I am sad to inform everyone I will be taking a break for Iruna. There has been a loss in my family so I need some time to help support my family as much as I can.
I hope everyone enjoys Iruna as much as I have. And that soon I can enjoy it again as well with you all.
I did a short test on Atk increase based on type of weapon. I used three songs (Dream, Warrior, and Joy and Sorrow), all songs that do not affect ATK without Song Lore.
Equipment Used Malicia/Diabolos (no crysta) Leather Coat headband no special
Base ATK: 101
Extra stat points: 3 per stat from guild [level 73] Diabolos: ATK +10%
Special Bow: Malicia Bow @162
No Song ATK 168 Dream Song ATK 199 Dream + Warrior Song ATK: 225 Dream + Warrior + Joy and Sorrow Song ATK: 251
2.5ATK per AGI, 1 ATK per CRT, -1ATK per INT, -1ATK per VIT
Difference of increase of ATK between Resting ATK and Weapon ATK: 6 Difference of increase of ATK between 1 Song and Resting ATK: 31 Difference of increase of ATK between 2 Songs and 1 Song: 26 Difference of increase of ATK between 3 Songs and 2 Songs: 26
Normal Bow: Diabolos @186
No Song ATK 223 Dream Song ATK 291 Dream + Warrior Song ATK: 348 Dream + Warrior + Joy and Sorrow Song ATK: 405
2ATK per DEX, 2ATK per STR
Difference of increase of ATK between Resting ATK and Weapon ATK: 37 Difference of increase of ATK between 1 Song and Resting ATK: 68 Difference of increase of ATK between 2 Songs and 1 Song: 57 Difference of increase of ATK between 3 Songs and 2 Songs: 57
Hmm... (  ̄っ ̄)
Let's look at the information above another way:
Attack
Special Bow: (Weapon Attack 162) -> (Attack at Rest 168) -> (Attack with 1 Song 199) -> (Attack with 2 Songs 225) -> (Attack with 3 Songs 251)
Normal Bow: (Weapon Attack 186) -> (Attack at Rest 223) -> (Attack with 1 Song 291) -> (Attack with 2 Songs 348) -> (Attack with 3 Songs 405)
If Song Lore distributes the same number of stats equally per song, we can calculate how much ATK each song should give
Special Bow: 83 total added attack (attack from 3 songs 251) - (resting attack 168) = 83 about 27.66 ATK added per song about 18.4 stats added per song
Normal Bow: 165.6 total added attack (actual attack from 3 songs 405)/(1 x 10% ATK) - (actual resting attack 223)/(1 x 10% ATK) = 368 - 202.4 = 165.6 about 55.2 ATK added per song about 13.8 stats added per song
This is obviously wrong.
If Song Lore distributes 10 stats per stat per song, we can calculate how much ATK each song should give
Ignoring job bonus:
Special Bow: (10agi x 2.5) + (10crt x 1) = 35 added ATK if -ATK from INT/VIT does not apply (10agi x 2.5) + (10crt x 1) + (10int x -1) + (10vit x -1) = 15 added ATK
Normal Bow: (10str x 2) + (10dex x 2) x (1.1) = 44 added ATK
This is completely wrong, too.
Findings
According to my last test, the increments of ATK increase for these weapons should be: special bow < normal bow.
This is exactly my results. ٩(๑•ㅅ•๑)و
Today's test, however, has shed some light on why this is the case...
The first song buff gives more than 10 extra stat points per stat.
In both cases of normal and special bow, the first song buff gives substantially more ATK than the succeeding songs.
For normal bow, the actual ATK increased by 68 whereas for special bow, the actual ATK increased by 31.
If Song Lore only increased each stat by 10, the ATK should have been raised by 44 for normal bow and by 35 or 15 for special bow.
What does this mean?
Song Lore appears to distribute about 11.4 stat points per stat for the first song
For normal bow at least (and assuming that Song Lore equally distributes the extra stat points per stat), that is about 11.4 stat points per stat:
Attack difference between 1 Song and Resting Attack: 68 ((31 x 2) + 186) x 1.1 = 68.2 31 / 2 = 15.5 stats per Dex and Str 15.5 - 4.1 = 11.4
This is because at rest (without any buffs), the ATK was 223, which is ((4.1 x 2) + (4.1 x 2) + 186) x 1.1. This means that at rest, the stat points for my minstrel had 8.2 stat points in STR and DEX, which may be attributable to minstrel's stat bonus from being in a high level guild or job bonus.
Each song buff sung after the first song gives less ATK than the first song cast
For normal bow, the ATK increased by 57 per song after the first song, whereas for special bow, the ATK increased by 26.
Song Lore appears to distribute about 9 stat points per song following the first song
For normal bow (and assuming that Song Lore equally distributes the extra stat points per stat), that is about 8.9 stat points per stat:
Attack difference between 2 or 3 Songs and 1 Song: 57 ((26 x 2) + 186) x 1.1 = 57.2 26 / 2 = 13 stats per Dex and Str 13 - 4.1 = 8.9
※It is incredibly difficult to determine this with 100% accuracy, especially considering we don't know exactly minstrel's job bonuses (making it perhaps impossible to determine how many stat points special bow minstrels obtain).
