Base Physical DPS

This build measures weights roughly based on the percentage of damage added. Its score can therefore be interpreted as the increase in damage. Most of these effects are targeted for physical DPS and not for casters. Any character-specific abilities or effects regarding them are not considered here, as the DPS increase can vary per character. These base weights are best combined with character-specific builds, adding more relevant effects. For non-damage abilities, some assumptions are made as outlined below: * 100 Health (5 Vigor) valued similar to +5% damage, other Vigor bonuses scaled accordingly. * 10 Stamina (5 Endurance) valued similar to +5% damage, other Stamina bonuses scaled accordingly. ### Other assumptions: * Evergaols: Assumed 3 gaols cleared. Starting Stonesword key gives half an extra gaol. * Invaders: Assumed 0.5 invaders cleared. These can be higher if targeted by the group. Starting elemental effects have been given a small weight. Poison, frostbite and rot attack buffs are weighted at 10%. All elemental effects depend heavily on the boss.
Preset Build
by
Relics.pro
1 month ago
Today
Characters:
Guardian
Guardian
Raider
Raider
Duchess
Duchess
Executor
Executor
Ironeye
Ironeye
Wylder
Wylder
Base Build:

Effects Configuration

Total Effects: 28 / 2

Attributes

8

Increased Maximum HP

+ 100 Max HP

Increased Maximum Stamina

+ 10 Max Stamina

Vigor +3

+ 60 Max HP

Endurance +3

+ 6 Max Stamina

Vigor +2

+ 40 Max HP

Endurance +2

+ 4 Max Stamina

Vigor +1

+ 20 Max HP

Endurance +1

+ 2 Max Stamina

Offensive

14

Attack power increased for each evergaol prisoner defeated

Increases damage by 5% per defeated Evergaol boss.

Physical Attack Up +4

Increases physical damage by 10%.

Physical Attack Up +3

Increases physical damage by 8.5%.

Physical Attack Up +2

Increases physical damage by 5%.

Physical Attack Up +1

Increases physical damage by 4%.

Improved Initial Standard Attack

Increases the damage of the first light attack by 13%.

Attack power increased for each Night Invader defeated

Increases damage by 7% per defeated invader.

Physical Attack Up

Increases physical damage by 3%.

Switching Weapons Adds an Affinity Attack

When switching weapons, the weapon you switch to is infused with a random element, gaining 12 additional damage for 10 seconds.

Switching Weapons Boosts Attack Power

Increase physical damage by 10% for 10 seconds after switching weapons.

Boosts Attack Power of Added Affinity Attacks

Increases Affinity Attack Power by 10%.

Attack power up when facing poison-afflicted enemy

+10% damage against poisoned enemies.

Attack power up when facing scarlet rot-afflicted enemy

+10% damage against rot-afflicted enemies.

Attack power up when facing frostbite-afflicted enemy

+10% damage against frostbitten enemies.

Starting Items

5

Starting armament deals fire damage

Decreases starting weapon's physical damage by 30/40/50/60 and adds 33/44/55/66 fire damage. The exact amount depends on the weapon type.

Starting armament deals lightning damage

Decreases starting weapon's physical damage by 30/40/50/60 and adds 33/44/55/66 lightning damage. The exact amount depends on the weapon type.

Starting armament deals holy damage

Decreases starting weapon's physical damage by 30/40/50/60 and adds 33/44/55/66 holy damage. The exact amount depends on the weapon type.

Starting armament inflicts frost

Decreases starting weapon's damage by 15% and add 35 frost buildup.

Starting armament inflicts poison

Decreases starting weapon's damage by 15% and add 35 poison buildup.

Utility

1

Increased rune acquisition for self and allies

+3.5% rune gain for self and allies.