damage with +15, the Occult version has a wider variety as it can hit things that are strong against Physical AND strong against Magic.WandererReece wrote:Dibsville wrote:I was saying that normal was better, I even said on my first comment how a buffed Mura has 1k damage as compared to the 650 from Occult...TehInfamousAmos wrote:Dibsville wrote:If you want it plain and simple, with those stats, get a +15. If you want, you can farm the Giant Skeletons for a second Mura, then upgrade it to Occult. Use Occult ONLY on normal enemies, a +15 should be buffed and used on bosses/invaders. Let's put that in an example; Oolacile Township. You can use the Occult verion on all the normal enemies. Once you reach Marvelous Chester, buff your +15 and kill him with that. Return to Occult. Once you have reached Chained Prisoner, buff, kill, and go back to Occult. Keep running through. Once you reach Manus, buff, once the buff has run out, switch back to Occult. And in any of those times should you get invaded, you buff. Occult should only be used on the grunts, not bigger enemies that actually have a chance to kill you, unless you have no buffs.
If you want it simply, you are making his build less efficient with his advice. Normal would be better than occult unless he had about 20 dexterity and 50 fth and even then with a buff the 20 dex murakumo would be better.
^ The problem is an unbuffed normal +15 will do more damage then an occult +5. If he follows your advice then he'll be handicaping himself.
The Physical damage, not the magic damage, is good against something strong to magic, and vice versa. You win this round, because, after thinking about it, I simply looked at one of the weapons one of my SL 120s actually use, a BSS. I remembered that at 40 DEX, BSS +15 does 381 base damage and purely physical, whereas a Lightning BSS +5 does 400 base damage, with only 200 pure physical. My bad.WandererReece wrote:^ Look again my friend. An unbuffed normal +15 will do more damage then an occult +5.
Also, why would he use an Occult weapon, a weapon that has magic damage, against something that's strong against magic? That's an obvious handicap troll.
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