There is no way that Song Lore does not incorporate special bow's negative status points
Assuming that Song Lore affects minstrels the same way, regardless of the weapon equipped, there is no possible way that special bow's ATK rise from Song Lore is not affected by the -1 ATK per INT and VIT for special bows.
Let's take a look at the data:
For normal bow, minstrel must have 8.2 stat points in DEX and/or STR in order to obtain 223 attack with a Diabolos bow with an attack of 186.
To obtain 291 attack with just 1 song, that same minstrel must gain about 31 stat points in STR and/or DEX (or 15.5 stat points equally in each).
To obtain 348 attack with just 2 songs, that minstrel must gain about about 26 stat points in STR and/or DEX (or 13 stat points equally in each; the same goes for attack 405 with 3 songs).
If a special minstrel gains 15.5 stat points per stat, he gains 23.25 ATK. If he gains 13 stat points per stat, he gains 19.5 ATK.
If we don't consider the -ATK from INT and VIT, that same minstrel would gain 45.5 ATK from 13 stat points per stat and 54.35 ATK from 15.5 stat points per stat.
Although we could incorporate job bonus stats to make up for the difference between the special minstrel's actual attack gains if the -ATK from INT and VIT applied, the actual attack differences here cannot be explained without incorporating this -ATK from INT and VIT.
Job Bonus
Finally, this test has shown clear evidence of the existence of minstrel's job bonus.
Even incorporating 3 stats per stat from the guild skill "Guild Link," this doesn't make up for the difference between actual resting attack v. weapon attack.
Let's look again at special bow:
((3str x 2.5atk) + (3crt x 1atk) + (3vit x -1atk) + (3int x -1atk) + 162 unknown 職業別補正) x (1) = (166.5 + 職業別補正) Actual attack was 168.
Same goes for normal bow:
((2str x 2atk) + (2dex x 1atk) + 186 unknown 職業別補正) x (1.1) = (192 + 職業別補正) x 1.1 or 211.2 without 職業別補正 Actual attack was 223.
As with my first Job Bonus test, it still appears that minstrel's job bonus is better suited for normal bows.
Afterword
The results are pretty interesting.
Judging from the special bow data, minstrel's receive a lot of job bonus stat points from vit and/or int.
This makes me question whether minstrels have an affinity to tanking more than DPS....
As for the data on Song Lore, the results have been a little surprising but they do help reconcile the differing views on special bow v. normal bow for minstrels on JP blogs.
The data makes me reconsider the highest potential configuration for damage output for minstrels:
I'm beginning to believe that it is possible that ピックピュアリII + disaster stone with beelzenoid or teron--the highest raw damage output obtainable before level 385--can out-damage elemental bows for minstrels.
After about level 385, however, is another story (at that level, 3 main stats and 200 points in gl/rl can be completely filled).
I was surprised to see that they started to show off the new information so much earlier in the video than they usually do (perhaps they listened to the comments begging them to show the new stuff faster?). So when I woke up at 4:30AM today, I was excited to see the GMs playing their channel raid.
They explain that the "channel raid" involves all channel players in the raid, not simply from the 1 channel you are in. That's really crazy!
Or is it just...crazy lag? ( ̄∇ ̄|||)
The example they showed us was in the Raton boss field map, where literally the entire channel fought with Tothras, Nutriam, Imseti, Ushilith, Raton (who chills in the background most of the raid and looks to have an extremely powered up AOE attack and freezes players' movement), taking the channel about 4 minutes each time to complete and giving players レイドオーブA in their inboxes (awesome--no problem with wasting space in our inboxes). Unfortunately, the GMs never mentioned what was contained in those raid boxes nor tried to open any up.
The channel raid seems like a really fun new feature for Iruna!
Speed Quiz
This was just a game the announcers played with the chatters in real time.
The only part of this I enjoyed was when one of the answers was Goddess Tears and an announcer misspoke and called it Glasses Tears... then commented how it was so scary that people called him out on his mistake as soon as he spoke it. wwwwwww
Then the commenters argued about Kunon's gender (they agreed male)...ww
Then they argued about whether the announcers could even see the YouTube comments...ww
Then I fell asleep writing this entry.
But I woke up to the announcement of...
Necromancer
I'm sure this is what everyone's been waiting for... Like me. ヾ(*´∀`*)ノ
Necromancer, which I will affectionately call ネクロ, is the 2nd tier class from wizard -> apprentice necromancer.
ネクロ is "really cool," as stated by one announcer.
I actually agree.
Sporting the Dojiru Plume and Struggler, the first ネクロ has the following skills:
"Dark Javelin"
"Skeleton"
Unlike pet, it can attack mobs you have targeted with its own skills, but it can also protect you in fights. It has its own skills:
Bone Crash
Bone Bash
Skeleton Crash
Bone Stab
"Bone Knight"
This is like skeleton, but looks like Irai. It is a tanker-type.
