Jump to content

  •  
- - - - -

Combat Level


  • Please log in to reply
44 replies to this topic

#1 Learner

Learner

    God

  • Administrators
  • 1991 posts

Posted 09 July 2017 - 09:41 AM

Earlier this year we changed mobs stats to account for bosses with extra high health in order to allow their CL to go up. This exposed a flaw in the CL formula that showed there was too much emphasis on Matter for tank style builds.

Achilles and I think we have a more reasonable setup for Matter on Test now which for example lowered Enola Gay closer to 730CL instead of the 1100+ in the past.. While we were at it we've added some of stats from #arm in (including crits) which has done things like bump Giganta up by about 50 CL points. CL is now also recalculated any time you wear or unwear an item since items can now affect CL

Feel free to check out the changes and give us any feedback on things you think are still out of balance.

SAWolf & Achilles will also be doing detailed testing on mobs/bosses for the CL changes as well to help look for additional tuning that may help.

NOTE: After CL has stabilized again additional work to improve drops based on CL will continue since the worst case oddities in CL seem to have been corrected.

#2 mugen

mugen

    Newbie

  • Members
  • Pip
  • 29 posts

Posted 09 July 2017 - 09:44 AM

Sounds good, and I'm glad things are moving forward! Keep up the work - L & Achilles & SAWolf!

#3 AlddrA

AlddrA

    Advanced Member

  • Full Member
  • PipPipPip
  • 506 posts
  • LocationCanada

Posted 09 July 2017 - 10:21 AM

Very nice L, will try to test also, although not very good at that stuff:/

#4 Kaddy

Kaddy

    Member

  • Full Member
  • PipPip
  • 291 posts

Posted 09 July 2017 - 11:20 AM

These are really nice to hear.

While you are at it, you should be decreasing a little on the weapon/armor drops on the bosses and focus more on ingredients and rares, like maybe seridium bars, matter congols, more EFE/ELE, serp stones, vial molds, capes and EMP/GHP (emp and ghp would be much better tbh since most of the very high level stuff take too much of them and is better than gc drops)

While you are also at it, revise cyc/fluf/dcw/fcw/feros drops. Cyc might be okay but the rest should be increased greatly.

Keep up the good work.

-Kaddy

#5 Learner

Learner

    God

  • Administrators
  • 1991 posts

Posted 09 July 2017 - 11:36 AM

View PostKaddy, on 09 July 2017 - 11:20 AM, said:

These are really nice to hear.

While you are at it, you should be decreasing a little on the weapon/armor drops on the bosses and focus more on ingredients and rares, like maybe seridium bars, matter congols, more EFE/ELE, serp stones, vial molds, capes and EMP/GHP (emp and ghp would be much better tbh since most of the very high level stuff take too much of them and is better than gc drops)

While you are also at it, revise cyc/fluf/dcw/fcw/feros drops. Cyc might be okay but the rest should be increased greatly.

Keep up the good work.

-Kaddy
I'm focused on some of the more complicated drops that affect entire categories like Bosses right now, not individual mobs. That's why I was teaching Grimm about the mob definitions and drops. Specially since any mob stronger then Cyc must be adjusted for OL. Feros is where he was learning before RL called him away.

#6 AlddrA

AlddrA

    Advanced Member

  • Full Member
  • PipPipPip
  • 506 posts
  • LocationCanada

Posted 09 July 2017 - 11:39 AM

View PostLearner, on 09 July 2017 - 11:36 AM, said:

View PostKaddy, on 09 July 2017 - 11:20 AM, said:

These are really nice to hear.

While you are at it, you should be decreasing a little on the weapon/armor drops on the bosses and focus more on ingredients and rares, like maybe seridium bars, matter congols, more EFE/ELE, serp stones, vial molds, capes and EMP/GHP (emp and ghp would be much better tbh since most of the very high level stuff take too much of them and is better than gc drops)

While you are also at it, revise cyc/fluf/dcw/fcw/feros drops. Cyc might be okay but the rest should be increased greatly.

Keep up the good work.

-Kaddy
I'm focused on some of the more complicated drops that affect entire categories like Bosses right now, not individual mobs. That's why I was teaching Grimm about the mob definitions and drops. Specially since any mob stronger then Cyc must be adjusted for OL. Feros is where he was learning before EL called him away.

