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Brawler

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MIN-MAX BRAWLERS WITH
BERNKASTEL
Ange (Bernkastel)
Contents
Introduction ..................................................................................................................................... 4
Crit Formula ..................................................................................................................................... 4
Crit vs Power................................................................................................................................ 4
Front Crit.................................................................................................................................. 5
Back Crit ................................................................................................................................... 5
Other forms of Crit scaling ...................................................................................................... 6
Brawler skills .................................................................................................................................... 6
Haymaker .................................................................................................................................... 0
Graph ....................................................................................................................................... 0
Jackhammer ................................................................................................................................ 1
Graphs ..................................................................................................................................... 1
Ground Pounder .......................................................................................................................... 3
Graphs ..................................................................................................................................... 3
Counterpunch .............................................................................................................................. 5
Equations ................................................................................................................................. 5
Punch Combos ................................................................................................................................. 5
Perfect Block .................................................................................................................................... 5
Counter Perfect Block.................................................................................................................. 5
Is it worth using Counter Perfect Block? ................................................................................. 5
Skill Perfect Block ........................................................................................................................ 6
Is it worth using skill Perfect Block? ........................................................................................ 6
Skill DPS Table.................................................................................................................................. 0
Skill Tier ........................................................................................................................................... 0
Growing Fury ................................................................................................................................... 0
CDR? ................................................................................................................................................ 0
CDR formula ................................................................................................................................ 0
Brawler CD frames ....................................................................................................................... 1
Calculating CDs ............................................................................................................................ 1
Step 1 ....................................................................................................................................... 1
Step 2 ....................................................................................................................................... 2
Step 3 ....................................................................................................................................... 3
Verdict ..................................................................................................................................... 3
Power vs Crit – Revisit ..................................................................................................................... 3
Front ............................................................................................................................................ 4
Interpretation .............................................................................................................................. 6
Hard Mode Graph – 185 Crit Resistance Boss ............................................................................. 6
Analysis ........................................................................................................................................ 6
Crystals and Consumables ............................................................................................................... 7
Crystals ........................................................................................................................................ 7
Carving vs Pounding ................................................................................................................ 7
Brawler specific ....................................................................................................................... 8
Forceful vs Pounding ............................................................................................................... 9
Front Crystals............................................................................................................................. 10
Back Crystals .............................................................................................................................. 10
Abusing Wrathful from behind.................................................................................................. 10
Score Run................................................................................................................................... 10
Front ...................................................................................................................................... 10
Back ....................................................................................................................................... 10
Consumables ............................................................................................................................. 10
Gear ............................................................................................................................................... 11
Weapon ..................................................................................................................................... 11
Chest .......................................................................................................................................... 11
Chest Roll – RHK CD or Jackhammer Damage ....................................................................... 11
Gloves ........................................................................................................................................ 13
Boots.......................................................................................................................................... 13
Jewelry ....................................................................................................................................... 13
Sets ........................................................................................................................................ 13
Rolls ....................................................................................................................................... 14
Brooch ....................................................................................................................................... 14
Haymaker Crit Cap ......................................................................................................................... 15
Do Perfect Blocks even contribute much of your total DPS? ........................................................ 16
Crit diminished value – Perfect Block Reflects .............................................................................. 16
Etching ........................................................................................................................................... 17
Energetic III ................................................................................................................................ 17
Keen III ....................................................................................................................................... 17
Pumped III ................................................................................................................................. 17
Better Perfect Blocks with higher skill uptime? ........................................................................ 18
Conclusion ................................................................................................................................. 18
Final Gearing Logic (Growing Fury) ............................................................................................... 18
Docile bosses – negligible DPS bonus on reflects...................................................................... 18
Normal bosses – 25% bonus DPS on reflects ............................................................................ 19
Hyperactive bosses – 50% bonus DPS on reflects ..................................................................... 19
What does this all mean? .......................................................................................................... 19
Example ..................................................................................................................................... 19
Final Gearing Logic (No Growing Fury) .......................................................................................... 19
Front vs Back ................................................................................................................................. 19
Conclusion ................................................................................................................................. 20
Final DPS Rotation Logic ................................................................................................................ 21
Growing Fury ............................................................................................................................. 21
No Growing Fury........................................................................................................................ 21
How to tank ................................................................................................................................... 21
Aggro formula............................................................................................................................ 21
Glyphs ............................................................................................................................................ 22
Growing Fury Min-Max Standard .............................................................................................. 22
Growing Fury CD Glyph ............................................................................................................. 22
Low Growing Fury Uptime......................................................................................................... 23
End Notes ...................................................................................................................................... 23
Credits............................................................................................................................................ 23
Lateral – AV (reddit Iatii) ........................................................................................................... 23
Forsynthia – AV (reddit megatonfist) ........................................................................................ 23
Ketoth – MT ............................................................................................................................... 23
Texendis – TR (reddit Xiadais) ................................................................................................... 23
Introduction
Despite being branded as an easy class, Brawler is indisputably the most complicated class to
decipher mathematically. It is without a doubt that to perform at a decent level, Brawler does
not require much thinking or planning at all. But is this the true potential of this class? Not even
close. In this Brawler min-max guide I wish to go through all the Brawler mechanics and prove
the optimal methodology to gear and play Brawlers. Borrowing the power of the one true
pantheistic God – i.e. mathematics, I will show you what Brawlers are truly capable of.