Rage Smash
"Phantom"
Again, like skeleton, but stronger and looks cuter like a little girl. It uses the skill "Tempest," which is akin to Nemesis, and "Frost." Phantom cannot be used as tanker as it is your DPS type and will die quickly.
Frost
Tempest
Yupitel
"Cementerio"
Reduces the ネクロ's damages within a purple barrier for 30 seconds. Can be used in parties, too. The timer is located on the screen in white. Timer
"Unsummon"
Recall the summon.
"Skill Order"
Choose type of skill you want your summon to use and targets a mob.
"Will Crash"
Another skill that looks rather weak.
"Blood Wine"
Damage that converts into an HP heal.
ネクロ still does not have many skills yet, so it may be very difficult to level. It is currently scheduled to be available on Japanese servers next month. They will have the icons for each skill ready by then, hopefully!
Owari. m(__)m
*Edit: I forgot to mention 3 things about the "familiars:" 1. they can only be summoned 1 at a time 2. they don't appear to take any damage (like pets) but I don't really get it myself 3. but they do appear to have some kind of skill delay.
With the availability of the new production item, Jade Ricus, we as minstrels are going to be much better at healing ourselves. I, myself, have adopted 2 red lines and 6 yellow lines to maximize firepower but add a bit of HP regeneration (other minstrels have tried more red lines for better regeneration).
For those bosses where you can use Joy and Sorrow (such as bosses that delete your MP), Jade is the weapon that will change your singing career upside down.
The main problem with farms and minstrel was not death--
it was HP.
Of course, we could continue to use Mini Heal or HP consumables to counter the inevitable HP strain we get from using Song buffs and Dragonewt, but it can be incredibly inefficient and taxing. Plus, it slows down farms and leveling.
With JadeRicus, there is no problem as long as Joy and Sorrow is on. (Of course, HP consumables will still have to be used--but at least they are super potent now!)
The only problem now, however, is Hate.
Previously, we relied on OdiumIII and other -Hate equipment to give us the - Hate boost we needed. By replacing, odium, we must make up for the lost -Hate in order to obtain at least -140% Hate.
What to do... (*´Д`)=з
Don't worry.
I got us covered. (°∀°)b
There are a couple different sets I use with Joy and Sorrow, depending on the situation, but here is the basic one I use for buffing only.
General Jade Buff Set
Jade ◇beezlebub ☆Quick Cool1 Tentacion ◇Beezlebub ☆Quick Cool1 Crown Hat ◇arick ☆Gentleness5 Accessory ☆Quick Cool1 Ring of Illusion ☆Quick Cool1
This has barely enough skill delay for buffs so it will feel like a "hard" 1 second buff. This means that it can say "30, 29, 28" but will definitely feel more difficult to spam then the set above.
Using Ring of Illusion is not ideal here, unfortunately, because much of the HP regen you receive from Jade will be increased by the use of the special equipment Myrica Wristlet. But because of a lack of additional equipment options with higher skill delay on our English servers, this will have to do for now.
There are many ways to boost the recovery from Jade. If you have extra - skill delay from your al setup, you could easily sneak in kpiltz/specia or ☆regenerate or add HP/recovery boosting gear to make the recovery reach over 5k.
Just keep in mind that you, as minstrel, are most vulnerable in parties during buffs because of the hate generated by those skills. Try to balance it out!
So...Now that we have Jade, should we throw out our bow delay set?
I don't recommend it.
Because we are limited to 3 songs (for now), it is often the case that Joy and Sorrow will not be used--or wanted--for the sake of your party's DPS.
Plus, (again, because of the inaccessibility of higher - skill delay additional equipment) it is pretty difficult to incorporate other desirable traits into your Jade set.
What do I mean?
For example, I quite often use a MP Cost x Hate x Delay buff set.
Ever since I obtained a Kijimu Afro, I realized I could obtain -100% MP Cost, -140% Hate, and -6.4 skill delay with only Sauro II as a skill delay al and the equipment and items currently out on our English server.
Why do I need -100% MP Cost as a minstrel?
Because.
Sometimes you just do. (・・。)ゞ
It's quite convenient for quick farms that have MP deletes or where your high wizard is lagging or is nonexistent. (Like... 10-20 second farms that don't use Joy and Sorrow).
When I have to solo farm, it is also convenient to use this buff set so I never have to carry any consumables for HP or MP. Nor do I have to use Joy and Sorrow (depending on the boss, of course). The magic resistance -30%, of course, is not ideal if you need to use it in the middle of a fight. In that case, Moonlight is perfectly fine to use as well.
For an all-purpose buff set, this works pretty great.
Afterword
Jade is terrific. ( ´艸`)
It's an awesome weapon and buff tool for really fast, trouble-free farms.
Personal Note:
I am happy to see people use the information here to build stronger minstrels. These new minstrels are awesome and are forging their own unique paths now!
However, I must say that should you decide to publish the information from this or other blogs it is common courtesy not to pass it off completely as your own without giving credit to the people who took the time to do it.
I've been changing out al crysta and lines so I had the opportunity to use a stefly when I thought I should use my no-stat minstrel for testing.
I realize this test is long overdue.
