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Score : 1422

LV.200 ONLY: 200 BC build.

By challengeacepted - MEMBER - December 09, 2017, 13:18:06


So, i wish i could make this a guide, but honestly, if you reach Lv.200 with a Huppermage, then what's a guide going to do for you at that point? XD

So rather, here i leave the final build (But not the only available at Lv.200). This one focuses on literally EVERY DAMAGING BUFF EVER available to the Hupper class, in order to not only obtain amounts well past DOUBLE FD, but 100% Critical Hit aswell (This one, by the use of Crit consumable). 

Method build.

Build with 100% Crit achieved, and difference with 90% Crit.

SPELL ROTATION EACH TURN.

DELAYING TOP END PULSATION TURN!!

DAMAGE CALCULATIONS AND SPELL ORDER BELOW:

10 AP is first turn only, because of the 2 AP it costs to activate HoF.

There's also not any other combo that you can do to trigger the 20% Low Pulsation on second turn.

The idea of the build is to permanently stay in the "Heart of Fire" (+20% Dmg / +80 to all Resistances) and "Pulsation" (+20% Dmg / +10% Crit and Block) states. You don't need to reactivate HoF anytime.

Given Pulsation's Critical hit bonus, it allows you to reach a permanent 25% Extra damage because of 100% Crit, when combined with the "Shroom Stew" (+10% Crit and Block) food.


So you'll have the next chart, counting critical damage as base damage. NOT APPLYING MASTERY DAMAGE OF ANY KIND:


tap First Turn only:
.
  • Activate Heart of Fire (-2 AP)
  • Cast any combination worth 6 AP to generate 2 runes (-6 AP / 156 Base damage)
  • Cast Tears of Light (-2 AP / 170 Base Damage / -161 BQ)
  • Cast a spell to generate the missing rune. (-2 AP / 52 Base damage)
.
Modifiers: 33% Base from character (15% Carnage, 10% Major Point, 8% Guild Bonus) + 20% HoF + 20% Pulsation + 20% Dynamo (Elemental Spells only) +18% Fullness (Light Spell Only)

Bonus for next turn: +20% Universality (4 Elements used). +20% Pulsation +Water, Fire, Air Runes. 

Base damage total: 726 Damage.
.
  • (193% of 156): 301 Base Damage
  • (191% of 170): 325 Base Damage
  • (193% of 52): 100 Base Damage
.
BQ total: 200 (Start) - 161 (Light spell) + 28 (Last spell) - 50 (HoF cost at the end of the turn) = 17 BQ left (Low end Pulsation = 20 BQ or less to activate) 



tap Light of Dawn spam Turn:
.
  • Light of Dawn+ (-5 AP / -1 Fire Rune / 183 Base Damage)
  • Disc (-2 AP / Swaps runes / 52 Base Damage)
  • Light of Dawn+ (-5 AP / -1 Fire Rune / 183 Base Damage)
.
Modifiers: 33% Base + 20% HoF + 20% Pulsation +20% Dynamo + 20% Universality

Bonus for next turn: +10% Universality (2 Elements used). +Earth Rune. +40% Fullness.

Base damage total: 891 Damage.
.
  • (213% of 183): 390 Base Damage *2  = 780 Base Damage
  • (213% of 52): 111 Base Damage.
.
BQ total: 17 + 62 * 2 + 28 - 50 = 119 BQ left.



tap Light Arrow Turn:
.
  • Disc (-2 AP / Swaps Earth to Air / 42 - 52 (crit) Base Damage)
  • Downpour (-2 AP / 42 - 52 Base damage)
  • Collapse (-3 AP / 63 - 78 Base Damage / Pulsation activates)
  • Flux (-2 AP / 52 Base Damage)
  • Light Arrow *4R (-3 AP / 261 Base Damage / -139 BQ)
.
Modifiers: 33% Base + 20% HoF + 20% Pulsation (Last 2 Spells only) +10% Universality +20% Dynamo (Elemental Spells only) +50% Fullness (Light Spell only)

Bonus for next turn: +25% Universality (5 Elements used). +20% Pulsation. +Water, Air, Fire, Earth Runes.

Base damage total: 983 - 1047 Damage
.
  • (183% of 42 - 52): 77 - 95 Base Damage * 2 = 154 - 190 Base Damage
  • (183% of 63 - 78): 115 - 143 Base Damage
  • (203% of 52): 106 Base Damage
  • (233% of 261): 608 Base Damage
.
BQ Total: 200 - 139 - 50 = 11 BQ left. (Repeat "Light of Dawn spam" Turn)


tap Combined Base Damage (With 1st turn) (3 Turn Cycle): 
.
  • 726 (1st Turn) + 891 (Light of Dawn Spam) + 983  / 1047 (Arrow turn) = 2600 / 2664 Base Damage.
  • Average Damage per turn: 867 / 888 Base Damage.
  • Average Damage per AP: 72 / 74 Base Damage.
.

tap Combined Base Damage (without 1st turn) (2 Turn Cycle):
.
  • 891 + 983 / 1047 = 1874 / 1938 Base Damage
  • Average Damage per turn: 937 / 969 Base Damage.
  • Average Damage per AP: 78 / 81 Base Damage.
.


I'd honestly be VERY surprised if you can find a Huppermage build that can spam harder damage!
5
Reactions 5
Score : 3897

Is....this the legendary Super Saiyan Huppermage!!

2
Score : 1422

AND THIS...


IS TO GO FURTHER BEYOND!!
 

1
Score : 1

still works?

 

Abrocalypse|2018-07-12 04:26:14
Arrow is a 210 / 189 noncrit base Damage, which is higher than Crit Tears. It's always worth running over Tear as long as you have line of sight available wink

Also you can find the updated version of this build in another thread! It's under this username, just look for "Super Sayan" in the title and that's the one!

Ty =)
0
Score : 972

It does indeed still work, but you start with less crit which you can build with walloping, and for me, Arrow isn't too worth running when you have Tear as well now

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