You mean RL as in real life and not EL? right L:)

#7 Learner

Learner

    God

  • Administrators
  • 1991 posts

Posted 09 July 2017 - 11:58 AM

Correct RL, will fix my post.

#8 butler

butler

    Advanced Member

  • Full Member
  • PipPipPip
  • 1181 posts
  • LocationScotland

Posted 09 July 2017 - 06:24 PM

* Keep in mind, I am a tank build, and this is giving me slightly different read outs in some areas than fighters *

Also it seem cumulative armour doesn't give an exact amount as stacking each individual pieces cl.

On main: 243 CL
On Test: 227 CL

Full Iron Set + Serp + MoL + Steel shield: 278 CL (+51 CL)
Leather set + Iron sword + Wooden shield: 236 CL(+9 CL)
Augs+ Greaves+ Iron helm + serp + steel shield + Gatherer:282 CL(+55 CL)
Ti chain + Augs + Greaves + Iron helm + Serp + Steel shield + Gatherer: 282 CL (+55 CL)

Shield
+ Steel Shield: 233 CL(+6 CL)
+ Iron Shield: 231 CL(+4CL)
+ Enhanced Wooden Shield: 231 CL(+4 CL)
+ Wooden Shield: 230 CL(+3 CL)

Armour Pants
+ Leather: 228 CL(+1 CL)
+ Aug Pants: 231 CL(+4 CL)
+ Iron cuisses: 229 CL(+2 CL)

Armour Tops
+ Ti chain: 230 CL(+3 CL)
+ Iron plate: 230 CL(+3 CL)
+ Aug top: 231 CL (+4 CL)
+ Leather top: 229 CL(+2 CL)
+ Steel chain: 229 CL(+2 CL)

Armour Boots
+ Iron greave: 229 CL(+2 CL)
+ Leather boots: 228 CL (+1 CL)
+ Degraded Iron greaves: 227 CL(+0 CL)

Armour Helmets
+ Iron helm: 229 CL(+2 CL)
+ leather helm: 228 CL(+1 CL)

Swords
+ Ti long: 252 CL(+25 CL)
+ Preowned ti long: 247 CL(+20 CL)
+ Serp: 261 CL( +34 CL)
+ Iron sword: 235 CL(+8 CL)
+ Iron broadsword: 235 CL(+8 CL)
+ Ti alloy short: 245 CL (+18 CL)
+ Preowned alloy short: 241 CL (+14 CL)
+ S2E: 243 CL(+16 CL)
+ Preowned S2E: 239(+12 CL)
+ Steel long: 240 CL(+13 CL)

Hammer/Axes
+ ibh: 236 CL(+9 CL)
+ steel axe: 246 CL(+19 CL)
+ Iron axe: 241 CL(+14 CL)
+ wooden hammer: 227 CL(+0 CL)

Range
+ crossbow: 233 CL(+6 CL)
+ shortbow: 233 CL(+6 CL)
+ Elvenbow: 233 CL(+6CL)
+ Recurve bow: 233 CL(+6CL)
+ Training bolt: 227 CL (+0 CL)
+ Training arrows: 227 CL(+0 CL)

Staves
+ quarterstaff: 246 CL(+19 CL)
+ wooden staff: 237 CL(+10 CL)

Misc
+ Rose Bouquet: 229 CL (+2 CL)
+ bone: 229 CL(+2 CL)
+ Leather gloves: 229 CL(+2 CL)
+ Branch: 229 CL(+2 CL)

Pickaxes
+ Pickaxe: 225 CL(-2 CL)
+ Ti Pickaxe: 224 CL(-3 CL)

Medallions
+ Moon med: 231 CL(+4 CL)
+ MoL: 229 CL (+2 CL)
+ MoM: 229 CL (+2 CL)
+ Star Med: 231 CL(+4 CL)
+ Harvester: 227 CL(+0 CL)
+ Uni med: 231 CL(+4 CL)
+ sun med: 229 CL(+2 CL)

Cloaks
+ BP cloak: 227 CL(+0 CL)
+ Mirror Cloak: 227 CL(+0 CL)


Def Pot (+5 Def): 233 CL(+5 CL)
Def Pot (+3 Def): 230 CL(+3 CL)
Def Pot (+1 Def): 228 CL(+1 CL)

Att Pot (+5 Def): 230 CL(+3 CL)
Att Pot (+3 Def): 228 CL(+1 CL)
Att Pot (+1 Def): 227 CL(+0 CL)

