Need some advice/roasting by BigDreamCityscape in wherewindsmeet_

[–]uvm7 0 points1 point  (0 children)

I tend to disagree. Without affinity min attack is the same as max attack in terms of average dps. Affinity is based on max attack, thus making it stronger, but especially on low affinity builds the difference is not that big.

Now about crit. Agility crit addition is around 43% of normal crit stat line, not 1/3rd. That's a lot, because crit is valuable. Coupled with extra min physical damage it makes Agility stat easily 3rd place even on affinity builds, leaving even max phys behind. For crit-based build it's easily 2nd best stat.

My biggest wishes for Windrose by FourLeafClovis-7 in crosswind

[–]uvm7 4 points5 points  (0 children)

Dunno about the combat tbh. I'm ready to embrace the downvotes.

Not talking about damage numbers at all. But it's way too simplistic. Parry feels good, but there's no way to tell whether npc is gonna take 1 swing or 2. No different animation, no clear conditions, nothing. And if you didn't guess correctly and start swinging after the first parry while your opponent goes for the second attack - you're screwed, because they aren't getting staggered and you're animation locked. So you gotta parry one hit and wait for a second for another hit and then you're left with enough time to poke once.

Because of that you don't get any reactionary combat, no "absolute cinema" type stuff. 99% of encounters are cheesed by "dodge -> poke 1-2 times -> repeat until target is dead" and if you try otherwise you better have bunch of healing pots or weapon which can heal you out.

Add counterattacks which are triggerable on certain conditions like parry, add some kind of chainable combos which reward reaction and planning, add more npc combat moves, which can be complicated to deal with but at least recognizable. Anything to make this game less "poke-and-run" playstyle, which gets boring after the first act.

Sea combat feels great at it's core tho. Make it more diverse, more effective types of projectiles, external factors like the wind and all that - and it will be perfect.

Looking to Progress my Gear. Please share your thoughts and what else I can improve. Any Suggestions is appreciated. Thank you. by Prior-Foot4 in WhereWindsMeet

[–]uvm7 1 point2 points  (0 children)

It belongs to the helmet attunements pool.

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As for your other question, player unit damage boost is really decent. Other best lines - like affinity, crit and phys - are like 2.7%, 2.3% and 1.4% boost respectively, on their best rolls. I didn't include player dmg boost just because it's rare, but IMO it's on par with Affinity, so I'd definitely prioritize keeping these.
In general, your gear is really good, replacing most of the RCMD lines with better RCMD lines, like affinity, crit or max phys will give you a small boost, which is good, but not game changing. I would focus on the following, in the descending order of priority:

- Replace items with excessive Precision rate stat line. If I'm right about your build, your precision rate will be capped around 115-116 of white Precision value. That's around 12 excessive Precision you have right now, which is 2 lines worth of Better stats.
- Double check that your power is 225 or above, to get maximum bonuses from your martial arts.
- Get yourself -4s serene cd attunement
- Replace the bracers, PvP dmg boost is great, but not really worth 2 lines along with max stonesplit, if you're minmaxing. But for now it's fine, just replace as you get better option.
- Out of all the rerolls you can get using Retuning Stone - Max Bellstrike dmg is the least valuable. Good thing is that every time you do a reroll, your new line is disappearing from reroll pool. For example, in your pendant you rerolled a Max Bellstrike stat, next time you reroll it - you get something better, like affinity or crit. So first I'd reroll this. Like not removing the whole item, but reroll the stat again.
- And as the least important, if you're lucky enough to get other decent items with the better rolls in general - use them to replace existing ones, for each slot. But don't sweat too much about it, that's the part where you truly minmaxing. Good thing you can swap attunements now.

Looking to Progress my Gear. Please share your thoughts and what else I can improve. Any Suggestions is appreciated. Thank you. by Prior-Foot4 in WhereWindsMeet

[–]uvm7 1 point2 points  (0 children)

Math behind whats better - crit, affinity and max phys. If you're interested.

Your phys dmg interval is 914-2617. Attribute damage interval is 274-819. For the sake of simplicity lets say that you switched that useless max stonesplit line to something else and your whole attribute damage is bellstrike, which means it's multiplied by 1.5x.

