Posted July 29, 2017
So far I have been playing with a PPAS party, and despite what it looks like at the outset it's my strongest melee party yet. At Level 50, Paladins and Archers are yielding 100~120 dmg (plus 10-20 elemental damage) at near-30 recovery time, and the Sorcerer is yielding 74-80 dmg at 27 recovery time. I'll elaborate how it came to be this, but this is all with the assumption that the Greyface patch, which fixes the dual-wielding recovery time issue, is installed.
Skills:
Paladins and Archers Master Sword (8) and Pump all the points into Master Axe (Currently 18~20). Master Sword is there to use the sword on the left hand; Axe is the chosen weapon because it is the only weapon where pumping skills into it simultaneously yields (1) Attack bonus, (2) reduced recovery time, and (3) Attack Damage. The lone drawback is that it is quite slow (100 base recovery time vs. 80 for spears and 90 for swords), but after 20 points there is no difference, esp. after hitting the minimum 30 threshold with the Haste spell. Spears don't come with the reduced recovery time benefit, which limits its use to the early to mid-game for Melee parties. Paladins have Master Plate (4) and Archer has Master Chain (10) to eliminate recovery time penalties. Expert Body (4), Expert Mind (4), Master Spirit (4) are scattered around two Paladins, just for the sake of curing status ailments.
Sorcerer experts (or masters, if you value the triple damage chance) Dagger (4) and Pump all the points into Master Light (Currently 22). Put enough points into Master Dark (Currently 11) to make Day of Protection useful. The point of pumping all the skills into Master Light is to take advantage of the status boost by Day of the Gods (10+4*skill at Master Light), but more importantly Heroism spell included within the Hour of Power (5+1*skill at Master Light). In order to point-maximize Light magic, Water and air magic are mastered by the Archer (12 and 4).
Items:
Choosing the right weapons is the most important. In the beginning, use single-handed spears (without pumping any skills into it) to take advantage of the spear’s two-hand bonus. Expert Spirit and Fire as a priority to take advantage of Bless, Heroism, and Haste, the three most important spells for Melee combat. Master Sword at a relatively early part of the game, and dual-wield with Spear. When there are enough points into Axe (10~12+) to offset the recovery time penalty, switch to Axe-Sword dual wield.
Try to get at least one Vampiric weapon to all four characters. Mordred obviously works for the Sorc, but it will take some work to get the Vampiric Supreme Axe, Mighty Broadsword, Lionheart Sword, or Master Cutlass to the remaining three characters. The other weapon should ideally have "of the Dragon" (+25 might and +10~20 fire dmg) enchantment. The axes can generally be gotten from Minotaur Kings, which only give out One-handed and Two-handed axes, or you could try your luck with the Dragons and Wyrms at Dragonsand.
Finally, it is critical that the Sorc holds an amulet or ring of Light Magic to boost Day of the Gods and Hour of Power effects. At Master Light, Day of the Gods spell boosts 10+*4 points per skill, so with the Light Magic ring or amulet the effect gets boosted to *6 points per skill. At 22 Light magic, that adds up to 142 boosts in statistics; couple that with +50 stat well in Sweet Water, we’re looking at 192 boost altogether. Heroism works the same way; at 22 Light magic, 5+*1 per skill translates to 5+*1.5 per skill with the amulet or ring of Light magic, which is 38 boost in damage.
For this type of play, the most important stat boost is Might. Speed is not important in the late-game because you’re already up against the minimum 30 threshold of recovery time; Accuracy too, since with Hour of Power cast, you’re never going to miss much with the added attack bonus. With Might, every incentive exists to get to 400 and 500 Might. The non-linear calculations of effects of statistics are such that until 400, there isn’t much of a boost from added 50 might. But once you get there...
From Grayface’s Mechanics explanation:
All statistics give bonus according to the table below.
The first row is statistic barrier (or breakpoint). The second is effect you get from getting equal or bigger statistic. Example: If 400 <= Might < 500, then you will get +25 to melee damage.
Statistic Effect
500 30
400 25
350 20
300 19
275 18
250 17
225 16
200 15
175 14
150 13
125 12
100 11
75 10
50 9
40 8
35 7
30 6
25 5
21 4
19 3
17 2
15 1
13 0
11 -1
9 -2
7 -3
5 -4
3 -5
0 -6
So whereas 300 might and 350 might are separated by only 1 damage, getting to 400 suddenly adds 5 damage, and getting to 500 still 5 more. Try obtaining high +5 might enchantments (like +25 Might rings or the Atlas relic with +100 Might) to get to 500 threshold. It’s hardly impossible: with 20~30 Light magic cast with the Light Magic ring/amulet and the Sweet Water +50 fountain, it should be obtainable if you target Might specifically.
So, putting it altogether, you should be able to get about 110-130 damage for the Paladins and the Archer with around 20 Light magic. One additional point in Light magic leads to +1.5 damage. So hiring Spell Master and Mystic adds +7 to Light Magic, which should boost another 10 damage or so. I think by the endgame I should be able to get to 140-150 damage.
