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Buccaneer

Buccaneer boss solos

There's not many buccaneers out there so I couldn't find any videos lol, by chance does anyone know if it's even possible for buccs to solo any cras or Hard Magnus?

December 10, 2014

17 Comments • Newest first

betaboi101

[quote=iEvanMaster]@betaboi101:

I agree... unless doing so would somehow enable you to defeat a boss that you had no way of doing before due to lack of dps, which is basically an impossible situation.
(Unless of course, someone can prove otherwise.)

Capping with every single line on every single attack is already more than enough, and with some classes you don't even need to do in order to solo C Vellum.[/quote]

Yep, you don't even need to cap with most classes to be able to solo chaos vellum. Some players for whatever reason pride themselves up to having 10+ mil ranges (the over obsessed ones). Yea, at that point they can pretty much cap with nearly every skill but it's not like they are above and beyond everyone else that can also cap but maybe with half or less of their range. I guess certain classes like dot based classes (mainly f/p I would assume) and maybe certain dps classes that take quite a high range to cap with (a shadower using carnival, a kaiser, a bowmaster) would pay off but once cap is reached on the dps class, going further really seems just as pointless. I guess if unlimited funding and upgraded was a players forte, maybe they should consider making an f/p since I'm pretty sure that dot has no cap.

Reply December 14, 2014 - edited
iEvanMaster

@betaboi101:

I agree... unless doing so would somehow enable you to defeat a boss that you had no way of doing before due to lack of dps, which is basically an impossible situation.
(Unless of course, someone can prove otherwise.)

Capping with every single line on every single attack is already more than enough, and with some classes you don't even need to do in order to solo C Vellum.

Reply December 14, 2014 - edited
ZeroRival

[quote=underWolf]CRA requires 80% PDR and 90% for cvellum

All classes can solo if you at least have 2m and 300% boss with 80% PDR[/quote]

already have all that with my shade and more pdr with my bucc

Reply December 14, 2014 - edited
betaboi101

[quote=iEvanMaster]I'm not exactly sure what you guys are trying to argue here... %atk being better than %boss, and %boss is thus, worthless? o.o

I apologize for my wording in the earlier post. What I meant to say was:

To find out how much damage increase a line of %atk will give you versus a line of %boss/%total damage, consider the following formula. It's very useful for figuring out where your character stands in the %boss/%atk balance, and whether you should go for one or the other at that moment.

100+(%boss+%total damage)/100+(%atk)= How much %boss is needed to be equal to 1% Atk. The %boss/total/%atk is self explanatory, but the 100 is your base damage.

EXAMPLE: If someone has 150% boss, 64% total damage*, and also has 21% atk: Then it will be as follows: 100+(150+64)/121= 314/121= 2.595
(20% from Kanna/DA link skills, 15% from Mu Gong gloves, 9% from weapon potential and 20% from reinforce hyper skill.)

That means, 1% atk is equal to roughly 2.59% boss for that person.

It's very true that %boss decreases in usefulness the more you have of it, due to diminishing returns. It does not mean it is useless and you should focus only on %atk however.
%Boss's main advantage over %atk is that it simply comes in larger quantities when cubing, and thus, allows it to compete with %atk when you also have stacked up quite a bit of it and experienced diminishing returns as well.

IF you have a ratio of about 3:1 boss/total to %atk, then you've reached the point where going for one or the other would net you roughly around the same damage boost.
This is the situation I'm in at the moment, having 561 %boss/%total* and 72% atk. Which gives a Boss=%atk ratio of 3.261

6* 3.291= 19.746
9* 3.291= 29.349
12* 3.291= 39.132

As you can see, a single line of %boss is pretty much equal to the equivalent line of % atk, for me. (__Actually, %atk is slightly worse, but that makes no difference in the long run.__

Now, onto the whole '%atk is better if you have more attack, since you gain a percentage of your total attack' bit.

[quote]it depends heavily on the total att your character has.

This is only partially true. While %atk __does__ give you more attack if your base attack is higher, that's obvious. 9% of 1000 would give you 90 atk which is more than what you would get if you atk is only 100, which means 9 atk, right?

Therefore, %atk is good only if you have a higher base attack is what a lot of people think.

No. That's not true in terms of the damage you would gain percentage wise.

To understand this, a peek at the range formula might be needed.

All you need to know for the purposes of this part is that in the range formula, this part is there, by itself, multiplied with every other part that determines what your damage is on-screen.

Atk/100

Again, it is by itself, isolated.

If you do want to see the full range formula, it is as follows, for every class that's not a xenon.

(4*Main stat+Secondary stat)*(Weapon Multiplier)*(Atk/100)*(1+%Total Damage**)= Range you see on your stat menu.

**The Total damage bit is pretty much fake and boosts your range artifically, since it shows up on range but does not actually affect calculations using your range, instead as you may know(hopefully you know this...) %total damage works exactly the same way as %boss does, only towards all enemies.***

Now. As you can see, a multiplier is given based upon the amount of attack you have, that affects your damage tremendously since it is multiplied with everything else.