Although many have previously tested minstrel skill delay, this is the first time I've documented it through video and can serve as a definitive answer for those wondering about minstrel skill delay.
So, here it goes.
٩(๑•ㅅ•๑)و
Total Delay Required without Any DEX
※I timed it by counting the seconds it took for the buff bar to disappear.
First, let's time the delay for Dragonewt: 6.0-2.3 = 3.5 seconds
Next, let's time the delay for buff songs: 41.9-33.4 = 8.5 seconds if cast after dream 61.7-52.9 = 8.8 seconds if cast alone
Last, let's time the delay for Dream Song: 20.5-11.7 = 8.8 seconds It certainly looks like Dream Song does help shave off about -.3 seconds off any succeeding songs. (๑•̀ㅂ•́)و✧
Minimum Delay Required for Fastest Buff Songs with DEX
Total Skill Delay Required by Dragonewt: about -3.5 seconds
Total Skill Delay Required by Buff Songs: about -8.5 seconds if cast after dream, about -8.8 seconds if cast without dream
Total Skill Delay Required by Dream Song: about -8.8 seconds
Total Skill Delay Saved by DEX: increasingly more -skill delay gained as DEX increases, about -1.9 seconds saved at 420 DEX. In other words, you gain about -0.09 skill delay per 20 DEX.(๑°ㅁ°๑)‼✧
※Although I've listed the delay times above, keep in mind that you probably won't need as much -delay anyway--you can still achieve 1 second spam with only about -6 skill delay at 420dex. My reasoning is that you will be able to achieve less than 1 second spam with the listed dex + delay above. Instead of your screen saying "Dream Song 29 seconds, Warrior Song 28 seconds, Joy and Sorrow 27 seconds," you could thus achieve "Dream Song 29 seconds, Warrior Song 29 seconds,..."
Regardless, this entry should only be a beginning guide for you--I recommend that you try your own sets first before committing to the results of this guide.
A lot of us have been waiting for this additional for quite a while.
Let's see how much damage we can do with this new additional.
Monti Beret Test
Only Dream Song was used here. The equipment was all the same, except for the add. Every add had on ☆dexterity at the same level, with the same ♢.
Separation Arrow
Daiginjo Holiday
Monty Beret
やっぱり
With .75 attack per dex increase,
It is quite strong.
Sauro 350
Neutral (weakness: Neutral -> Dark -> Neutral)
Sauro 350 is quite difficult.
He is sometimes even annoying.
Couple of major things he does:
poison, paralysis, stun, freeze, fire, magic, increase MP cost, decrease quickness, lower guard, maximum HP decrease, HP/MP delete, disable ongoing effect, force movement
This forced movement is perhaps the most annoying part (but funny to watch).
It seems very hard for tanker to keep hate, and it is exponentially worse when your are forced to move next to Sauro.
Unless you have a Mana Burn enchanter tank (who apparently requires about 1300-1500 HIT to stun sauro every time + apparently normal K.O. delay crysta don't work against him), or a paladin tank, minstrel's have great difficulty with Sauro.
There is, however, a solution:
Super Hate Set!!
Because I am constantly tinkering with my minstrel to achieve max damage with max efficiency, I believe this is a great way to stay alive and still have somewhat fast farms (with my minstrel, a bishop, a gladiator, and high wizard, we can finish a run within about 35 seconds).
Equipment
1) Hate/Delay ("Super Hate Set")
OdiumIII ◇beelzebub ☆Gentleness Tentacion ◇beelzebub ☆Quick Cool Crown Hat ◇arick ☆Gentleness Accessory ☆Quick Cool Ring of Illusion ☆Quick Cool
1) Stand right in front of bishop and use Dream, Warrior, and Passion 2) Use damage gear and dragonewt until about 60% HP (this is the easy part!) 3) Switch to hate gear as soon as you start getting vacuumed to Sauro 4) Cast Dream, Warrior, and Joy and Sorrow 5) Switch to hate/penetration gear and dragonewt 6) Cast Dream, Warrior, and Sweet Home at about 5% HP 7) Switch back to damage gear (or drop gear) and dragonewt
It's not bad...
...Of course, there is a safer, faster strategy: Mana Burn.
Bishop x Enchanter x Minstrel x Monk
Songs: Dream, Passion, Nostalgia
The main reasoning for this is the 20 second clear necessity.
If Sauro 350 is beat within 20 seconds, no vacuuming will occur.
That way, you can avoid the depletion of MP and HP (as well as the stuns) towards the end of the fight (which, in turn, means that we don't have to use Joy and Sorrow).
The problem with this set up is the enchanter, who needs apparently 1300-1500 HIT in order to K.O. Sauro 350 (which you can reach by putting in more DEX, using vasaria, gale claw/air sturm, and gauntlet+).
Alternatively, you can use:
Bishop x Minstrel x Monk x Samurai/Gladiator/High Wizard
Songs: Dream, Passion/Nostalgia, Joy and Sorrow
It is a bit dangerous, but...
Sometimes it's fun to live dangerously.ww
Now, let's get to the main subject of today's blog.