Like my warrior guides, this guide will assume deep general knowledge of this game. A beginner
may find this guide confusing to read.
Crit Formula
This Brawler guide will use Ketoth’s updated Critical Strike equation. Crit damage will be
assumed as 810% from the back and 680% from the front for the rest of this guide. The precise
number for Crit damage is not very important in changing the breakpoint of gearing choice. Crit
resistance is 155 for normal dungeons and 185 for hard mode. The Crit resistance used in this
guide will be 160.
Crit vs Power
These graphs are cheat sheet graphs for every class. Keep in mind that like the graph I put in my
warrior guide, these graphs are for rough guidance only, as they do not take account of Crit
modified skills. For classes like Berserkers (which scale poorly with Crit) and Warriors (which
scale well with Crit), these graphs can be misleading.
Front Crit
π‘₯+1
𝑦 + 101 (0.35(π‘₯ + 1) + 800) ∗ 5.8 + 1
=
π‘₯
𝑦 + 100
(
) ∗ 5.8 + 1
0.35π‘₯ + 800
Back Crit
π‘₯+1
𝑦 + 101 (0.45(π‘₯ + 1) + 560) ∗ 7.1 + 1
=
π‘₯
𝑦 + 100
(
) ∗ 7.1 + 1
0.45π‘₯ + 560
Other forms of Crit scaling
True double/triple Chance glyphs scale twice/thrice as hard. So if 1 power is worth 2 Crit for
your normal skills, then true double Chance glyph will mean 1 power is only worth just over 1
Crit, as Crit is double the value for that skill. Note that the value of power is not relatively halved
by a double Crit Chance glyph, because of diminishing returns, it’s just almost halved.
Flat Crit Factor glyphs will simply give you that much base Crit. It therefore shifts the graph
slightly, and Crit is slightly less valuable.
Like I said, binomial makes you scale worse with Crit. The reason is because binomial scaling is
diminishing, if you Crit on both dice rolls you just wasted extra luck. That’s why classes with high
base Crit Chance or high binomial scaling should focus more on Power than other classes.
With all of the above graphs and knowledge in mind, you should be able to estimate the
breakpoint for your individual class. I will not elaborate further as this guide is focused on
Brawlers only.
Brawler skills
Brawler skills are by far the most complicated out of all the classes. This isn’t because of how
difficult it is to execute them together correctly, but because the incompetent Bluehole Studio
gave them a bunch of counterintuitive features that are not apparent without extensive testing.
All the base damage listed on the tooltips are all wrong, how the Crit glyphs work is wrong, how
attack speed scales is wrong, etc., etc. Below is a table of how every Brawler skill works. Fields
marked as “Special” will have a section dedicated later. This table ignores damage glyphs.
Skill
True Base
Damage
Punch I
Punch II
Punch III
Punch IV
RHK
Ground
Pounder
Haymaker
298
481
592
3174
2037
6730
3647 –
6491
(Bloodlust)
Piledriver
4596
Jackhammer 5184
Flip Kick
2674
Counterpun 3460
ch
Counter I
667
Counter II
1400
Counter III
1502
Counter IV
3039
Counter V
2964
Rampage
17362
Divine
15596
Wrath
Perfect
Block
Reflect
Base
Untested
Untested
Untested
Untested
815
1583
Bloodlust
Cast time 0
ASPD
Cast time 0
ASPD RHK
Cancel
Scales with
ASPD
Crit Glyph
Scaling
Base Crit
Chance
DPS 0 ASPD DPS 0 ASPD
RHK Cancel
N
N
N
N
N
N
0.555
0.555
0.713
1.823
0.951
3.606
2.417
Y
Y
Y
Y
Y
Y
N
N
N
N
N
Special
0
0
0
0
0
0
537
867
830
1741
2142
1866
2784
1459 –
2597
3.210
1.347
Y
Special
0
1136 –
2022
2707 –
4817
1051
866
1070
866
Y, up to
1.78x
damage
N
N
N
N
2.140
1.530
2.26
2.021
0.991
1.100
0.753
0.911
Y
N
Y
Y
N
Special
N
N
0
0
0
100%
2148
3388
1184
1712
4640
4713
3551
3798
267
560
601
1216
1186
356
Untested
N
N
N
N
N
N
1.189
1.981
1.902
1.030
3.300
3.633
-
Y
Y
Y
Y
N
N
N
N
N
N
N
N
0
0
0
0
0
100%
1178
758
1598
2877
-
5261
4293
Haymaker
Haymaker scales 3.5 times with Crit Factor. This means Haymaker does not follow the standard
Crit scaling of other skills. The triple Crit Chance glyph on Haymaker has little value because at
endgame values of Crit Factor, Haymaker will almost always Critically Strike. There will be two
lines in the Haymaker graph because Haymaker has bloodlust, making it do more damage the
lower the enemy % HP.