Accuracy Pot: 233 CL(+6 CL)

Evasion Pot: 239 CL(+12 CL)

Shield Spell: 230 CL(+3 CL)
Radiation Shield: 227 CL(+0 CL)
Heat Shield: 227 CL(+0 CL)
Cold Shield: 227 CL(+0 CL)
Magic Protection: 227 CL(+0 CL)
Magic Immunity: 227 CL(+0 CL)

Attack: 62/62
Defense: 75/75
Overall: 87/87

Might: 4/4
Matter: 30/30
Toughness: 50/50
Charm: 4/4
Reaction: 50/50
Perception: 4/4
Rationality: 15/15
Dexterity: 4/4
Ethereality: 14/14
Magic-Offense: 4/4
Magic-Defense: 4/4
Carry: 6/6
PickPoints: 157/157
Combat Level: 256

unarmed on both, is there anything else that's pumping up the CL more in this?

this seems odd to me (Also cl is more just a guideline number than anything that directly impacts combat itself, isn't it)


nvm, i had sword and moon med on test

EDIT: actual cl now on test is 227, so 16 cl drop, for those interested in those with reasonably high matter

EDIT: Also thought the info on cl changes due to armour might be interesting to you guys (these are just random things i decided to test atm, might do more tomorrow)


Fighter
On Test: 221 CL

Full Iron Set + Serp + MoL + Steel shield: 276 CL(+55 CL)
Leather set + Iron sword + Wooden shield: 237 CL(+16 CL)
Augs+ Greaves+ Iron helm + serp + steel shield + Gatherer: 281 CL(+60 CL)
Ti chain + Augs + Greaves + Iron helm + Serp + Steel shield + Gatherer: 278 CL(+57 CL)

Shield
+ Steel Shield: 224 CL(+3 CL)
+ Iron Shield: 223 CL(+2 CL)
+ Enhanced Wooden Shield: 224 CL(+3 CL)
+ Wooden Shield: 223 CL(+2 CL)

Armour Pants
+ Leather: 223 CL(+2 CL)
+ Aug Pants: 226 CL(+5 CL)
+ Iron cuisses: 224 CL(+3 CL)

Armour Tops
+ Ti chain: 224 CL(+3 CL)
+ Iron plate: 224 CL(+3 CL)
+ Aug top: 226 CL(+5 CL)
+ Leather top: 223 CL(+2 CL)
+ Steel chain: 223 CL(+2 CL)

Armour Boots
+ Iron greave: 224 CL(+3 CL)
+ Leather boots: 222 CL(+1 CL)
+ Degraded Iron greaves: 223 CL(+2 CL)

Armour Helmets
+ Iron helm: 223 CL(+2 CL)
+ leather helm: 222 CL(+2 CL)

Swords
+ Ti long: 249 CL(+28 CL)
+ Preowned ti long: 243 CL(+22 CL)
+ Serp: 261 CL(+40 CL)
+ Iron sword: 230 CL(+9 CL)
+ Iron broadsword: 230 CL(+9 CL)
+ Ti alloy short: 241 CL(+20 CL)
+ Preowned alloy short: 237 CL(+16 CL)
+ S2E: 239 CL(+18 CL)
+ Preowned S2E: 234 CL(+13 CL)
+ Steel long: 235 CL(+14 CL)

Hammer/Axes
+ ibh: 229 CL(+8 CL)
+ steel axe: 244 CL(+23 CL)
+ Iron axe: 237 CL(+16 CL)
+ wooden hammer: 217 CL(-4 CL)

Range
+ crossbow: 228 CL(+7 CL)
+ shortbow: 228 CL(+7 CL)
+ Elvenbow: 228 CL(+7 CL)
+ Recurve bow: 228 CL(+7 CL)
+ Training bolt: 221 CL(+0 CL)
+ Training arrows: 221 CL(+0 CL)

Staves
+ quarterstaff: 243 CL(+22 CL)
+ wooden staff: 232 CL(+11 CL)

Misc
+ Rose Bouquet: 224 CL(+3 CL)
+ bone: 224 CL(+3 CL)
+ Leather gloves: 223 CL(+2 CL)
+ Branch: 224 CL(+3 CL)

Pickaxes
+ Pickaxe: 217 CL(-4 CL)
+ Ti Pickaxe: 216 CL(-5 CL)