Bare Minimum Equipment for Minstrels
I've had quite a few players ask me what type of equipment is best for minstrels, but then explain to me they don't have that much spina or time to farm.
So here is a basic guide to the bare minimum equipment for beginning minstrels with easier crysta and equipment to obtain.
You will need at least 2 sets of equipment, regardless of what stat/al crysta distribution you choose or what type of minstrel you are.
Note: There are some players who do not party others at all. If you are one of these players, you're equipment will differ vastly from what is shown below. If, however, you want to party with others, you will need more equipment from what you already have.
(1) Buff Equipment
Buff equipment for minstrels (for now) focuses on two major issues:
Hate and Skill Delay.
You will need at least -140% Hate and about -9 seconds delay.
With overcap dex, you will require less skill delay.
My approximation, based on the fact that I only require about -6 delay for Dream Song at 1 second intervals with 420 DEX+, is that you gain about-.228 skill delay per 30 dex.
For now, your basic equipment can be found here, but keep in mind that this will change as you continue as a minstrel. I, too, am constantly changing my sets to maximize efficiency.
(2) Dragonewt Equipment
Dragonewt equipment for minstrels, regardless of your stat arrangement, tends to share many commonalities.
This is because dragonewt equipment should focus on two major points:
critical damage and attack.
This will help maximize your damage output through dragonewt. Here, I have left out other potential equipment that some minstrels use because of their inefficacy in parties.
I have also left out elemental crysta and equipment (because this list is just for basic equipment).
Power Level: 2.5/5 Pro: decent damage, can switch out for normal bows or swords Con: no variety in weaponry, special equipment is very expensive
Normal Claw: AGI, CRT, DEX/STR
Sauro Fang L3 / Koda III ◇raton > dajarte > ganei same armor as above Disaster Stone unless you have VIT > Atleta Ring ◇beelzenoid if ACS > raton > cerberus > dajarte > warrior of light Power Level: 2/5 Pro: can add vit without -atk penalty, decent survivability, can switch out for special bow if you have no VIT Con: low damage
Normal Throw: STR, INT, DEX
Sauro Aster L4/any throw with crt damage % + ◇raton > cerberus > dajarte > ganei same armor as above Monty Beret if high DEX > separation arrow ◇raton > cerberus > vida Disaster Stone unless you have VIT > Atleta Ring ◇beelzenoid > raton > cerberus > dajarte > warrior of light
Power Level: 3/5 Pro: decent damage, can also use normal staff, high variety in weapon choice, can use int-based equipment (ex. nasturtium), Great with monk's Chakra! Con: special equipment is very expensive
Normal Sword: STR, DEX, CRT
Red Tengu III/Sauro Blade L4 ◇raton > cerberus > dajarte > ganei Same armor as above Same additional as bows Disaster Stone > Atleta Ring ◇beelzenoid > raton > cerberus > dajarte > ganei/warrior of light
Power Level: 3.5/5 Pro: decent damage, can have decent survivability if you use Myrica Wristlet, can switch out for normal bows/special claws Con: special equipment is very expensive, decent weapon may be difficult to obtain
Normal Staff: STR, INT, CRT
Petal Scream / Hana Hana Staff ◇raton > cerberus > dajarte > ganei Same armor as above Monty Beret if SICD > Separation Arrow ◇raton > cerberus > vida Disaster Stone > Atleta Ring ◇beelzenoid > raton > cerberus > dajarte > ganei/warrior of light
Power Level: 3.5/5 Pro: pretty decent damage, staff is super cute, can use int-based equipment (ex. nasturtium), can switch out for throw, Great with Chakra! Con: hard to obtain staff, special equipment is expensive
Afterword
As you can see, a lot of the basic equipment are shared between the different types of dragonewt minstrels.
I recommend that regardless of whether you never solo or always solo, you get the max damage dragonewt equipment for your stats.
For example, if you are "support type minstrel," with IVD, you might as well use throw equipment (or magic sword if you really don't want to use throw...or even special sword if you absolutely hate crt) for dragonewt.
But keep in mind that if you have ACV type minstrel, you are stuck using normal claws for your dragonewt equipment (because special bows decrease attack with vit stat points).
I'm glad I got that 2 slot one when I had the chance.
ヘ(゚∀゚*)ノ
Edit:
I don't know why but many equipment I listed was not saved.. Basically said disaster stone, atleta ring, and ring of rush are all decent special equipment for non-bow minstrels.
Up until Veleno Rosa, I did not recommend minstrels to use autoskill. The reasoning for that is:
1. there was no strong physical autoskill crysta for weapons/armor/additional to add to physical damage 2. using magic autoskill crysta would be require high INT, which would take away a lot of damage from Dragonewt
Now, we can use Veleno Rosa on any equipment and we can maintain high physical damage when using dragonewt in parties.
So I stole all of my samurai's equipment.
Although I am well aware Velono rosa works wonders for solo samurais, I realized I needed a solo farmer for short boss fights. Debuffs are extremely inconvenient, even with phrasing, in fights that are less than a few seconds long. So I had to change poor Emperor into a ninja...for now. ・°・(ノД`)・°・
Plus, I wanted to use the Veleno Rosa crystas on minstrel.