Graph
This is a graph of Haymaker’s scaling compared to other skills depending on your current Crit
Factor. Because Haymaker has a hidden 3.5 times Crit Chance modifier, it scales harder than
other skills with Crit Factor until it caps.
As you can see, Haymaker scales harder than other skills by a large margin. Haymaker does not
scale with Crit once it hits the Crit cap, therefore the effectiveness sharply drops off. In Hard
Mode dungeons, the Crit cap will be higher than 250/185, hence it is safe to stack Crit beyond
those values. More about Crit cap later.
Jackhammer
Jackhammer is not affected by attack speed, so it does not get stronger as you get more attack
speed. Jackhammer scales the same way as other skills with Crit Factor and does not have a
base Crit modifier. Jackhammer double Crit Chance glyph gives you Crit Resistance Penetration
of 1.5.
Graphs
This is a graph of Jackhammer’s scaling compared to other skills depending on your current Crit
Factor. Because Jackhammer has hidden BCSM, it scales harder than other skills with Crit Factor.
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯
+ 560
𝑦=
∗ 5184
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯ + 800
π‘₯
(
) ∗ 7.1 + 1
0.45π‘₯
+ 320
𝑦=
∗ 5184
π‘₯
(
) ∗ 7.1 + 1
0.45π‘₯ + 560
Back Crit graph drops off because diminishing returns is too high at that Crit range.
Ground Pounder
Ground Pounder scales the same way as other skills with Crit Factor and does not have a base
Crit modifier. Ground Pounder triple Crit Chance glyph is a binomial triple Crit Chance glyph.
Ground Pounder can be used as an animation cancel move like RHK.
Graphs
This is a graph of Ground Pounder’s scaling compared to other skills depending on your current
Crit Factor. Because Ground Pounder has a binomial glyph, it does not scale very well with Crit
Factor.
3
π‘₯
(1 − (1 − (
)) ) ∗ 5.8 + 1
0.35π‘₯ + 800
𝑦=
∗ 6730
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯ + 800
3
π‘₯
(1 − (1 − (
)) ) ∗ 7.1 + 1
0.45π‘₯ + 560
𝑦=
∗ 6730
π‘₯
(
) ∗ 7.1 + 1
0.45π‘₯ + 560
Ground Pounder does not scale with Crit Factor very well the same way Berserkers do not.
Counterpunch
This skill has a 100% Chance to Crit, therefore it is one of those rare skills that paradoxically scale
relatively better if your Crit is low. Counterpunch can be used as an animation cancel move like
RHK.
Equations
𝐷𝑃𝑆 𝑀𝑒𝑙𝑑𝑖𝑝𝑙𝑒 =
(πΆπ‘Ÿπ‘–π‘‘ π‘‘π‘Žπ‘šπ‘Žπ‘”π‘’)
((πΉπ‘Ÿπ‘œπ‘›π‘‘ π‘π‘Ÿπ‘–π‘‘ π‘‘π‘Žπ‘šπ‘Žπ‘”π‘’ − 1) ∗ (π‘π‘œπ‘Ÿπ‘šπ‘Žπ‘™ π‘ π‘˜π‘–π‘™π‘™ π‘π‘Ÿπ‘–π‘‘ π‘β„Žπ‘Žπ‘›π‘π‘’) + 1)
Punch Combos
Skill
LR
LLR
LLLR
LLLLR
Base Damage
1698
2281
4407
7509
Cast time 0 ASPD
1.744
3.091
3.725
4.676
DPS
974
738
1183
1606
As you can see, basic attack combos are extremely weak for Brawlers.
