#New to Runing - Need information regarding Veromos
28 messages · Page 1 of 1 (latest)
should be following #guides
...that is the question
Just trying to understand the runing decisions for veromos
Attacks with magical powers and inflicts continuous damage for 2 turns with a 50% chance. The damage increases according to Attack Speed.
Damage +5%
Effect Rate +10%
Damage +10%
Damage +10%
Effect Rate +15%
{ATK}*({SPD} + 210)/70
Attacks all enemies to inflict damage that's proportionate to the enemy's MAX HP and stuns them with a 40% chance. If the target is not stunned after attacking, decreases the Attack Bar of the target by 50% with a 100% chance. (Reusable in 4 turns)
Effect Rate +10%
Damage +10%
Effect Rate +10%
Damage +10%
Effect Rate +10%
Cooltime Turn -1
2.0*{ATK} + 0.15*{Target MAX HP}
Removes a harmful effect, except inability effects, on all allies each turn and the allies will recover their HP by 5% for each harmful effect removed. In addition, your Attack Bar increases by 15% for each harmful effect remaining on the ally after attacking each turn. [Automatic Effect]
skill 2 scales with enemy max hp (says so in the skills description) thus he offers good dmg against enemies with higher max hp, so CR/CD are good on him
Ye but then does he want atk, def, or spd?
if u were to read ?gbah, and other commands he's mentioned in, they give you the needed minimun requires, hence why i linked #guides
and before u ask (pretty common)
?ehp
Effective HP (eHP)
A function of health and defense that relates to the amount of damage that can be taken under normal conditions.
Defense Broken HP (D.eHP)
Another factor of EHP that relates to the amount of damage that can be taken while DEF broken.
Both can be checked with the command /ehp TotalHP TotalDEF (use in #bot-commands).
Ye ik what ehp is
I was just trying to get a hold of how runing actually works but ok
did u just start playing the game?
have you put the specific rune sets onto the monsters described in ?justdoit?
Yes! I'm not asking what runes to put I just want to know why these runes are being put
guess the simplest explanation is just cuz that was what was given and then testing was done that these teams work with said runes.
kind of to get your foot in the door
That's not what I mean 😭
And I wanna know what category veromos falls under
And what runes he would want ideally
why certain monsters are runed the way they are, usually comes down to, what role they fill, how their dmg scales, minimum speed of the monsters in that dungeon, ehp is typically what we've tested as a general ehp needed, and then looking at the monsters damage multipliers
figured id finish typing this
he first starts off as a support (?justdoit), and then you build him as a bruiser (?gbah upgrade 1)
Ok ty
?gbah
Giant's Keep Abyss (Hard)
- Team Upgrade Order, Turn order, and when to move to next team
?justdoit2team- Shannon > Belladeon > 2aSpectra > Vero(L) > 2aKro
- Galleon > 2aSpectra > Vero(L) > Wind Homie > 2aKro
- Galleon > Julie > Vero(L) > Wind Homie > 2aKro
- See
?teshgbahor?kylegbahfor spd team
Upgrade Info For Above Teams:
-
Team 1: All runes shown in Beginner #1048681073502068917
-
Team 2: Correcting team stats and adding damage
- Returning Players start here
- Shannon/Bella Spd/HP-DEF/HP, 35% acc, Correct turn order (see above)
- Vero: Spd/CD/HP, 100% CR, 45% acc, 180 cmb spd, 120k+ EHP
- 2aKro: ATT/CD/ATT, 100% CR, 169 cmb spd, 100k+ ehp
- 2aSpectra: Spd/CD/HP, 100% CR, 45% acc, 120k+ EHP, faster than Vero
- Done while working on
?toa
-
Upgrade to Team 3: Replace Shannon/Belladeon with Galleon and Wind Homie
- Wind Homie: ATT/CD/ATT, 85% CR, 35% acc, 169 combat spd, 80k+ EHP
- How to make
?whomie - Added after all S Rift Beasts once
- Galleon: Spd/(CR/CD)/HP, 100% CR, 35% acc, 120k EHP
- Fully skilled, see
?devilmon
-
Upgrade to Team 4: Replace 2aSpectra with Julie
- Julie: ATT/CD/ATT, 100% CR, 205 cmb spd, example dmg (+225% ATT/175% CD/ +12% water)
- Want to one shot waves with att buff/def break
- Added after
?pcah
-
Upgrade to Team 5:
- Added after pve is complete, see #guides
-
What is EHP? See command:
?ehp -
EHP values are a rough estimate, being above is always better
-
The minimum requirements must be met first before adding more DMG
-
Artifacts depend on what one needs, Att for more dmg or HP/DEF for more EHP