So I decided to go back to my minstrel.
...And make it use swords and nails.
...Eh? ヽ((◎д◎ ))ゝ
Did I restat?
Nope.
I can still use swords and nails, even with 0 agi or purple lines! (ノ゚ο゚)ノ"
(To be honest, though, it would be best to do ACD/SCA, rather than SCD, and use purple lines to maximize your solo-capabilities. But if you want max damage from dragonewt in parties, SCD and yellow lines are the way to go).
Let's set it up!
AL
▲cheltil[will replace with SauroII] ▲ouvel ▲leviam ▲cerbera ▲shelk
EQUIPMENT
Being SCD type, I can only really use 3 types of weapons to have significant damage:
normal sword, normal bow, and special claw.
My 特殊爪 and autoskill bow setups are still under construction. They are quite difficult to make playable!
Either way, I needed to re-think my buff set in order to maximize efficiency during solo fights. (Again, with overcap DEX only about -6 seconds skill delay is necessary (with over 420 DEX, I've noticed only -5.8 seconds is necessary).
Here are the DPS and buffing sets I used.
Dual Blow Sword Equipment
Muramasa [pulis]☆Reflect or Kloff Pillar [pulis] for barriers Ira [verenosa] or Dragon Mail [iniliba] for tank or Hulam Ries[Belial] for barriers Huge Cherry Blossom [pole] ☆Automatic Myrica [wol] ☆Quick Cool
Note: Instead of HCB, I could use Daiginjo[verenosa] ☆Automatic for more autoskill and damage. I noticed, however, the heal from HCB is absolutely necessary for my setup to prepare for dragonewt attacks. Note: Once Gelapagos is out, I will change pulis on muramasa > gelapagos. Gelapagos: STR+3 VIT+2 ヒール受け+7% 武器に装備時、更にクリティカルダメージ+14% Note: Rudolf would be better than Pole on Huge Cherry Blossom, but unfortunately I don't have Rudolf. Note: My muramasa setup requires the new Velono Rosa crysta, which requires a state of poison to be more effective.
Note: I still also use my bow dragonewt equipment for certain bosses. Note: I could use other elemental swords but I simply don't have enough spina to do that.
Note: Because ジェードリクス is not yet out, I am using my Red Tengu as a placeholder temporarily. I've prepared this equipment for Jade when it does come out.
RESULTS
Check screenshots and link above in the Japanese section for tests!
Due to new equipment, al, and functions, minstrel has become extremely versatile.
But because a SCD type minstrel lacks aspd, autoskill, and evasion, I have to be very careful with my equipment.
Autoskill
The main issue with both setups is autoskill. Because I can't use a purple lines AI page, I'm forced to rely on equipment, crysta, and abilities to get my necessary autoskill.
Heal is another issue that is affected partially by your autoskill. Huge Cherry Blossom works wonders, but once Jade Rix is out, Joy and Sorrow is what will truly make this all work. Without purple lines, this setup can die pretty quickly due to lack of HP. Joy and sorrow will help rectify this issue.
Attack Speed
The second issue with bows, swords, and nails with my setup is attack speed. Purple lines grant a great deal of ASPD. Without them, I'd have to rely on Dual Blow or Passionate Song, which gives 100% ASPD.
You might be wondering...
why not just use High Cycle?
Well, it doesn't work with Muramasa (or with special claws, for that matter). (๑•̀ㅁ•́ฅ✧
So I can use high cycle with my Red Tengu equipment, but I might as well use Passion Song and equip Muramasa and use dual blow instead for the increase in damage.
Dragonewt
Why not just use your Veleno setup? Why instead use dragonewt with sword?
Because you can. 。(;°皿°)
Boss fights are very situational, sometimes requiring more melee penetration for barriers, skill spam rather than simple auto-attack, or causing unavoidable damage that requires you to have some more HP.
Afterword
With Red Tengu, I have less worries about getting hit right after a debuff and can even go without using warrior song sometimes. Plus, when I use it during dragonewt I can feel a little bit better knowing I have extra evasion.
With Muramasa, I can deal more damage with auto-issen instead of needing another Veleno crysta in my sword.
Plus, thanks to Myrica Wristlet, I don't have to worry that much about HP and only rarely need to use Life Song to boost my HP past 50k.
Instead, I can use Warrior Song to boost evasion past 1000 and magic evasion, Joy and Sorrow once I get Jade to help with healing and to recover MP lost from Issen, (and Passion or Nostalgia for added optional damage).
Damage-wise, of course Samurai is stronger.
Myrica Veleno, would give me more damage, but the problem here is not damage.
The problem, instead, is that I am using Myrica Wol for my Barrier equipment and for Dragonewt as well, not just for auto-attacking. Veleno, in that case, these situations, is useless. I may change it to Teron, however, when it comes out..
The point of using Veleno (for me, at least) is to strategically play solo as minstrel (perhaps it could be something to think about for a tank setup?).
As usual, I'm too lazy to change stats to do any testing.
