Dragon Nest CN Artillery Level 70 Cap Skill Build - Preview and Tips

Date: Jul 01 2013 00:10:17 Views: Comment: loading...

Preview for Artillery Level 70 Cap Build

People who have been following this thread will know that I am no longer playing Artillery for 70 cap (most likely ^^) I most likely will NOT be following up on Artillery then. While I still have the time, based on my preliminary calculations, here are the results of my conclusion -

1. Archer Tree - Twin Shot to Magic Arrow

Since Magic Arrow gets a boost to Level 21, the DPS discrepancy between Twin Shot and Magic Arrow is gone now. Why would I prefer Magic Arrow?

- Since the DPS discrepancy is gone, the AoE of Magic Arrow becomes a larger advantage

- A(n) (good) artillery should be sending the main DPS skills on cooldown so often, the LONGER cooldown of Magic Arrow becomes an ADVANTAGE because whenever Twin Shot is not used, it's return on potential DPS drops. Yes, DPS from archer page is low, but this is another advantage in favour of Magic Arrow for sure.

2. Bowmaster Tree - ACS vs Guided / Tracking vs Spiritual Excellation

My conclusion about the reduction of Extension Arrow previously had a major mistake - it is one of the DPS contributors under Time Acceleration. I am sure all artillery know exactly how the build should look like (please, no more Arrow Shower builds for 70 cap, it isn't worth it any more by this point in time, Guided > Arrow Shower now )

Our DPS skills (none of them needs technique accessories to reach a peak level! Count ourselves lucky OR unlucky, since it might mean FD accessories = $$$)

Swift Shot EX (16) (Level 16: 2857.5% + 70268)- Value is likely to be HIGHER if used well, DDN Flower aside, taking a normal value for enemies with standard hit boxes, coefficient 7.5 (derived from averaging hits)
ACS (full hits at Level 16) (11/16)  (Level 16: 2256% + 30108) coefficient 12 (full hits)
Rapid EX (16) (Level 16: 1442.1% + 74796) coefficient 6.9 (full hits)
Guided EX (6/11) (Level 11: 1498% + 34029) coefficient 10.4 (full hits)
Extension EX (16) (Level 16: 1289% + 31872) coefficient 3.4 (9 hits)

Level 16 ACS + Level 6 Guided EX surpasses Level 11 ACS + Level 11 Guided EX by a very small, nearly non-existent margin only (yes, still surpasses), ASSUMING full hits for ACS. Therefore, Level 11 ACS + Level 11 Guided EX IS the better option at 70 cap, considering potential fluctuation in DPS - IF we cannot squeeze SP out elsewhere. And similar to 60 cap, the first and only choice to squeeze SP from is Spiritual Excellation. (Assuming the rate of usage for Guided goes up due to it's higher priority now. If not, Level 16 ACS / Level 6 Guided has higher potential damage and is a valid option)

This will lead us to the problem I cannot solve at this point in time, which is our MDMG and INT values for 70 cap. Given that I no longer play Artillery, this will be hard for me to calculate at all. I know someone with nearly 49k MDMG (zomg!!, 30k more than me!) using 60L weapons. Depending on our INT at 70 cap, the (INT->MDMG / MDMG) ratio might be a tad too low, prompting us to switch the SP from Spiritual Excellation to ACS.

As long as the INT growth keeps up, ACS 11 + Tracking 11 will be the preferred choice at 70 cap. If NOT, then shift the SP from Spiritual Excellation to ACS, making it Level 16.

There is not much change to Artillery's play style at 70 cap to optimize DPS, except that Guided EX is now a core part of our DPS rotation, jumping up in skill priority.

3. Artillery Tree

- Magical Breeze dilutes our FD growth even further now, and gives an even larger oomph to those less geared ^^

- Detonating Arrow left at Level 1, same as 60 cap

- Accessory for 65 passive is not worth it most likely, whichever accessory slot it is on.

Technique Accessory choices

If the debuff % keeps growing, there is going to be a point in time when people will hit the debuff cap easily. Thankfully, due to Bulls Eye's as good as permanent nature, it is still worthy of a technique ring slot. The gain has been diluted from a maximum of 4% to 3.85%. The other technique ring slot will of course be magical breeze, which also has a lower maximum gain now, due to the increased values.

In other words, it will be EASIER for FD accessories to overtake technique accessories at 70 cap than 60 cap, with regards to DPS. Without FD values from 70 cap gear, I cannot make any conclusions regarding gain/loss on basic setups. The method to calculate the gains are sprayed all over my posts anyway ^^

It is hard to say which cap is harder to build for. From a skill build point of view, it is easier than 60 cap. From a gearing point of view, the results will be much more subjective to your own stats than for 60 cap, where technique accessories gave extremely high returns (well, Swift Shot and ACS did) to DPS.
Guided EX is really disappointing compared to Arrow Shower EX. The core of Artillery's DPS still depends on Swift Shot EX. Honestly 70 cap doesn't bring much to Artillery. The choice between ACS and Guided skill level now isn't much of a choice, because they have extremely close DPS values (if Spiritual Excellation isn't sacrificed at 70 cap). You will still have to hit those Swift Shot AND ACS for Artillery's DPS no matter what.