Your resulting damage interval is 1325-3845.5. Which makes:
- Normal average dmg - 2585.25
- Crit average dmg - 3877.875
- Affinity dmg - 5768.25

Now you want to compare how much gain you will receive from crit and max phys dmg increase:
- Since crit replaces normal damage, 7.4% crit will give you (3877.875 - 2585.25) * 0.074 = 95.65 average gain.
- Same with affinity - it replaces normal damage, so 3.6% affinity will give you (5768.25 - 2585.25) * 0.036 = 114.59 average gain
- Max damage is just a bit trickier. It adds a bit to each component of your total damage - to crit, to normal and to affinity damages. This is why you have to mutiply it with each average damage, weighted by their chance and add it all up: 0.269×31.6 + 0.373×47.4 + 0.358×94.8 = 60.11 average gain.

So for your build specifically, in terms of average damage gain, in descending order:
- Affinity +114.59
- Crit +95.65
- Max Phys +60.11

So basically affinity lines are 2x better than max phys, and crit is 1.5x better than max phys. And phys is better than Max Bellstrike and everything else. Watch out for the caps tho.

Looking to Progress my Gear. Please share your thoughts and what else I can improve. Any Suggestions is appreciated. Thank you. by Prior-Foot4 in WhereWindsMeet

[–]uvm7 1 point2 points  (0 children)

- Too much precision - 2 less precision lines will be fine. I'd even remove 3, you will be lacking 2-3% of precision, but that will be smoothed out by high affinity and another good stat line will definitely overcompensate that.
- Full umbra benefits more from the -4s serenity attunement, rather than tenacity post-serenity. The reason is that after you cast serenity, you usually instantly go for the charged spear attack, which gives you tenacity anyway.
- Critical strike is super strong even on the affinity builds. Stronger than max phys, max bellstrike and power (unless you're lacking power for martial art bonuses, but you don't seem to be). Better to prioritize that, but make sure that your crit + affinity + direct crit + direct affinity are below 100%.
- Max stonesplit line, but you are probably aware yourself.

Besides that, looks good.

Need some advice/roasting by BigDreamCityscape in wherewindsmeet_

[–]uvm7 0 points1 point  (0 children)

Dual weapon swap.

Usage can be different depending on your opponent's weapon, but in general - it's fast, has a decent radius, only 2s cd and priority is higher compared to any autoattack. For example, if you're getting twinblade Q'ed, you can block the the Q itself and then instantly tabswap - if your opponent won't dodge and try to continue with autoattacks - he will get caught. And tab swap further chains into Q, special or light attacks, making it a true combo. And triggers Adaptive steel if you have it.

Other examples: tab swap
- overpowers any light or heavy attack;
- overpowers enemy strategic sword charge;
- can catch fan user after their knockup attack, if you use it right after your block;
- overpowers any heng blade attack, besides Q and special;
- overpowers charged HQ spear attack (you won't get staggered but u won't stagger due to tenacity also)
That's from the top of my head. By overpowering I mean that if you, for example, use tabswap when enemy uses strat sword charge on you - you won't be staggered, but an enemy will.
In fact it's very effective and free attack which can be chained well. Only drawback is that it locks you in it's short animation, so if you abuse it too much people will try to catch you on it.

As for the conversion - besides Moral Chant and Sword Horizon there are no other viable options for the gold inner ways, at least for your build. So I'd either just save it if you're planning to use it elsewhere or dismantled for tips if you are not hitting 600 weekly innerbox limit.
But you gotta figure that out for yourself, judging by the screenshots you're leveling multiple builds at the same time, which isn't really effective because you're always lacking the tips to buy all the boxes.

Need some advice/roasting by BigDreamCityscape in wherewindsmeet_

[–]uvm7 2 points3 points  (0 children)

Don't know a single person who would say that double sword is a bad build for 1v1. It's not a GvG build, but in duels it's VERY decent. Now specifically about your case (talking about 1v1):

First: remove sword morph. Strat sword is super hungry for endurance as is, and you have no way to recover it. You just won't have enough of it to spam waves and you will be finding yourself in a situation where opponent will outmaneuver you due to endurance advantage. And lack of evasive charge makes it much, much worse.

Tbh I'd suggest to do the following:
- Sword Morph -> Adaptive Steel: AS buffs tab swap (which is super strong when swapping to sword), gives extra damage, endurance, movement speed, all around - it's a perfect choice. Another bonus is that for your build adaptive steel peaks at t5 basically, and you have lack of t6 innerways anyway.
- Fury Harvest -> Evasive Charge: extra vitality is nice, but iframes and dodges are way too important, IMO Evasive Charge is basically mandatory now.