So let's try out another Dragonewt SCD type minstrel.
That is, let's try out Stake Knuckle. Attk: 190-200. Melee up by level, Melee counter chance up by defense, Special Nail. Note: ASPD minimum, fixed physical power = Lv × 9 physical counterattack
Stats
Special claws follow a different attack scheme than normal claws. Instead, it gives +4 atk per 1 str and +1 atk per 1 crt.
Which makes it pretty awesome for SCD dragonewt.
Let's compare.
SCD Normal Bow
2 ATK per 1 STR 2 ATK per 1 DEX [.9 ATK per 1 DEX for archer glove users] [1 ATK per 1 DEX for thimble users] [1.1 ATK per 1 STR for adamantite arrow users] [.75 ATK per 1 DEX for future monti beret users] [1 ATK per 1 STR for future order bello users]
Max attack: 4.1 ATK per 1 STR & 2.75 ATK per 1 DEX = (if capped) 6.85 possible ATK bonus
Without Monti Beret/Order Bello, Max Attk: 3.1 ATK per 1 STR & 2 ATK per 1 DEX = 5.1 possible ATK bonus
SCD Special Claw
4 ATK per 1 STR 1 ATK per 1 CRT [.75 ATK per 1 DEX for future monti beret users] [1 ATK per 1 STR for future order bello users]
Max attack: 5 ATK per 1 STR & 1 ATK per 1 CRT & .75 ATK per 1 DEX = (if capped) 6.75 possible ATK bonus
Without Monti Beret/Order Bello, Max Attk: 4 ATK per 1 STR & 1 ATK per 1 CRT = 5 possible ATK bonus
Bonus Round: ACD/ACS Special Bow
2.5 ATK per 1 AGI 1 ATK per 1 CRT [.75 ATK per 1 AGI for gerifalte upgraded users] [1 ATK per 1 DEX for thimble users] [1.1 ATK per 1 STR for adamantite arrow users] [.75 ATK per 1 DEX for future monti beret users] [1 ATK per 1 STR for future order bello users]
ACD Max attack: 3.25 ATK per 1 AGI & 1 ATK per 1 CRT & 1.75 ATK per 1 DEX = (if capped) 6 possible ATK bonus with gerifalte upgraded, 5.25 ATK bonus without
ACS Max Attack: 3.25 ATK per 1 AGI & 1 ATK per 1 CRT and 2.1 ATK per 1 STR = (if capped) 6.35 ATK possible ATK bonus with gerifalte, 5.6 bonus ATK without
Without Monti Beret/Gerifalte, ACD Max Attk: 2.5 ATK per 1 AGI & 1 ATK per 1 CRT & 1 ATK per DEX = 4.5 possible ATK bonus
Without Order Bello/Gerifalte, ACS Max Attk: 2.5 ATK per 1 AGI & 1 ATK per 1 CRT & 1.1 ATK per STR = 4.6 possible ATK bonus
Test
SCD Normal Bow, with and without Adamantite Arrow slot
Diabolos+0 [empty] Ultimi [dorry] Separation arrow [raton]
Diabolos+0 [empty] Ultimi [dorry] Separation arrow [raton] Adamantite arrow no slot
Diabolos+0 [empty] Ultimi [dorry] Separation arrow [raton] Adamantite arrow [beezlenoid]
SCD Special Claw, with and without Beezlenoid in special
Stake Knuckle+0 [empty] Ultimi [dorry] Separation arrow [raton]
Stake Knuckle+0 [empty] Ultimi [dorry] Separation arrow [raton] Disaster Stone no slot
Afterword
Special claws look really great for dragonewt, but there is one major drawback:
availability.
So far there are only 2 special claws out on JP iruna (and i-Mode). The only other special claw aside from Stake Knuckle is out in JP servers, but not ours. It will be available at the 95th floor of the Labyrinth.
That means special claw users can't use elemental weapons. Nor can they use higher attack weapons because of the dearth of special claws.
Plus, if you consider the stats themselves... because my stats are nearly at cap, I have 421 str crt and dex. Which means...
Special claw: (421×4) + (421×1) = 2105 Normal bow: (421×3.1) + (421×2) = 2147.1
So normal bow should win even if my thimble/ad.arrow has no slot.
What about once order Bello and Monti beret are released?
Special claw: (421×5) + (421×1) + (421×.75) =2841.75 Normal Bow: (421×4.1) + (421×2.75) =2883.85
Normal bow will still beat special claw.
(ちなみに if I had ACS distribution, I would have [421×3 with gerifalte no upgrade] + [421×1] +[421×1.1]=2147.1 ATK without order bello and [421×3.25] + [421×1] + [421×2.1]= 2673.35 ATK with order bello and gerifalte upgraded)
But still...
Special Claws are awesome.
They are definitely a great alternative to normal bows for Dragonewt minstrels, especially those who can't afford thimble/adamantite arrow but still want great damage with SCD stats (or alternatively, for minstrels who have SCA/SCV stats).
Plus special claws may still hold a place for me for future solo testing..
Look forward to it!