While the general consensus is that Magic is superior to Might in MM6, I think if you play it to this extreme Might is much more versatile (as anyone who played solo Knight would know) and perhaps equally powerful. If you haven’t tried this type of play, I suggest you try it out.
Skills:
Paladins and Archers Master Sword (8) and Pump all the points into Master Axe (Currently 18~20). Master Sword is there to use the sword on the left hand; Axe is the chosen weapon because it is the only weapon where pumping skills into it simultaneously yields (1) Attack bonus, (2) reduced recovery time, and (3) Attack Damage. The lone drawback is that it is quite slow (100 base recovery time vs. 80 for spears and 90 for swords), but after 20 points there is no difference, esp. after hitting the minimum 30 threshold with the Haste spell. Spears don't come with the reduced recovery time benefit, which limits its use to the early to mid-game for Melee parties. Paladins have Master Plate (4) and Archer has Master Chain (10) to eliminate recovery time penalties. Expert Body (4), Expert Mind (4), Master Spirit (4) are scattered around two Paladins, just for the sake of curing status ailments.
Sorcerer experts (or masters, if you value the triple damage chance) Dagger (4) and Pump all the points into Master Light (Currently 22). Put enough points into Master Dark (Currently 11) to make Day of Protection useful. The point of pumping all the skills into Master Light is to take advantage of the status boost by Day of the Gods (10+4*skill at Master Light), but more importantly Heroism spell included within the Hour of Power (5+1*skill at Master Light). In order to point-maximize Light magic, Water and air magic are mastered by the Archer (12 and 4).
Items:
Choosing the right weapons is the most important. In the beginning, use single-handed spears (without pumping any skills into it) to take advantage of the spear’s two-hand bonus. Expert Spirit and Fire as a priority to take advantage of Bless, Heroism, and Haste, the three most important spells for Melee combat. Master Sword at a relatively early part of the game, and dual-wield with Spear. When there are enough points into Axe (10~12+) to offset the recovery time penalty, switch to Axe-Sword dual wield.
Try to get at least one Vampiric weapon to all four characters. Mordred obviously works for the Sorc, but it will take some work to get the Vampiric Supreme Axe, Mighty Broadsword, Lionheart Sword, or Master Cutlass to the remaining three characters. The other weapon should ideally have "of the Dragon" (+25 might and +10~20 fire dmg) enchantment. The axes can generally be gotten from Minotaur Kings, which only give out One-handed and Two-handed axes, or you could try your luck with the Dragons and Wyrms at Dragonsand.
Finally, it is critical that the Sorc holds an amulet or ring of Light Magic to boost Day of the Gods and Hour of Power effects. At Master Light, Day of the Gods spell boosts 10+*4 points per skill, so with the Light Magic ring or amulet the effect gets boosted to *6 points per skill. At 22 Light magic, that adds up to 142 boosts in statistics; couple that with +50 stat well in Sweet Water, we’re looking at 192 boost altogether. Heroism works the same way; at 22 Light magic, 5+*1 per skill translates to 5+*1.5 per skill with the amulet or ring of Light magic, which is 38 boost in damage.
For this type of play, the most important stat boost is Might. Speed is not important in the late-game because you’re already up against the minimum 30 threshold of recovery time; Accuracy too, since with Hour of Power cast, you’re never going to miss much with the added attack bonus. With Might, every incentive exists to get to 400 and 500 Might. The non-linear calculations of effects of statistics are such that until 400, there isn’t much of a boost from added 50 might. But once you get there...
From Grayface’s Mechanics explanation:
All statistics give bonus according to the table below.
The first row is statistic barrier (or breakpoint). The second is effect you get from getting equal or bigger statistic. Example: If 400 <= Might < 500, then you will get +25 to melee damage.
Statistic Effect
500 30
400 25
350 20
300 19
275 18
250 17
225 16
200 15
175 14
150 13
125 12
100 11
75 10
50 9
40 8
35 7
30 6
25 5
21 4
19 3
17 2
15 1
13 0
11 -1
9 -2
7 -3
5 -4
3 -5
0 -6
So whereas 300 might and 350 might are separated by only 1 damage, getting to 400 suddenly adds 5 damage, and getting to 500 still 5 more. Try obtaining high +5 might enchantments (like +25 Might rings or the Atlas relic with +100 Might) to get to 500 threshold. It’s hardly impossible: with 20~30 Light magic cast with the Light Magic ring/amulet and the Sweet Water +50 fountain, it should be obtainable if you target Might specifically.
So, putting it altogether, you should be able to get about 110-130 damage for the Paladins and the Archer with around 20 Light magic. One additional point in Light magic leads to +1.5 damage. So hiring Spell Master and Mystic adds +7 to Light Magic, which should boost another 10 damage or so. I think by the endgame I should be able to get to 140-150 damage.
While the general consensus is that Magic is superior to Might in MM6, I think if you play it to this extreme Might is much more versatile (as anyone who played solo Knight would know) and perhaps equally powerful. If you haven’t tried this type of play, I suggest you try it out.