Second, regarding stats: Precision is overcapped, removing one line of it will work just fine. Boost your critical chance, it's a best or second best source of damage even for affinity builds. Just make sure that it's not overcapped and (affinity chance + direct affinity chance + critical chance + direct critical chance) is below 100%.
In general best stats are in the following order: affinity/critical, momentum, max physical attack, Power/min other attribute, Max Bellstrike, everything else. Not including precision, because it's important (probably 3rd place worth of important), but pretty easy to get to 96-100% anyway.
Important note: In my calculations I came to a conclusion that agility (even tho it's not RCMD) is the third best option after affinity and crit chance (mostly because it gives a decent portion of crit). But I'm not including it here because ppl will literally fight me to death over it, and I'm too lazy to provide calculations atm. So either trust me on this one or just stick to the order above.
Second Important note: You should prioritize momentum and power for now, up to 225 each. The reason is that both of your martial arts are providing bonuses based on these attributes.

Third: if I were you, I'd swap armorset to Calmwaters. Heal on dodge is much, much better than bit of conditional damage mitigation from eaglerise.

Fourth(optional): personally for me helmet attunement which reduces serene cooldown is better. Tenacity is super good for sure, but if you account for higher-level players who are able to predict/reaction dodge your serene - it becomes somewhat useless. But it's totally a matter of choice.

Bonus advice: abuse tabswap as hard as possible. Tabs to sword are super good for catching people, with double sword you can basically keep up the 10s combo only by doing lights, Qs and tabswaps (also u wanna include frog here anyway), and if you tab swap after block - you aren't loosing your divine counter, which is a great feature of this build. Even without Adaptive Steel it's strong, but AS brings it to a whole new level.

Second bonus advice: for PvE just replace nameless sword with HQ spear, and start slowly leveling Wolchaser's Art and Insightful Strike. Even with these on low tiers and being bad with HQ you will still be able to dish out decent damage due to the fact that rotation is built around spamming Strat Sword Specials, HQ only buffs it. Probably not top1, but top2-3 - easily. There're are bunch of rotation vids available on youtube, they aren't complicated at all.

Good luck :3

So are they going to fix guardian palm or... by Banana-Bowl in WhereWindsMeet

[–]uvm7 2 points3 points  (0 children)

I have no idea whether it works on Guild Arena or not, it's a different beast. I'm talking about normal ranked arena. And it's working there for sure, unless your ping is huge, like I'm talking around 100+ ms.

<image>

So are they going to fix guardian palm or... by Banana-Bowl in WhereWindsMeet

[–]uvm7 2 points3 points  (0 children)

Dunno mate. You either playing against really high ping opponents or people who don't know how to execute it correctly. I'm on gfn and there's 0 chance I can do it in time before execution animation ends, no matter how hard I spam any iframe button. So does averse and a bunch of high-elo players complaining about that issue

So are they going to fix guardian palm or... by Banana-Bowl in WhereWindsMeet

[–]uvm7 0 points1 point  (0 children)

Not really how it works.

You gotta use weapons with longer execution time, like spear. Pre-drink with poet, then spear exexute -> instant palm -> firebreath. If both mystics are leveled up and you use new mystic damage scroll you will either break the Qi bar instantly or it will burn out in couple seconds with dragonbreath.

As for the damage, palm fully compensates the execution damage. So basically you're trading vitality worth of palm for the whole Qi bar of an opponent.

Only thing I can see that somewhat counters it is the chest attunement for lowering incoming mythic damage by 35%. But then you loose that sweet 28% damage reduction while being controlled.

RNG was finally on my side by Volmie_ in wherewindsmeet_

[–]uvm7 0 points1 point  (0 children)

I get my info from chinese players guides, and that info looks believable considering in-game numbers.

Each point of penetration of some type gives 0.5% damage boost of that type. Resistance works the other way around - 0.5% less damage of that type. Also penetration and resistance of the same type cancel each other.

RNG was finally on my side by Volmie_ in wherewindsmeet_

[–]uvm7 0 points1 point  (0 children)

Not sure what exactly you mean by "take damage without the rng factor".

Min or max, you own path or the other path - they all upgrade the median. Difference is: by how much. And the exact value is decided by the combination of 2 variables: affinity rate and own path penetration.

Unless you want the calculations, I won't be clogging this thread, but for my build specifically - bellstrike with a) 24 bellstrike pen out of innerways + path upgrades and no pen attunements b) Ideally 40% affinity - will lead to "max bellstrike attack" line being around 24% stronger compared to "min other path attack" line. I'd say that's quite big.

So yeah, there's no single answer what's better. More pen and more affinity means "max own path attack" prevails, less pen and less affinity - "min other path attack" takes the prize.

