March 23, 2012, 07:14:28 |
#1
Fire sram end game strat
I know srams aren't "good" right now, but just in case there's any fire srams still left, I's like to hear thoughts on an end game build.
8 ap , max double, max stab, max diversion, max scram, CB/FB/Exe lv 100
Turn 1:
Use diversion, run up, FB (+10h) (+5stab), double, swindle, pass
Double: CB x 2 (+10h), diversion (total 25 stacks), end turn
turn 2: If double is alive: scram if needed, diversion if needed, CB x 2 (+10h) (+10 stab)
If double is dead: scram if needed, diversion if needed, CB x 1 (+5h) (+5 stab), double
Double: diversion (45/35 stacks), CB x 2 (55/45 stacks), end turn
Turn 3: diversion, execution (55/45 % bonus + 40% backside + 5% stab = 190/200% hit not applying stats)
Let's tally it up from turn 1, without applying any bonuses: 35 + 70 + 9~ + 70/35 + 70 + 17~ + 80 = 351/316. If we add in execution bonus and let's say you only had 50% bonus from stats/equips, and your opponent had 0% resist, it would be around 646 dmg. Now apply the bonus of the cold bloods you landed (not double), and the first blood... 40% each, plus 5% stab. with minimal stats, it's pushing 750 dmg, or 250 per turn. If your opponent has low fire resist, i can't see why you couldn't push 900 damage in 3 turns. With a lucky crit or two, make that 1k.
8 ap , max double, max stab, max diversion, max scram, CB/FB/Exe lv 100
Turn 1:
Use diversion, run up, FB (+10h) (+5stab), double, swindle, pass
Double: CB x 2 (+10h), diversion (total 25 stacks), end turn
turn 2: If double is alive: scram if needed, diversion if needed, CB x 2 (+10h) (+10 stab)
If double is dead: scram if needed, diversion if needed, CB x 1 (+5h) (+5 stab), double
Double: diversion (45/35 stacks), CB x 2 (55/45 stacks), end turn
Turn 3: diversion, execution (55/45 % bonus + 40% backside + 5% stab = 190/200% hit not applying stats)
Let's tally it up from turn 1, without applying any bonuses: 35 + 70 + 9~ + 70/35 + 70 + 17~ + 80 = 351/316. If we add in execution bonus and let's say you only had 50% bonus from stats/equips, and your opponent had 0% resist, it would be around 646 dmg. Now apply the bonus of the cold bloods you landed (not double), and the first blood... 40% each, plus 5% stab. with minimal stats, it's pushing 750 dmg, or 250 per turn. If your opponent has low fire resist, i can't see why you couldn't push 900 damage in 3 turns. With a lucky crit or two, make that 1k.