On a side note, Rapid became a monster in tail damage ^^

Good luck to all Artillery for 70 cap ^^

Edit: Given the Level 11 ACS + Level 11 Guided EX combination, which plate should we use? The difference  in damage is (1824% + 15876) - (1498% + 34029) = 326% - 18153. The better plate to use is still ACS +% DMG, even at 60 cap MDMG values.

Summary

Based on the numbers though, there is no real change to Artillery, since Swift Shot is still overpowered to the point of overshadowing everything else. The main differences are:

- Rapid overtook Extension in DPS ranking (I fired off Rapid before Extension most of the time anyway)
- Tracking overtook Extension in DPS ranking, giving it higher priority (provided Extension hits the average 9 hits)
- Magic Arrow MOST LIKELY being better than Twin Shot after hitting the peak level of 21 at 70 cap

Artillery's DPS is still achieved by rotating the same skills, and mastery over Swift Shot EX. Not much change in play style besides firing Tracking over Extension. ACS is ranked #2 even if it is at Level 11 (this skill is seriously OP ^^, even after Guided EX it is taking the advantage even if reduced to Level 11)

The only real dilemma in skill build is which of the 3 combinations I mentioned above to choose (I have a VERY HUGE suspicion, the difference for ALL 3 will be minimal)

The next dilemma is accessory choice. Without the huge DPS increase from technique accessories and reduced % gain from Bulls Eye and Magical Breeze ring, considering Artillery's status as a DPS character, it MIGHT be recommended to get FD accessories (no idea till I have values to test with)

I don't foresee any other issues for Artillery to worry about, the above represents my opinion for 70 cap for Artillery ^^

Hypothesis / Suggestions on Artillery Skill Build for 70 Cap

- Leave Detonating Arrow at Level 1. Not worth it at all. Too much SP for too little return.
- SP to Multi Shot and Mental Training (utility)

The prototype build for Bowmaster Tree is almost a no brainer =.=

Like I said, the only choice is between the three aforementioned combinations, most likely with minimal DPS difference. Why? Because the SP from Spiritual Excellation goes to ACS, which gets a 23.7% boost (from 11 to 16). ACS contributes close to 20% of an Artillery's DPS at 60 cap, a nearly 4.74% increase to total DPS. (It's actually around 3.5%, since it's 15>16, but your proposed build has ACS at 11, raising the multiplier in growth value) Of course, this value is reduced after the increase in damage to Rapid and Guided. Let's assume the value is 4% now. (Despite Rapid and Guided's growth, ACS is still the second highest DPS skill after Swift Shot EX. Based on cooldown differences, Level 16 Rapid might overtake Level 11 ACS)

My friend has 49k MDMG, using 60L weapons. Let's say 70A gear will give us around 10k INT, and around 39k MDMG. 4% of 39k DMG = 1560 DMG. Can 21% of 10k INT give us a 4% multiplier to the MDMG side of the damage equation? Possible. But this excludes tail damage, which makes it a less absolute multiplier than impact on total damage.

Of course, all these values are arbitrary, and is not an exact map of what happens in 70 cap. But how far can these values be off? Even without calculating, (the above example for stat values was just randomly made up was I was typing, forecasting values based on differences between 50L and 60A gear) I was pretty sure that the difference will be minute. Why? The same advantage that made the ACS Necklace so overpowering that it triumphed FD accessories (along with Swift Shot) for 60 cap is present - huge growth and % total contribution to DPS. For 60 cap, Spiritual Excellation was being compared to low growth, low % contribution to DPS skills. This is not true at 70 cap.

Unless I get exact values, it will be impossible to calculate. Even if I could, I believe that it is quite clear. The difference will be in the region of a very minute % in all likelihood (I really don't know).

This is also why I am saying it will be unwise to consult me for 70 cap Artillery, I have no stake in it and will not know the rough values that apply to Artillery for the cap, at whichever gear level. This will likely make any recommendation on my part misleading (and I am not really fond of giving blind recommendations). There will in all likelihood be other Artillery players to step up to the plate, OR you could just do the calculations yourself when the time comes, seeing as this thread most likely contains all the different methods to calculating how to optimize your DPS as an artillery based on your own values. Which is what is most important in the long run after all. ^^

My analysis remains the same as what I posted previously, I believe any of the 3 combinations will work well for ALL players, depending on their skill level and preferences. A player who stays further away (not recommended, you should know why) can happily maximize Guided damage, lowering ACS to 11, and enjoying the benefits from Spirit Excel. An ACS expert SHOULD be able to squeeze out more damage with ACS 16 + Spirit Excel. Players with LOW INT and 60L weapons are recommended to stick to ACS 16 + Guided 11, due to the abysmal performance of Spirit Excel then.

Remember, the WORTH of Spirit Excel is determined by % increase to damage output, and is derived from INDIVIDUAL INT and MDMG values.

But yes, that prototype build will work, like I said, Artillery skill build at 70 cap is relatively easy.

Author: Freedom member Sieg

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