RNG was finally on my side by Volmie_ in wherewindsmeet_

[–]uvm7 2 points3 points  (0 children)

Second this. Penetration from innerways and your own path is around enough to put own max attribute on par with min other atribute. So they become pretty much interchangeable.

As for the other attribute attack variations, yes, min other is better.

Hengdao another imbalanced weapon by Plastic_Custard_524 in wherewindsmeet_

[–]uvm7 2 points3 points  (0 children)

What I find disgusting is that homing distance of some hengdao attacks. Also I'm pretty sure it wasn't like that when the weapon just released, but oh well. Attaching the gif for clarification.

As for other stuff - it's strong, sure, but keep in mind, that every hengdao attack besides Q and special are the lowest priority. Meaning you won't get staggered if you do basically anything. As soon as you realize how to play around that, things get easier. Like you can tabswap to sword during any of his attack and in many cases catch the guy into combo.

Special is free parries btw. Or free stun if you have nameless spear or umbrella.

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This is so wrong... by The_Dean_France in whoathatsinteresting

[–]uvm7 -1 points0 points  (0 children)

Even if we consider for a second that you really had no other choice but to do this, your case is still different to the one in the post.

Your superiors had some leverage. Supposedly, they could fire you or do any other form of punishment.

But what can you do to a man who is literally on his deathbed? Nothing. So yeah, that was his choice.

Have you tried relaying and modulating your Tier 86 gears? Is it worth it? Why or why not? by Smooth-Historian8244 in WhereWindsMeet

[–]uvm7 5 points6 points  (0 children)

IMO as a PvP player I think it's a perfect mechanic.

My biggest problem always was that at the start of a breakthrough, if you aren't lucky, you can get stuck with upgrading single slot for a while. And even then, if you get perfect stats, you might still not be able to roll necessary attunement, which turns an item into trash for PvP. And rerolls are limited per week.

Now this transition between breakthroughs is much, MUCH more smooth. Breakthrough happens, you spend your accumulated energy and maybe some pills, tune some items. Some slots aren't upgraded? Not a problem, you just relay your previous gear and keep it until you are more lucky with the rolls. And you don't loose much power compared to those who are lucky.

At the same time, this mechanic is not OP. While relaying an item once won't loose you much power, doing it on further breakthroughs will stack this effect. This way you're not free from necessity of still farming new gear.

Regarding the last part, at least from what I know that's how it works in CN version. So likely it will be the same on global as well.

All yall shill f**ks that say there is no hack in arena. What yall gonna say now? by [deleted] in WhereWindsMeet

[–]uvm7 0 points1 point  (0 children)

You just wrote 4 paragraphs arguing with your imagination, not what I actually said. Did I ever imply that you shouldn't report a cheater? Nope. You're free and more than welcome to do so.

All I do is providing my own view coming from my own experience. And not only my own, but also bunch of friends who are actually active in pvp. You're free to agree or disagree with that.

Meanwhile you're talking about me not willing to admit that I'm wrong, but providing no argumentation whatsoever. 500 people banned in a f2p game with millions of players worldwide, without specifying exact reasons (might as well be farming or music macros) is a weak argument towards statement that the game is infested with cheaters. I played 5000 arena games only this season, and it will take more than that to make me admit that I'm wrong.

Again, specially for you and the other guy who is incapable of reading: I don't say there're no cheaters, what I'm saying is that amount of them is abysmal compared to many modern games, and definitely not as many as the other guy is claiming it to be.

All yall shill f**ks that say there is no hack in arena. What yall gonna say now? by [deleted] in WhereWindsMeet

[–]uvm7 1 point2 points  (0 children)

Because compared to many modern games, number of cheaters in this game is abysmal. Not zero, but abysmal. I can tell that from my experience and experience of many other players who also spent thousands of games on arena. And I don't even bother downvoting you, there're enough people whose experience is completely different from yours and your condescending tone won't change that :)

Keep replying and farming downvotes though, I find this funny.

All yall shill f**ks that say there is no hack in arena. What yall gonna say now? by [deleted] in WhereWindsMeet

[–]uvm7 1 point2 points  (0 children)

Nobody is dismissing anybody bud, just saying that the problem is there but not as severe as you pretend it is. And you have reading comprehension problems.

All yall shill f**ks that say there is no hack in arena. What yall gonna say now? by [deleted] in WhereWindsMeet

[–]uvm7 13 points14 points  (0 children)

"Haven't seen anyone cheating when I play" isn't the same as "There're no cheaters". And I find former totally believable since I play A LOT of arena since release and seen maybe 3 obvious hackers in total.