Perfect Block
Perfect Block happens when you tap the counter key or use a skill with frontal block effect and
an attack hits you within the first 0.5 seconds of that command. If you are hit multiple times
within that 0.5 second timeframe, Perfect Block will trigger as many times as you get hit. There
are two kinds of Perfect Block in this game for Brawlers.
Counter Perfect Block
Counter has a glyph that has a chance to increases all damage by 50% if you Perfect Block with
it.
Is it worth using Counter Perfect Block?
In this section we will assume it is safe to not use Counter, hence the only reason to block is to
do more damage.
Using Counter will sacrifice DPS time to have a 30% Chance to buff the next 6 seconds of DPS
time.
DPS for 7 seconds can be modelled by:
π·π‘Žπ‘šπ‘Žπ‘”π‘’ = 7 ∗ 𝐷𝑃𝑆
DPS for 6 seconds + Counter can be modelled by:
π·π‘Žπ‘šπ‘Žπ‘”π‘’ = 0.3 (6 ∗ 𝐷𝑃𝑆 ∗ 1.5) + 0.7 ( 6 ∗ 𝐷𝑃𝑆)
π·π‘Žπ‘šπ‘Žπ‘”π‘’ = 6.9 𝐷𝑃𝑆
If you use Counter to deliberately proc the glyph and do not animation cancel then you lose
damage when you block for longer than 0.9 seconds. It is always a damage loss if you proc it
again when your glyph buff is still active. For example if you just proc’d the glyph and you proc it
immediately after the value of the second proc is close to zero.
If you’re skilled and can read the boss pattern ahead of time, perfectly cancel your block every
single time in 0.4 seconds, and never use Counter twice in 6 seconds, your DPS gain here is 7.8%.
This means the majority of your skills have a higher DPS boost than Counter when used to
Perfect Block, not to mention a precious animation cancel will be wasted here.
𝐷𝑃𝑆 π΅π‘œπ‘œπ‘ π‘‘ =
0.3(6 ∗ 1.5) + 0.7(6)
− 1 = 0.078
6.4
What this means
1. Counter Perfect Block can reduce your cooldown burden, but is a DPS loss as long as
another Perfect Block skill can be used instead.
2. Counter Perfect Block is a major DPS loss if you use Counter while the buff is active.
3. Counter Perfect Block should only be used in Growing Fury when the boss is doing a
multi-hit move and Counter is the only way to not waste a Perfect Block opportunity. It
must also be animation cancelled properly for this to be true, if not animation cancelled,
it’s a damage loss.
4. Counter Perfect Block is valuable outside Growing Fury if it can be cancelled and
another Perfect Block skill is not available.
5. Counter Perfect Block is useful if you’re trying to cheese a high score by resetting until
you get an early proc.
Verdict
This glyph is only valuable against bosses that attack very fast and you would otherwise be
unable to exploit each Perfect Block opportunity without using Counter. It is also useful outside
Growing Fury because you will always run into situations where you need to block. Otherwise it
is not a very strong glyph.
Skill Perfect Block
When used with Growing Fury, RHK glyph or certain skills by themselves, skills have frontal block
effects. This will reflect a certain amount of damage as shown in the table above every time
Perfect Block triggers. This damage is guaranteed to Critically Strike regardless of your Crit
Factor.
Is it worth using skill Perfect Block?
From the table it is easy to immediately infer that the only two skills worth deliberately Perfect
Blocking with are Haymaker > Ground Pounder. The other skills have almost no value to Perfect
Block with or are too situational, hence is not worth delaying skill usage or altering DPS rotation
priority.
Skill DPS Table
This table ignores damage glyphs on skills.
Skill
True Base
Damage
DPS 0 ASPD
DPS 0 ASPD
RHK Cancel
RHK
Ground
Pounder
Haymaker
2037
6730
2142
1866
2784
1136 –
2022
3647 –
6491
(Bloodlust)
Piledriver
4596
Jackhammer 5184
Flip Kick
2674
Counterpun 3460
ch
LR
1698
LLR
2281
LLLR
4407
LLLLR
7509
Rampage
17362
Divine
15596
Wrath
Corrected
DPS 250
Crit Front
Single
2142
3293
Corrected
DPS 250
Crit Back
Single
2142
3230
Corrected
DPS 250
Crit Front
RHK Cancel
4912
Correct
DPS 250
Crit Back
RHK Cancel
4819
Corrected
DPS 300
Crit Front
RHK Cancel
4864
Correct
DPS 300
Crit Back
RHK Cancel
4655
2707 –
4817
2931-5217
2522-4517
6984-12428 6047-10760 6334-11272 5414-9634
2148
3388
1184
1712
4640
4713
3551
3798
2148
4166
1184
4437
2148
4738
1184
3795
4640
5796
3551
9843
4640
6591
3551
8482
4640
5818
3551
8864
4640
6582
3551
7591
974
738
1183
1606
-
5261
4293
974
738
1183
1606
-
974
738
1183
1606
-
5261
11125
5261
9587
5261
10018
5261
8580
Skill Tier
Brawler skill tier is obvious because the vast majority of skills do almost no damage.