Take my earlier example. If you gain 9% atk, instead of having 1000 atk you would now have 1090 if that 9% atk was your only %atk source and you have not experienced diminishing returns.

Instead of a multiplier of 10 it is now 10.9.

That, is a 9% increase in your damage, if you can tell.

Now the 100 atk example. What happens if that person also gains 9% atk, instead of having 0%?

100*1.09= 109
109/100= 1.09

Instead of a multiplier of 1, it is now 1.09.

ALSO a 9% multiplier in your damage. EVEN THOUGH the person with 1000 atk had 10 times as much, both people received the same damage boost!

This is the reason why %atk is so effective. It directly affects one stat, but in doing so, due to the way the damage formula works, doing that affects your whole damage by multiplying it.

If you have any further questions, feel free to ask and I hope I have cleared up some misconceptions.

@betaboi101

One last thing I forgot about...

What exactly is the point of boosting your summon/DoT damage, if you already hit cap on every line of every attack?

I don't get the purpose behind that, except throwing away funds, if it doesn't somehow allow you to be able to solo Dorothy after doing so, and that boss is one that only a few select classes have a chance in hell of beating in the first place, and that's because of the insane amount of hits/second they are capable of. The miniscule amount of damage given by summons is unlikely to change the outcome.

Capping on every line of every attack will already be enough to solo CVellum, and if your class still cannot do so with that, more summon damage would be negligible at best.
(And I do not know of a class that doesn't have enough dps to solo cvel while hitting cap on everything.)[/quote]

To be honest there is no point at all but you still see those overly obsessed "pros" trying to revert excess boss damage to attack % to raise their range for whatever reason. Once/ if you start capping rule of thumb is to start replacing % boss with att slowly to up your range. As to the point of doing so, it is extremely pointless

Reply December 14, 2014 - edited
iEvanMaster

[quote=Harbors]It is exactly true. I listed my own stats, I didnot lie about them. 300% boss or higher regires you to have 3 lines of boss throughout your equips, as well as nebs. That means you have 3 less lines to get %att/pdr. And %boss does not match up with %att in every scenario, it depends heavily on the total att your character has.[/quote]

[quote=betaboi101]This. When you also reach the point where you can cap without the boss lines it is better to switch them out for attack as it boosts your range and summons/ dot damage.[/quote]

I'm not exactly sure what you guys are trying to argue here... %atk being better than %boss, and %boss is thus, worthless? o.o

I apologize for my wording in the earlier post. What I meant to say was:

To find out how much damage increase a line of %atk will give you versus a line of %boss/%total damage, consider the following formula. It's very useful for figuring out where your character stands in the %boss/%atk balance, and whether you should go for one or the other at that moment.

100+(%boss+%total damage)/100+(%atk)= How much %boss is needed to be equal to 1% Atk. The %boss/total/%atk is self explanatory, but the 100 is your base damage.

EXAMPLE: If someone has 150% boss, 64% total damage*, and also has 21% atk: Then it will be as follows: 100+(150+64)/121= 314/121= 2.595
(20% from Kanna/DA link skills, 15% from Mu Gong gloves, 9% from weapon potential and 20% from reinforce hyper skill.)

That means, 1% atk is equal to roughly 2.59% boss for that person.

It's very true that %boss decreases in usefulness the more you have of it, due to diminishing returns. It does not mean it is useless and you should focus only on %atk however.
%Boss's main advantage over %atk is that it simply comes in larger quantities when cubing, and thus, allows it to compete with %atk when you also have stacked up quite a bit of it and experienced diminishing returns as well.

IF you have a ratio of about 3:1 boss/total to %atk, then you've reached the point where going for one or the other would net you roughly around the same damage boost.
This is the situation I'm in at the moment, having 561 %boss/%total* and 72% atk. Which gives a Boss=%atk ratio of 3.261

6* 3.291= 19.746
9* 3.291= 29.349
12* 3.291= 39.132

As you can see, a single line of %boss is pretty much equal to the equivalent line of % atk, for me. (__Actually, %atk is slightly worse, but that makes no difference in the long run.__

Now, onto the whole '%atk is better if you have more attack, since you gain a percentage of your total attack' bit.

[quote]it depends heavily on the total att your character has.[/quote]

This is only partially true. While %atk __does__ give you more attack if your base attack is higher, that's obvious. 9% of 1000 would give you 90 atk which is more than what you would get if you atk is only 100, which means 9 atk, right?

Therefore, %atk is good only if you have a higher base attack is what a lot of people think.

No. That's not true in terms of the damage you would gain percentage wise.

To understand this, a peek at the range formula might be needed.

All you need to know for the purposes of this part is that in the range formula, this part is there, by itself, multiplied with every other part that determines what your damage is on-screen.

Atk/100

Again, it is by itself, isolated.

If you do want to see the full range formula, it is as follows, for every class that's not a xenon.

(4*Main stat+Secondary stat)*(Weapon Multiplier)*(Atk/100)*(1+%Total Damage**)= Range you see on your stat menu.