Medallions
+ Moon med: 225 CL(+4 CL)
+Gatherer: 223 CL(+2 CL)
+ MoL: 223 CL(+2 CL)
+ MoM: 223 CL(+2 CL)
+ Star Med: 225 CL(+4 CL)
+ Harvester: 221 CL(+0 CL)
+ Uni med: 225 CL(+4 CL)
+ sun med: 225 CL(+4 CL)

Cloaks
+ BP cloak: 221 CL(+0 CL)
+ Mirror Cloak: 221 CL(+0 CL)

Def Pot (+5 Def): 226 CL(+5 CL)
Def Pot (+3 Def): 224 CL(+3 CL)
Def Pot (+1 Def): 222 CL(+1 CL)

Att Pot (+5 Def): 226 CL(+5 CL)
Att Pot (+3 Def): 224 CL(+3 CL)
Att Pot (+1 Def): 222 CL(+1 CL)

Accuracy Pot: 231 CL(+10 CL)

Evasion Pot: 231 CL(+10 CL)

Shield Spell: 224 CL(+3 CL)
Radiation Shield: 221 CL(+0 CL)
Heat Shield: 221 CL(+0 CL)
Cold Shield: 221 CL(+0 CL)
Magic Protection: 221 CL(+0 CL)
Magic Immunity: 221 CL(+0 CL)

Attack: 62/62
Defense: 75/75

Might: 47/47
Matter: 21/21
Toughness: 44/44
Charm: 4/4
Reaction: 4/4
Perception: 4/4
Rationality: 4/4
Dexterity: 44/44
Ethereality: 13/13
Magic-Offense: 4/4
Magic-Defense: 4/4
Carry: 8/8
PickPoints: 157/157
Combat Level: 221

Armour seems to be weighted higher on the tank builds, weapons higher on fighter. Weapons are generally higher weighted due to the number of effects on them.

Potions or attack/defense weighting is equal in a fighter build, but gets skewed against attack in a tank build (you will get less cl from attack levels if you fit more in the tank build cl model)

Accuracy Pot get skewed down and evasion pots slightly up in a tank build versus an equal rate in fighter build model.

Shield spell is the only spell with a cl change right now and stay's flat across both build cl models.

From a few others, I've found this to be the CL change between test model and main:
Fighter A: 264 Main down to 249 test.
80s levels
Alt A: 91 up to 108
30s levels

Might: 5/5
Matter: 15/15
Toughness: 12/12
Charm: 4/4
Reaction: 9/9
Perception: 4/4
Rationality: 26/26
Dexterity: 10/10
Ethereality: 4/4
Magic-Offense: 4/4
Magic-Defense: 4/4
Carry: 22/22
PickPoints: 77/77
Combat Level: 91
Alt B: 51 up to 52
10s levels

Might: 4/4
Matter: 9/9
Toughness: 10/10
Charm: 4/4
Reaction: 14/14
Perception: 4/4
Rationality: 4/4
Dexterity: 4/4
Ethereality: 4/4
Magic-Offense: 4/4
Magic-Defense: 4/4
Carry: 8/8
PickPoints: 31/32
Combat Level: 51

Edited by butler, 11 July 2017 - 08:42 AM.


#9 Learner

Learner

    God

  • Administrators
  • 1991 posts

Posted 09 July 2017 - 06:36 PM

As I said, it applying too much for Matter in the past was an issue that was overstating CL, but what you are wearing now adds into it ... both for you and the mobs/bosses so in general someone equipped as a Fighter or Tank will have a higher CL then in the past.

This change will tend to be more important for the Bosses and high level mobs at this time.

