Post by TM93 on Oct 13, 2015 2:42:28 GMT
So I have a bit of downtime after getting the first floor of Dungeon 2 done in the Blackout book, figure I may as well take some time and try to liven up the forums here a bit with a fresh topic and a fresh post.
I want to keep in mind that this is not a post trying to demean a specific type of Playstyle, in fact I intend to go over Support and Tank roles in another thread if no one else wishes to, this is simply listing and talking about the Damage role in the game, and which Stats and Qualities will grant the largest amount of bonuses, thus making them more effective overall in the game. It is still VERY POSSIBLE to play DDA in a slower, more cinematic manner by focusing more on bulk-based roles as opposed to one about DPR (Damage Per Round) being optimized for your side of the field. But if your goal is to win, you want as little as possible to be left up to chance, as such hitting with as much power as possible is generally your best option, as it lowers the number of rounds you have to roll dice and take chances. It just turns the game into one massive arena of what we so fondly refer to as "Rocket Tag".
This is NOT realistic for every Digimon according to their lore. If you're attempting to be lore-friendly with this sort of information, please pick the proper Digimon, things like Cherrymon or Ankylomon will be immensely out of place with these sorts of stat spreads and strategies.
Accuracy: Top tier Stat, plain and simple. Accuracy is not only the Damage Stat that will make sure you hit, but it spills over into hitting hard. In addition, Accuracy is the only Stat that adds to your Brains Stat, thus making it add how many enemies you can attack per turn as well. Finally, Accuracy adds to your Agility Stat, the Initiative Stat. You want to be hitting as hard as possible, as fast as possible, and Accuracy is the way to do it.
Dodge: Second only to Accuracy, as it drastically helps mitigate the damage you take, if you take any at all. Again, it also adds to your Agility Stat, something you always want to have high if your goal is DPR.
Damage: If your goal is Damage, after Accuracy and Dodge are taken care of, Damage should be your next Stat. Due to the way Damage roles are played, Armor comes below Dodge, so having a decent Damage stat won't hurt you.
Armor: Really not the best Stat to invest in for a Damaging role, but it's slightly above Health because Armor is constant over the course of a battle, whereas Health is gone once it's gone unless you invest in Healing Effects, something which is often a waste of time on a Damage based Digimon.
Health: One or two points might not kill you, but heavily investing in Health is generally not a good idea for a Damage-based Digimon. If you're utilizing a Berserker-based Digimon with Combat Monster strategies, swapping Armor and Health on this list is fine, as you WANT to be taking damage, just not enough to kill you.
How, from top to bottom on this list, for every 10 Bonus DP you obtain (or spread your Starting DP around in a similar manner), I would suggest 3/3/2/1/1 overall, give yourself decent survivability on the off chance you miss, and keep math simple for your Agility Stat. However, if you feel a bit risky, 4/2/2/1/1 will see the same rate of improvement for your Agility Stat, but you'll have a hard time Dodging.
Other things to consider (a note on Qualities).
Huge Power: Top tier for a raw Damaging Build. Understandably, the larger your pool, the larger your odds of rolling a 1 are, the more dice you have to re-roll.
Agility: Not quite as amazing as Huge Power, but if you want to survive a few more rounds, Agility can go a long ways if your Dodge is almost as high as your Accuracy.
Speed: Adding to your Speed is a key part of a damaging role. It doesn't matter how hard you hit if you can't catch up.
Movement: Flight, plain and simple, is the best Movement type for you.
Optimizations: Obviously you'll have your preferred role and will want to stick to it. If you're more of a Mixed role, Speed Striker will go a long ways but beware the Dodge drop early-game.
Combat Monster: It takes a specific type of build, generally a Bulky Offense build, but the payoff can be great
Weapon: This can take a powerful move and crank it up to 11.
Signature Move: Plain and simple, Signature Move is going to be an amazing Quality to take when you can afford it.
Armor Piercing: Slightly worse than Certain Strike, but it is also significantly cheaper. As such it should still be considered.
Certain Strike: Always take at least one Rank of this if you can afford it.
Area Attack: If possible, take it. It might cut down on the individual DPR, but it can make group battles far easier.
