SupremeTentacle wrote:Here is my insight in this matter.
1. It does not matter that weapons use the same base. You cannot efficiently stack damage with multiple weapons until much later in the game. The chakra costs prevent general skill force magatama from being effective, and 90% of non-skill force magatama are complete and utter trash, defense magatama included.
Going back on Rebecca's example, of having 30% damage reduction: Because of the way the defense mechanism works, its actually really just 200 flat damage reduction as opposed to having 30% defense against all monsters. This ends with the result that, when you get crit for 8k by a rock, you get crit by like 200 less damage. BIG FUCKING DEAL! This is completely and utterly useless, and you should not add defensive maga.
Based on what you have stated, in terms of using alternative magatama, I might as well equip 4 kanmon magatama and do secluded forest, because I still one hit kill everything but the boss with a skill. But this makes runs longer, and less efficient for everything other than ryou, and basically is stupid. I might as well go clear a different area with the same equips instead of that.
2. Instead of bothering with damage evasion or mitigation, you might as well just grab a chian and outsustain the enemy instead. I don't see any sort of correctness in your idea of equipping defensive magatama. Go add max hp ornamentations instead =__=
3. If you can't one hit the monsters, something's wrong with you.
We have extremely nerfed monsters, and jp players can easily one hit their version of the monsters anyways.
allright, thats a post one can work with.
3. thats why i say there is no need to stack more damage once you onehit monsters and the edited comment was on the assumption that rebecca is right on the assumption that it may not be possible to onehit future enemys. i fail to see an issue with this statement since you actually strenghened mine with what you wrote there.
2. adding defense is adding effective health, hp ornamentations may be better for this depending on the values. adding hp is making heals less effective compared to the incomming damage while reducing incomming damage makes heals more effective. however, since i am not so far in the endgame that i would have seen representative values for endgame stats i will not argue with you on this and accept the statement as it is. if you have a defense-dmgreduction chart i would appreciate it if you could link it to me.
on a sidenote: there is also a magatama that prevents you from being critically hit, this one is also a defensive magatama and it can be useful when you are able to survive a normal attack but not a critical hit (although, one could use resolute to work around onehits when you think they may be a real danger to you)
1. i agree that there is a lack of low cost skill damage magatamas for multiple weapon types at this point in time. this may change later on. however, in the early to mid game (aka up to ~ lvl 40 or 50) you can use elemental magatamas to fill that void somewhat. this, of course, requires you to use weapons with skills that have correct damage type which is a pain in the ass to do but not impossible (especially when you only include specific skills only up to rank III because many skills change their element on higher ranks (for example: voidslash -> lightning void slash)) on higher levels with more chakra available you can use tai-kun magatamas and possible others (if existent) for skillforce, too.
one does need to keep in mind that achieving damage output high enough to onehit monsters in this content is not especially hard even without skillforce magatamas