Tier 1: Divine Wrath, Haymaker, Counterpunch
Tier 2: RHK (with full animation cancel), Rampage, Jackhammer, Ground Pounder, Piledriver
Tier 3: Flip Kick, RHK
Tier Trash: Everything else
Because this table ignores damage glyphs, Divine Wrath is actually weaker than Haymaker and
Counterpunch. The average Haymaker does less damage than Counterpunch, but because of
how bloodlust scales, a 50% HP boss takes more than the average Haymaker worth of base
damage. RHK cast time can be as low as 0.3 seconds with correct animation cancelling. However
if we account for damage glyphs, RHK is still weaker than every Tier 2 skill even with perfect
cancel.
Growing Fury
Is Growing Fury worth using? Yes. I don’t think you need numbers to prove this. If you still think
the answer is no, please delete your Brawler.
Every section after this will have Growing Fury and non-Growing Fury covered, as it is now
relevant given the implications of this skill.
CDR?
Skimming the stats, Brawler fits the bill for a class that likely scales well with CDR for multiple
reasons:
1. Only a few high DPS skills. Fillers are very bad.
2. Growing Fury is easier to keep up with CDR.
3. High Power and Crit from Growing Fury, making those 2 stats scale relatively poorly for
Brawlers.
4. Scales poorly on attack speed as Jackhammer does not scale on attack speed.
CDR formula
πΉπ‘–π‘›π‘Žπ‘™ 𝐢𝐷 = π‘†π‘˜π‘–π‘™π‘™ 𝐢𝐷 ∗ (1 − πΊπ‘’π‘Žπ‘Ÿ 𝐢𝐷𝑅 − πΊπ‘™π‘¦π‘β„Ž 𝐢𝐷𝑅) ∗ (1 − 𝐡𝑒𝑓𝑓 𝐢𝐷𝑅 − π‘π‘œπ‘ π‘‘π‘Ÿπ‘’π‘š 𝐢𝐷𝑅)
Brawler CD frames
Skill
Roundhouse Kick
Ground Pounder
Haymaker
Piledriver
Jackhammer
Flip Kick
Counterpunch
RHK Cancel animation
0.450
2.417
1.347
0.991
1.100
0.753
0.911
CD start (sec)
0.000
0.482
1.347
0.036
0.324
0.561
0.165
Calculating CDs
To calculate the space DPS skills occupy in a Brawler rotation, we need to list skills in order of
priority. The first assumption I am going to make is that you will always be able to use
Counterpunch after 3 seconds of it coming up. This is a sound assumption on every nonsandbag, and will underestimate Counterpunch damage slightly for most bosses.
Step 1
Haymaker is your priority skill. Your current CD with Haymaker will be designated A. Haymaker
cast time at 107 ASPD is 1.133 seconds. Since Haymaker has a 20% Chance to reset, on average I
get to cast Haymaker:
∞
∑(0.2π‘₯ ) = 1.25
π‘₯=0
This means on average per cooldown, you’ll spend 1.416 seconds in Haymaker. Because
Haymaker only goes on cooldown at the very end, the total effective Haymaker cooldown is:
𝐸𝑓𝑓𝑒𝑐𝑑𝑖𝑣𝑒𝐢𝐷 = 𝐴 + 1.416
If I use another skill immediate and keep in mind not to cancel Haymaker, the probability I will
have to wait for Haymaker is:
1.416
(
) = π‘ƒπ‘Ÿπ‘œπ‘π‘Žπ‘π‘–π‘™π‘–π‘‘π‘¦
𝐸𝑓𝑓𝑒𝑐𝑑𝑖𝑣𝑒𝐢𝐷
On average if I have to wait, I will wait for half a Haymaker animation during this time. So
effective extra CD on my second strongest skill is:
1.416 ∗
π‘ƒπ‘Ÿπ‘œπ‘π‘Žπ‘π‘–π‘™π‘–π‘‘π‘¦
= π·π‘’π‘™π‘Žπ‘¦π‘‚π‘›π‘†π‘’π‘π‘œπ‘›π‘‘π΅π‘’π‘ π‘‘π‘†π‘˜π‘–π‘™π‘™
2
RHK is calculated by:
(1 + 0.06 𝑅𝐻𝐾𝐢𝐷) ∗
𝑅𝐻𝐾 π΄π‘›π‘–π‘šπ‘Žπ‘‘π‘–π‘œπ‘›
𝑅𝐻𝐾𝐢𝐷
This is acceptable because you get approximately 0.6 RHK resets every 10 seconds. RHK will not
exceed once every 3 seconds even if CD allows it because it is a DPS loss.