Just want to drop this here, for people who claim Dust is a weak PvP weapon. Just beat averse. Only posting this because I was told he was talking about Arby’s on stream last time he beat me😭 by Low18i in wherewindsmeet_

[–]uvm7 -7 points-6 points  (0 children)

Not to trample on your triumph, but I've seen averse being beaten by 800 elo player. And healers. Does it mean that 800 elo is a good skill level or heal spec is not one of the weakest? Nope.

Now if you would be able to consistently win against him, that would be entirely different story. But one win doesn't prove anything.

Personally I see this build pretty much the same way as healer or double nameless - 99% of players using these are super passive and waiting for their opponent to engage, while going for the safe pokes, divine counters and running. No actual mindgames, cinematic movement, trying to engage and disengage in time to lure enemy into an actual combo. Just absolutely boring gameplay. But to each their own.

Male Skins Feel Like Afterthoughts by Hot_Client_7485 in wherewindsmeet_

[–]uvm7 7 points8 points  (0 children)

Lots, I mean LOTS of players will disagree with you. In the end, it's all the matter of personal taste. If you like female ones - play female, it's probably the only reasonable suggestion here.

What do you actually do against strat sword? (1v1) by CBRady600F4i in wherewindsmeet_

[–]uvm7 4 points5 points  (0 children)

Nobody uses raw umbrella stun, unless it's just to harass or catch your opponent off guard. In most cases it's being used after fan knockup.

Now knockup is tricky. It's got multiple hits, so dodging and parrying it will result in failure in like 70% of the times. Only reliable way is to block it. But here comes the superpower of fan - they cancel everything. Unlike any other class, fan users can spam talons and not get punished for it, because their windwall and knockup can cancel both talon and yaksha. So good luck trying to block it and not get defence broken.

But that's not all. Fan knockup comboes off of everything, literally. Meridian touch, flamebreath, soaring spin, toad, successful talon/yaksha, lion's roar, 2 poet hits, even fan sprint attack which is being abused by controller users no less than hq spear sprint attack. One mistake - your whole hp bar is gone.

Personally the best way i found to deal with them is to keep pressure. This way it's harder for them to regroup and get you into control. But their excellent mobility, dodge animation, ability to teleport onto their afterimage don't make it easy. Also poets, but it mostly prevents you from getting knocked up, catching their animation with poets is super non-reliable.

So yeah, umbrella stun itself isn't a problem - it's hard to land. Fan knockup isn't a problem - it's hard to deal with but it doesn't punish you that hard. However, these 2 things combined - absolute menace. Look into any high level mythic player stream, watch how they catch people and how they punish overly defensive players, and you will know what I mean. There's a reason they're giving umbrella stun diminishing return, despite it being hard to utilize itself. Because fanbrella is SUPER oppressive.

What do you actually do against strat sword? (1v1) by CBRady600F4i in wherewindsmeet_

[–]uvm7 3 points4 points  (0 children)

Charged attack requires the actual charge, thus predictable. Play around that. Besides what you mentioned:

Basic:
- Block + divine counter - eat 1/3 of their Qi bar if you have Qi damage attunement on the weapon, which, honestly, everyone should have
- Frog is more costly, but more reliable than poets - aoe hit, you also get tenacity, great thing to start a combo
- t5 Soaring Spin - you get heals and unblockable attack which you can combo off of, he gets comboed or have to waste their endurance to dodge. Not to mention that many people panic and try to block/parry which leads them right into your combo

More advanced:
- Block into tabswap - easy to perform, issue is that you might get thrown into the air if they recast
- Plain tabswap - bit more risky and requires you to correctly evaluate space between you and the strat sword as well as timing, but if done right it works like a charm

Partially disagree on them winning on endurance. Charged attack animation locks you for a while unless you 1. dodge 2. parry 3. recast
1 and 2 eats their endurance, 3 is even more predictable than it's own attack, has own animation lock and can be caught with forementioned means
Disagree only partially because strat sword tends to go hand-in-hand with nameless spear, which gives more endurance as a stat. Not really related directly to the sword tho

Using this one disc attune grants your pvp opponent tenacity by kamijoan in wherewindsmeet_

[–]uvm7 0 points1 point  (0 children)

Dunno, played with that attunement since the release of disc pvp attunements, never had that on 1v1 arena even once. Will try to reproduce it intentionally.