Attack Effect: Unless it directly adds to your damage, you're better off leaving these to Support or Tank roles. Poison can still work fairly well, as it adds a Damage over Time effect. Weaken and Paralysis can be used to similar extent.
I want to keep in mind that this is not a post trying to demean a specific type of Playstyle, in fact I intend to go over Support and Tank roles in another thread if no one else wishes to, this is simply listing and talking about the Damage role in the game, and which Stats and Qualities will grant the largest amount of bonuses, thus making them more effective overall in the game. It is still VERY POSSIBLE to play DDA in a slower, more cinematic manner by focusing more on bulk-based roles as opposed to one about DPR (Damage Per Round) being optimized for your side of the field. But if your goal is to win, you want as little as possible to be left up to chance, as such hitting with as much power as possible is generally your best option, as it lowers the number of rounds you have to roll dice and take chances. It just turns the game into one massive arena of what we so fondly refer to as "Rocket Tag".
This is NOT realistic for every Digimon according to their lore. If you're attempting to be lore-friendly with this sort of information, please pick the proper Digimon, things like Cherrymon or Ankylomon will be immensely out of place with these sorts of stat spreads and strategies.
Accuracy: Top tier Stat, plain and simple. Accuracy is not only the Damage Stat that will make sure you hit, but it spills over into hitting hard. In addition, Accuracy is the only Stat that adds to your Brains Stat, thus making it add how many enemies you can attack per turn as well. Finally, Accuracy adds to your Agility Stat, the Initiative Stat. You want to be hitting as hard as possible, as fast as possible, and Accuracy is the way to do it.
Dodge: Second only to Accuracy, as it drastically helps mitigate the damage you take, if you take any at all. Again, it also adds to your Agility Stat, something you always want to have high if your goal is DPR.
Damage: If your goal is Damage, after Accuracy and Dodge are taken care of, Damage should be your next Stat. Due to the way Damage roles are played, Armor comes below Dodge, so having a decent Damage stat won't hurt you.
Armor: Really not the best Stat to invest in for a Damaging role, but it's slightly above Health because Armor is constant over the course of a battle, whereas Health is gone once it's gone unless you invest in Healing Effects, something which is often a waste of time on a Damage based Digimon.
Health: One or two points might not kill you, but heavily investing in Health is generally not a good idea for a Damage-based Digimon. If you're utilizing a Berserker-based Digimon with Combat Monster strategies, swapping Armor and Health on this list is fine, as you WANT to be taking damage, just not enough to kill you.
How, from top to bottom on this list, for every 10 Bonus DP you obtain (or spread your Starting DP around in a similar manner), I would suggest 3/3/2/1/1 overall, give yourself decent survivability on the off chance you miss, and keep math simple for your Agility Stat. However, if you feel a bit risky, 4/2/2/1/1 will see the same rate of improvement for your Agility Stat, but you'll have a hard time Dodging.
Other things to consider (a note on Qualities).
Huge Power: Top tier for a raw Damaging Build. Understandably, the larger your pool, the larger your odds of rolling a 1 are, the more dice you have to re-roll.
Agility: Not quite as amazing as Huge Power, but if you want to survive a few more rounds, Agility can go a long ways if your Dodge is almost as high as your Accuracy.
Speed: Adding to your Speed is a key part of a damaging role. It doesn't matter how hard you hit if you can't catch up.
Movement: Flight, plain and simple, is the best Movement type for you.
Optimizations: Obviously you'll have your preferred role and will want to stick to it. If you're more of a Mixed role, Speed Striker will go a long ways but beware the Dodge drop early-game.
Combat Monster: It takes a specific type of build, generally a Bulky Offense build, but the payoff can be great
Weapon: This can take a powerful move and crank it up to 11.
Signature Move: Plain and simple, Signature Move is going to be an amazing Quality to take when you can afford it.
Armor Piercing: Slightly worse than Certain Strike, but it is also significantly cheaper. As such it should still be considered.
Certain Strike: Always take at least one Rank of this if you can afford it.
Area Attack: If possible, take it. It might cut down on the individual DPR, but it can make group battles far easier.
Attack Effect: Unless it directly adds to your damage, you're better off leaving these to Support or Tank roles. Poison can still work fairly well, as it adds a Damage over Time effect. Weaken and Paralysis can be used to similar extent.