**The Total damage bit is pretty much fake and boosts your range artifically, since it shows up on range but does not actually affect calculations using your range, instead as you may know(hopefully you know this...) %total damage works exactly the same way as %boss does, only towards all enemies.***

Now. As you can see, a multiplier is given based upon the amount of attack you have, that affects your damage tremendously since it is multiplied with everything else.

Take my earlier example. If you gain 9% atk, instead of having 1000 atk you would now have 1090 if that 9% atk was your only %atk source and you have not experienced diminishing returns.

Instead of a multiplier of 10 it is now 10.9.

That, is a 9% increase in your damage, if you can tell.

Now the 100 atk example. What happens if that person also gains 9% atk, instead of having 0%?

100*1.09= 109
109/100= 1.09

Instead of a multiplier of 1, it is now 1.09.

ALSO a 9% multiplier in your damage. EVEN THOUGH the person with 1000 atk had 10 times as much, both people received the same damage boost!

This is the reason why %atk is so effective. It directly affects one stat, but in doing so, due to the way the damage formula works, doing that affects your whole damage by multiplying it.

If you have any further questions, feel free to ask and I hope I have cleared up some misconceptions.

@betaboi101

One last thing I forgot about...

What exactly is the point of boosting your summon/DoT damage, if you already hit cap on every line of every attack?

I don't get the purpose behind that, except throwing away funds, if it doesn't somehow allow you to be able to solo Dorothy after doing so, and that boss is one that only a few select classes have a chance in hell of beating in the first place, and that's because of the insane amount of hits/second they are capable of. The miniscule amount of damage given by summons is unlikely to change the outcome.

Capping on every line of every attack will already be enough to solo CVellum, and if your class still cannot do so with that, more summon damage would be negligible at best.
(And I do not know of a class that doesn't have enough dps to solo cvel while hitting cap on everything.)

Reply December 13, 2014 - edited
brown767

Ive seen a buccaneer solo hellux. so i supose its possible. However the real down side is that buccs have alot of buffs. And the fact that their attack % is lower than shades. However we do get 100% crit agianst bosses if you have enogh crit rate.
The real problem is having a godly weapon, with 21% att and bonus pot of attack %.
Source: Level 203 Buccaneer

Reply December 13, 2014 - edited
Killinme

[quote=underWolf]I would love to see someone do that with 1.2m range

It was a very general idea, 300% definitely is not overkill you can lower that if you had more range. But floating at around 2m range, 300% boss you can definitely solo all of CRA, except for cvellum.[/quote]

I have a guild member that soloed cv with 1.1m range on his bw. O.o

Reply December 13, 2014 - edited
betaboi101

[quote=Harbors]It is exactly true. I listed my own stats, I didnot lie about them. 300% boss or higher regires you to have 3 lines of boss throughout your equips, as well as nebs. That means you have 3 less lines to get %att/pdr. And %boss does not match up with %att in every scenario, it depends heavily on the total att your character has.[/quote]

This. When you also reach the point where you can cap without the boss lines it is better to switch them out for attack as it boosts your range and summons/ dot damage.

Reply December 12, 2014 - edited
iEvanMaster

[quote=Harbors]Incredibly wrong. Bw was able to solo cvell with 1.2m range.

Also, I've got 209% boss and no boss is difficult for me. You can't generalize every single class like that, also 300% boss is overkill no matter who you ask.[/quote]

Not exactly true.

I've got 295% boss, 326% with OOParts Code/CO and not even counting %total damage- yet even after factoring in all that, one line of %boss is pretty much almost perfectly equal to an equal line of %atk.
(Eg. 40% boss to 12% atk , 30% boss to 9% atk)

You have to get as much %boss and %atk as possible, and find a healthy combination of both. (As well as everything else, %stat, %Ignore Def and etc.)

Reply December 12, 2014 - edited
Singaporean

all classes can solo all bosses

beginner is obviously not counted.

Reply December 11, 2014 - edited
iPunchFatKid

[quote=dabronxenigma]furthest i got on hard magnus was 1/3 into his hp >.< pretty sure theres some silent buccaneer out there that solos everything be him or herself already tho :X[/quote]

What was your range to get that far?

Reply December 11, 2014 - edited
ZeroRival

Noy if you really want me to be a bucc gain i will lol

Reply December 11, 2014 - edited
4kyosuke4

I don't think Buccs want to be noticed just yet.

Reply December 11, 2014 - edited
SirZos

Completely possible with some time and effort; like dabronxenigma said, I bet there are a few buccs around that don't really like to boast about their range and accomplishments outside of their bl/guild.

Reply December 11, 2014 - edited
RagerRaging

I know there were a couple of buccs that used to solo/duo cvelly post-shade update. There are still like 1 or 2 Buccaneers who still do cvelly in my world still lol.

Reply December 11, 2014 - edited
dabronxenigma

furthest i got on hard magnus was 1/3 into his hp >.< pretty sure theres some silent buccaneer out there that solos everything be him or herself already tho :X

Reply December 11, 2014 - edited
Powerbomb

Pretty sure Buccs can solo CVellum because of Typhoon Crush (though it takes godly funding and a lot of time, plus excellent timing).

Reply December 10, 2014 - edited