Using this concept and assigning a progressive chain, the values can be mapped out as:
Skill
Percentage time
spent 10% CDR
Gear
Haymaker
12.46%
CPunch
7.8%
Jackhammer 21.85%
Ground
10.7%
Pounder
Piledriver
12.4%
Flip Kick
5.6%
RHK
9.5%
Total
80.31%
Percentage time
spent 18% CDR
Gear
13.5%
8.56%
22.2%
12.04%
Percentage time
spent 10% CDR
GF
18%
10.4%
31.9%
16.17%
Percentage time
spent 18% CDR GF
13.5%
6.13%
10.45%
86.38%
18%
8.2%
13.2%
115.8%
19.38%
8.81%
14.65%
126%
19.4%
11.26%
34.44%
18.09%
The values used were:
Skill
HM
CP
JH
GP
PD
FK
RHK
Cast time | CD start
1.416 1.416
0.9 0.15
1.1 0.3
2.3 0.4
0.9 0.0
0.7 0.5
0.45 0
CD | Glyph
13 0%
15 25%
6 0%
35 20%
9 0%
15 0%
12 25%
It is not important the values are exact, because the calculations here serve as damage
proportion analysis only. If skills are perfectly in sync, any rotation with a total above 100% is
infinitely repeatable, however they are not, so 100% will not allow you to infinitely repeat a
rotation. A rotation with 120% has 12 seconds worth of animations every 10 seconds;
everything from that point onwards should be infinitely repeatable with good CD management.
The advantage of having high total % number is it allows you to prioritize higher priority moves.
Step 2
Now we have the table, we can convert it into %DPS gain by taking the first 100% on the table
for Growing Fury, subtract equal amount from the difference from low priority skills, and
calculate the effective DPS gain of the second CDR roll. RHK will not be included in the first 100%
because it’s a buffer skill. The actual usage of RHK will be approximated in a later section. The
maths without Growing Fury is not meaningful, as without a second CDR roll it is unlikely you’ll
be able to repeat the rotation indefinitely even with Rampage, making CDR invaluable outside
Growing Fury.
Skill
GF DPS 10% CDR
in arbitrary units
Front
Haymaker
1981
CPunch
1198
Jackhammer 2320
Ground
1022
Pounder
Piledriver
1044
Flip Kick
196
Total
7761
GF DPS 18% CDR
in arbitrary units
Front
2135
1298
2504
1144
GF DPS 10% CDR
in arbitrary units
Back
1693
1026
2625
979
GF DPS 18% CDR
in arbitrary units
Back
1825
1111
2834
1095
975
0
8056
1044
196
7563
975
0
7840
Step 3
We have deduced that in Growing Fury, from the front CDR roll is worth approximately 3.8%
damage and from the back it is worth approximately 3.7% damage. Enrage damage value is
based on Enrage time and current % Modifiers. For most endgame players, it is worth:
0.065 ∗ πΈπ‘›π‘Ÿπ‘Žπ‘”π‘’π‘ˆπ‘π‘‡π‘–π‘šπ‘’
This means for Enrage to beat CDR, you only need 58.5% uptime and 57% uptime from the front
and back respectively. This is quite easy, so Enrage is the stronger roll.
Verdict
True Min-Maxers want Enrage Damage. This does not take account of extra Perfect Blocks you
can get with CDR, however that is often negligible in the grand scheme, given you’re likely to get
1-2 extra Perfect Block over a fight. CDR is weakened when you block a lot.
For non-Growing Fury fights, CDR is better. However you are unlikely to min-max your character
for non-Growing Fury fights.
In a normal Growing Fury fight, you’re looking at 1-2% difference in DPS between rolling CDR or
Enrage. Therefore despite Enrage being slightly higher DPS in a competent party, the utility
value of CDR, which cannot really be put into numbers, makes it acceptable to roll CDR.
