![]() ![]() For a Dark Hunter, the chances for a bind cap out at 55%, or 67% when boosted, so they can be a pain to initially land, especially since bosses and FOEs have a 10%-50% resistance to them. So, for a general bind, Arm is the best one, since it's the most useful stat reduction. Leg Bind: Prevents the use of Leg skills, reduces AGI by 30%, does not prevent fleeing. Head Bind: Prevents the use of Head skills, reduces Accuracy by 30%.Īrm Bind: Prevents the use of Arm skills, reduces STR by 30%. Regardless, the chance of binds landing is capped at 90%, while ailments are capped at 100%. If you land a disable skill, the enemy becomes 0.75x more resistant to that disable, while not landing it makes the enemy 1.25x less resistant to it. The only other thing that affects it is the Hexer passive Curses, nothing else can make your disables better at landing. For all disable skills, it's simply Base Chance of the skill multiplied by the resistance, which usually doesn't change. Out of the three binds, Head and Arm are the most useful, since a lot of dangerous skills come from those parts, while Leg binds are serviceable when those skills pop up, but it's best to max out the first two first. But let's detail every little thing we know about these darn things, starting with binds. Despite disabling certain skills, some enemies have AI that specifically go around that and don't waste time using bound skills, so it makes them less effective, but also makes the enemy incredibly predictable. Still, binds are very handy and the main reason to use a whip Dark Hunter, since you wouldn't use those weapons otherwise, while ailments do have their uses on occasion, especially Poison at the start of the game. For one thing, hardly any conditionals require them, with no conditionals requiring any ailments, and secondly, due to the very fast paced nature of battles and emphasis on damage mitigation over everything, either the battle is over before an ailment is useful, or your party has much better things to do than use those skills. While this goes hand in hand with the Hexer class, due to their limited usefulness, binds and ailments aren't seen too much in this game. Part 47: Disablement Hierarchy Side Notes 06: Disablement Hierarchy ![]()
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