#10 butler

butler

    Advanced Member

  • Full Member
  • PipPipPip
  • 1181 posts
  • LocationScotland

Posted 10 July 2017 - 05:18 PM

In channel today

[23:48:07] [Warlock @ 1]: someone else will though
[23:48:21] [Warlock @ 1]: augs give higher CL than pl8
[23:48:26] [AlddrA @ 1]: I did L, it's great
[23:48:27] [Learner @ 1]: I know, that's why I asked if you have already arranged the Plats
[23:48:40] [AlddrA @ 1]: but if you are naked, you are in deep trouble
[23:48:55] [Learner @ 1]: yes, Augs are nice, but break easier. Radu intended them for training, not for fighting
[23:49:11] [Warlock @ 1]: damage absorbtion OP compared to armor
[23:49:33] [AlddrA @ 1]: my difference in CL was 244 naked, and 287 with augs and tit long
[23:49:40] [butler @ 1]: iron plate needs some stat increase
[23:49:42] [Learner @ 1]: feel free to post your comments to that thread so Achi & I can review and tune
[23:49:47] [Warlock @ 1]: hmm i should go check mine
[23:49:56] [Warlock @ 1]: was 290 before reset
[23:49:59] [butler @ 1]: not sure if i should go through more items
[23:50:20] [butler @ 1]: found ibh's cl and steel axe were rather large
[23:50:37] [Learner @ 1]: also, the effects on CL will be a useful measurement when we do look at adding new items in the future as well
[23:50:50] [MugEN @ 1]: thats good for when a boss has a IBH though right?
[23:50:59] [Learner @ 1]: (to measure the item as well as check the CL formula)
[23:51:30] [Learner @ 1]: a Boss with IBH will have higher CL, and that can trigger additional drops sometimes
[23:52:12] [Warlock @ 1]: normal mob and boss drops have been seperated in def files now? doesnt just go by CL?
[23:52:19] [Learner @ 1]: issues with drops is actually drove trying to improve the CL formula
[23:54:01] [Learner @ 1]: An InvaBoss gets drops from being that mobs, multiple tries for InvaSpecials (using CL), gc bonus (using CL & MP), BossDrops (using CL)
[23:55:15] [MugEN @ 1]: so did CL get moved above perks in order of to be done 1st?
[23:55:17] [butler @ 1]: any way to set a threshold that i has to pass?
[23:56:01] [Learner @ 1]: there is a threshhold that is currently on the low side that can trigger more BossDrop rolls, but couldn't raid is until CL was working better
[23:56:32] [butler @ 1]: sounds atleast promising
[23:56:34] [Learner @ 1]: that threshold is N*CL (N is secret) and the compared to the servers estimated gc value of the drops
[23:57:16] [butler @ 1]: do you know how much gc is currently on players/ active players
[23:57:21] [Learner @ 1]: once CL is closer then we have to look at the server values for certain items to fine tune that as well
[23:58:05] [Learner @ 1]: but the primary issue was Giganta's CL was too low and several 'easy' bosses were too high so that limitted what could be done, hence tuning CL
[23:58:38] [butler @ 1]: think low level bosses drops should basically be the minimum
[23:59:00] [butler @ 1]: they have the right impact on players, and right feeling of reward for their levels
[23:59:07] [MugEN @ 1]: with a chance of being semi-decent sometimes
[23:59:15] [butler @ 1]: hopefully this allows you to better treat those hunting the big ones
[23:59:39] [Learner @ 1]: thats why the CL drops is tuned to allow random chances as well instead of guaranteed drops
[23:59:50] [MugEN @ 1]: but I'm not too fussed, boss drops getting better only mean that boss serpers will get richer
[00:00:12] [butler @ 1]: randoms okay, as long as it's not making the player feel like it's against them
[00:00:28] [Learner @ 1]: yes, it is tricky balancing that, which is also why I work to avoid sudden changes in their drops
[00:01:09] [butler @ 1]: we very much need to consider the player in updates (this is a gneral point), aim and see if we hit the targetted reaction or feeling from our designs
[00:01:10] [Learner @ 1]: As it is, on Test there has been a larger then normal change on BossDrops then I like to do paired with the CL change


#11 Learner

Learner

    God

  • Administrators
  • 1991 posts

Posted 10 July 2017 - 05:43 PM

Ref butlers quote from @1, I did approve and even encouraged posting it here ... just haven't checked it for accuracy.

#12 butler

butler

    Advanced Member

  • Full Member
  • PipPipPip
  • 1181 posts
  • LocationScotland

Posted 10 July 2017 - 06:01 PM

View PostLearner, on 10 July 2017 - 05:43 PM, said:

Ref butlers quote from @1, I did approve and even encouraged posting it here ... just haven't checked it for accuracy.
just the chat log with guild messages cut :P

Also updated this post, so includes everything i had in my sto, and is now categorised

#13 butler

butler

    Advanced Member

  • Full Member
  • PipPipPip
  • 1181 posts
  • LocationScotland

Posted 10 July 2017 - 07:07 PM

So it seems that individual items when combined will give different read outs rather than the nice stack one on top of the other. This kind of makes sense.