If you are not a player who can keep up Growing Fury for most of the fight or you want to
sacrifice a bit of damage for utility and quality of life, you can roll CDR. Statistically speaking, if
you can’t keep up Growing Fury, chances are your teammates aren’t very good either and the
runs are longer. Longer runs and low Growing Fury uptime both make Enrage a weaker roll, so
CDR would be a better option.
Power vs Crit – Revisit
Brawler Power vs Crit is by far the most complicated not because it is difficult mathematically,
but because theoretical values don’t cover the whole story. The reason for this is because
Perfect Block reflects always Crit, so on bosses that attack a lot, the value of Crit Factor is
reduced.
For example, if a theoretical boss hit 1 damage 1 million times a second, then the best build is
just to go full power. This way you can deal the maximum damage with 1 single Perfect Block
buffed Haymaker. It will always reflect a quarter of a million Haymakers worth of Critical
damage back at the boss. If a boss is a true sandbag however, the value of Crit Factor will be
exactly as described by the theoretical value.
Using the values we deduced in CDR section it is now possible to draw a diagram of damage
distribution. If it doesn’t add up to 100% it’s because of the rounding. This table ignores Perfect
Block damage from reflects. Your real DPS distribution might look different because Perfect
Blocks. Perfect Blocks increase some skills’ DPS more such as Haymaker, since you prioritize it
for Perfect Blocks and also because it has very high reflect damage. Skills like Jackhammer would
be lower because the Perfect Block reflect on Jackhammer is quite weak.
Skill
Haymaker
CPunch
Jackhammer
Ground
Pounder
Piledriver
Flip Kick
RHK
DPS Distribution
Front – GF
24.0%
14.5%
DPS Distribution
Back – GF
21.0%
12.7%
Scaling
Total
Zero after cap
Zero
28.0%
12.4%
32.5%
12.1%
BCSM
Binomial
12.6%
2.4%
6.1%
12.9%
2.4%
6.2%
Normal
Normal
Normal
Approx 40%/35%
of your damage
does not scale
Approx 40%/45%
of your damage
scales multiplied
The remainder
20% scales
normally
Front
Crit scaling after 100% Haymaker
π‘₯+1
(
) ∗ 5.8 + 1
𝑦 + 101
0.35(π‘₯ + 1) + 800
− 1 = 0.2 (
− 1)
π‘₯
𝑦 + 100
(
) ∗ 5.8 + 1
0.35π‘₯ + 800
π‘₯+1
(
) ∗ 5.8 + 1
0.35(π‘₯ + 1) + 560
+ 0.28 (
− 1)
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯ + 560
3
π‘₯+1
(1 − (1 − (
)) ) ∗ 5.8 + 1
0.35(π‘₯ + 1) + 800
+ 0.125
(
3
π‘₯
(1 − (1 − (
)) ) ∗ 5.8 + 1
0.35π‘₯ + 800
−1
)
Crit scaling before 100% Haymaker
π‘₯+1
(
) ∗ 5.8 + 1
𝑦 + 101
0.35(π‘₯ + 1) + 800
− 1 = 0.2 (
− 1)
π‘₯
𝑦 + 100
(
) ∗ 5.8 + 1
0.35π‘₯ + 800
π‘₯+1
(
) ∗ 5.8 + 1
0.35(π‘₯ + 1) + 560
+ 0.28 (
− 1)
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯ + 560
3
π‘₯+1
(1 − (1 − (
)) ) ∗ 5.8 + 1
0.35(π‘₯ + 1) + 800
+ 0.125
3
π‘₯
)) ) ∗ 5.8 + 1
(1 − (1 − (
0.35π‘₯ + 800
(
π‘₯+1
3.5 (
) ∗ 5.8 + 1
0.35(π‘₯ + 1) + 800
+ 0.24 (
− 1)
π‘₯
3.5 (
) ∗ 5.8 + 1
0.35π‘₯ + 800
−1
)
Interpretation
Ignoring Perfect Block reflects, you should stack as much Crit as possible until Haymaker hits
100% Crit Chance without the glyph. As the table does not account for Perfect Block reflects,
which always Crit, the value of Crit is slightly overstated. Given an endgame Brawler has over
300 Power in Growing Fury, the Perfect Block numbers have no significance in shifting the
Power vs Crit breakpoint. It all depends on Haymaker Crit. More detailed explanation will be
offered in a later section.
Hard Mode Graph – 185 Crit Resistance Boss
Looks almost exactly the same? Yea, I’ve been saying the same thing for years. The deviation
introduced by Crit Factor conversion difference is always negligible. This graph here just serves
as proof that the numbers are valid for every boss Crit Resistance value.
Analysis
Due to the naturally high Crit Chance of Haymaker, the Haymaker Crit glyph is actually quite
weak, and should only be used if you have spare points.