**Edit: Recently, wiki has been changed to reflect the more accurate .6 ATK per AGI for Gerifalte upgraded. This means the above calculations for special bow users give slightly more ATK than they actually do.
With all these new changes to Iruna, I feel that it is necessary to get one thing straight.
Minstrel is not really a class for those new to Iruna.
Minstrel class is not intuitive and requires a seasoned iruna player to use it properly. Due to the confusing mechanics of each skill, minstrel requires not only knowledge of how parties work and how each skill can affect gameplay, but also how each song affects every member.
Minstrel is extremely party-centric.
Although at higher levels, minstrels can solo (and even solo very quickly compared to many other classes), minstrels are best in parties.
Their innate skills make them best in parties and help boost and use other members' damage in order to obtain fast, easy farms.
This is likely why minstrel only has (and it appears will continue to only have) 1 offensive skill.
Minstrels require knowledge of each class and each boss.
Minstrels are often put into random parties and are required to know, just from seeing the party's classes, to customize their songs to best fit the party and/or boss.
This is harder than it looks.
For example, passionate song works for gladiators, knight oath paladins, dual blow samurai, and snipers, but not for assassins, certain enchanters, and certain samurais. But it would work for tank assassins and samurais, but not mana burn enchanters, at Ouvel.
Why?
If you can't answer these type of questions, if you don't even know how to use dragonewt, minstrel is likely going to be a steep learning curve for you.
Of course, many support-type classes have similar problems (for example, bishops need to know that tempest-spam type gladiators require HP in order to continue spamming/keep hate). But their buff skills are not as numerous and do not affect their own damage skills (unless you are servant, I suppose).
Minstrel Is Strong.
Although recently the bias against minstrels has been dying down, it is still rampant in our English servers.
Nearly every time I party with a new person, they are amazed at the damage and usefulness of the minstrel class.
...Why is this still the case?
Before I went on hiatus last year, there were practically no minstrels. Everyone refused to party minstrels.
Then, apparently, word let on that minstrels' support buffs were great. Minstrels quickly became one of the most sought-out classes.
...
...for their buffs, only.
The theory goes, that because of this boom in acceptance of minstrels into parties for only their buffs, minstrels became the "lazy class."
All they had to really do was sing 3 buffs per 30 seconds, then sit.
.........
Where is the fun in that?
Why not contribute great damage (if not the greatest damage) to the party?
Beginning Minstrels...
None of this is meant to dissuade people from choosing minstrel.
You will likely be extremely ineffective if, however, you choose minstrel as your very first class in Iruna.
I suggest that players who already have been playing Iruna for a while and have a strong grasp of ATK, party arrangements, and bosses, to try out minstrel.
But for all players starting out as minstrel, I do not recommend SCD (str-crt-dex). SCD minstrels require a great deal of equipment to be playable. Cheaper equipment is available, of course, but SCD minstrels are easily killed if not built and used properly (you must be able to kill very quickly as a SCD minstrel, whether solo or in party).
ACD/ACS is much easier and will survive better than SCD types.
I recommend to beginner minstrels who know how to use phrasing to try swords instead of bows, because non-vit, bow-type minstrels only get higher damage from slot adamantite arrow/thimble/disaster stone.
Without those, sword-type is better (・_・;)
Alternatively, you could always opt for a tank type minstrel, which are pretty fantastic, but extremely rare.
Any way you choose, it'll be a lot of fun and will help you gain more knowledge about other classes and about creating fast, sustainable parties.
I hope everyone who tries or decides to stay as minstrel really uses the class. It is very wasteful for such a great class, with such high DPS potential, to be squandered away as a mere buff machine! ((((((ノ゚⊿゚)ノ"
I was asked the other day by a friend to explain more about Dragonewt. In particular, he wanted to know whether it would be sufficient to use neutral-attribute boosting equipment to increase dragonewt damage.
So, I thought this would be a great thing to test so everyone can see.
As we all know, neutral-type weapons boost neutral damage against neutral mobs.
But it appears Dragonewt, even though described as giving "neutral damage," does the same amount of damage if you equip a weapon with no attribute.
If Dragonewt is, in fact, a neutral-attribute attack, its damage against all mobs should be increased by increasing neutral physical damage %, just like nemesis damage (which is light attribute) is increased against all mobs by increasing only light magic power.
調べようぅー! (ノ゚ο゚)ノオゥー
TEST
For today's test, I used Red TenguIII and no special equipment versus iron tsuba, of which stats are: when a sword is equipped, non-attribute physical damage +15% and AGI-15.
The results show that my dragonewt damage was only increased when I wore Iron Tsuba against Hound, a neutral mob.
This brings us to our 2 conclusions, confirming what I said before:
Dragonewt has no attribute, literally.
As you can see, dragonewt has no attribute. It does not have "neutral" attribute, so unfortunately you can't expect to just use a neutral attribute weapon with neutral damage boosting crysta to increase your damage against all monsters.
If you increase neutral physical damage %, you will only increase damage against neutral mobs
Because dragonewt has no attribute, your dragonewt damage will only be affected by neutral damage increasing gear if the mob itself is neutral.