Also, i'd check the post #8, which i linked in the post above, which shows the difference in tank vs fighter, as att pots count for less for me, as do acc, which i assume must be a product of this. As such, i think someone with a fighter build may be required to confirm the numbers i've posted :P

#14 Learner

Learner

    God

  • Administrators
  • 1991 posts

Posted 10 July 2017 - 07:12 PM

View Postbutler, on 10 July 2017 - 07:07 PM, said:

So it seems that individual items when combined will give different read outs rather than the nice stack one on top of the other. This kind of makes sense.

Also, i'd check the post #8, which i linked in the post above, which shows the difference in tank vs fighter, as att pots count for less for me, as do acc, which i assume must be a product of this. As such, i think someone with a fighter build may be required to confirm the numbers i've posted :P
Free SoftReset on Test so you could try a Fighter build.

#15 butler

butler

    Advanced Member

  • Full Member
  • PipPipPip
  • 1181 posts
  • LocationScotland

Posted 10 July 2017 - 07:16 PM

Well, if someone tells me how to make one, sure

Mixer build for test would be good too

#16 Rabbitman

Rabbitman

    That Mod Guy

  • Full Member
  • PipPip
  • 216 posts

Posted 10 July 2017 - 08:16 PM

This change won't really make boss serpers much richer. The idea here is to quantify how hard bosses are so that we can make hard bosses that really require a team effort have much more reasonable drops. I expect this change would not significantly affect bosses at ~Cyce or lower.

RM

#17 Learner

Learner

    God

  • Administrators
  • 1991 posts

Posted 10 July 2017 - 08:27 PM

View PostRabbitman, on 10 July 2017 - 08:16 PM, said:

This change won't really make boss serpers much richer. The idea here is to quantify how hard bosses are so that we can make hard bosses that really require a team effort have much more reasonable drops. I expect this change would not significantly affect bosses at ~Cyce or lower.

RM
Where the BossSerps comment comes from is the change discussed related to improving BossDrops based on the new CL's. But, it's also harder to serp the Bosses that it will affect the most.

#18 mugen

mugen

    Newbie

  • Members
  • Pip
  • 29 posts

Posted 11 July 2017 - 03:43 AM

Well I stand corrected then, I'm happy that this will be the result from these changes!

#19 Kaddy

Kaddy

    Member

  • Full Member
  • PipPip
  • 291 posts

Posted 11 July 2017 - 05:00 AM

As long as high level bosses become rewarding, the boss serping issue will be decreased.

Boss serping was mostly a side-effect of removing 10k drops that L made without any community input.

#20 butler

butler

    Advanced Member

  • Full Member
  • PipPipPip
  • 1181 posts
  • LocationScotland

Posted 11 July 2017 - 06:17 AM

View PostKaddy, on 11 July 2017 - 05:00 AM, said:

As long as high level bosses become rewarding, the boss serping issue will be decreased.

Boss serping was mostly a side-effect of removing 10k drops that L made without any community input.

Would add that the fact that you could get equal or greater drops from low level mobs which take one BR to kill as a boss that takes EMPs/GHP and high level equipment meant that it was a way of balancing out drops somewhat. 10k drops being removed (and I still don't understand fully why), just exacerbated that issue as well as hitting gatherer prices



Also in relation to doing a fighter build on test, I think my a/d gap being 13 levels creates an issue, as I went with a rough build of
[13:31:09] Might: 47/47
Matter: 21/21
Toughness: 44/44
Charm: 4/4
Reaction: 4/4
Perception: 4/4
Rationality: 4/4
Dexterity: 44/44
Ethereality: 13/13
Magic-Offense: 4/4
Magic-Defense: 4/4
Carry: 8/8
PickPoints: 157/157
Combat Level: 221

{TANK BUILD} Augs+ Greaves+ Iron helm + serp + steel shield:282 CL(+55 CL)

{"FIGHTER" BUILD} Augs+ Greaves+ Iron helm + serp + steel shield:281 CL(+60 CL)

Also seems that shield gives cl (+3 CL on fighter build)

And since the way it decides CL based on att/def between fighter and tank, i believe my gap might be enough to mess up the split if i have a tank set of levels and a fighter attribute set up

However, it does seem that you get a higher amount of CL from equipment as a fighter build, will look into this more




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users