π»π‘Žπ‘¦π‘šπ‘Žπ‘˜π‘’π‘Ÿ π‘”π‘™π‘¦π‘β„Ž π‘£π‘Žπ‘™π‘’π‘’ =
6.8
5.8 ∗ (π»π‘Žπ‘¦π‘šπ‘Žπ‘˜π‘’π‘ŸπΆπ‘Ÿπ‘–π‘‘πΆβ„Žπ‘Žπ‘›π‘π‘’) + 1
The value of Haymaker glyph is essentially zero for an endgame player because Haymaker has
almost 100% Crit Chance regardless. This glyph should only be taken if there are absolutely no
other glyphs that will boost your DPS.
We will talk about Power vs Crit in detail later.
Crystals and Consumables
Crystals
Carving vs Pounding
Front
π‘₯
5.8 ((
) + 0.033) + 1 1.085 + π‘‡π‘œπ‘‘π‘Žπ‘™%π‘€π‘œπ‘‘
0.35π‘₯ + 800
=
π‘₯
1 + π‘‡π‘œπ‘‘π‘Žπ‘™%π‘€π‘œπ‘‘
5.8 ((
)) + 1
0.35π‘₯ + 800
Back
π‘₯
7.1 ((
) + 0.033) + 1 1.085 + π‘‡π‘œπ‘‘π‘Žπ‘™%π‘€π‘œπ‘‘
0.45π‘₯ + 560
=
π‘₯
1 + π‘‡π‘œπ‘‘π‘Žπ‘™%π‘€π‘œπ‘‘
7.1 ((
)) + 1
0.45π‘₯ + 560
Brawler specific
Brawlers do not scale as hard with Carving crystal because of double Crit Chance glyph
diminishing returns and Haymaker capping. Carving crystal is added to each roll of binomial Crit
multiplier, but is only calculated once in true Crit multiplier.
π‘₯
(
+ 0.033) ∗ 5.8 + 1
1.085 + 𝑦
0.35π‘₯
+ 800
− 1 = 0.2 (
− 1)
π‘₯
1+𝑦
(
) ∗ 5.8 + 1
0.35π‘₯ + 800
π‘₯
(
+ 0.033) ∗ 5.8 + 1
0.35π‘₯
+ 560
+ 0.28 (
− 1)
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯ + 560
3
π‘₯
(1 − (1 − (
+ 0.033)) ) ∗ 5.8 + 1
0.35π‘₯ + 800
+ 0.125 (
− 1)
3
π‘₯
(1 − (1 − (
)) ) ∗ 5.8 + 1
0.35π‘₯ + 800
As you can see, Carving is actually trash tier for Brawlers. This is even ignoring Perfect Block
reflects, which will always Crit anyway.
Forceful vs Pounding
𝑃 + 121 1.081 + π‘‡π‘œπ‘‘π‘Žπ‘™%π‘€π‘œπ‘‘
=
𝑃 + 100
1 + π‘‡π‘œπ‘‘π‘Žπ‘™%π‘€π‘œπ‘‘
Forceful is bad in Growing Fury. Forceful is good outside Growing Fury.
Front Crystals
Red: Wrathful, Focused, Pounding x2
Blue: Hardy x4
Green: Keen x4
Back Crystals
Red: Focused, Bitter, Savage, Pounding
Blue: Hardy x4
Green: Keen x4
Abusing Wrathful from behind
It is possible to abuse Wrathful from behind if you know what you’re doing. Wrathful can be
used from behind to cause front Crits because Wrathful always works when back Crit doesn’t
happen, this means a side Crit procs Wrathful. To abuse this trick you simply have to turn your
camera sideways 90 degrees and use your skills when the boss has its back against you.
Score Run
You need to be under 50% HP to use these builds. These will give you the highest DPS possible,
but you need to always be under 50% HP.
Front
Red: Wrathful, Focused, Furious, Slaying
Back
Red: Focused, Bitter, Savage, Slaying
Consumables
Compulsory
1.
2.
3.
4.
Crit Power scroll
Nostrum
Greater Power Charm
Greater Infused Charm
Optional
1.
2.
3.
4.
5.
Greater Enduring Charm
Canephora Potion
Bravery Potion
Noctenium
Food
Gear
Weapon
Top line: Enrage > CDR
Bottom line: Enrage > Aggro Damage > CDR > Damage
Chest
The way TERA defense scales is:
π·π‘Žπ‘šπ‘Žπ‘”π‘’ π‘‡π‘Žπ‘˜π‘’π‘› = π΅π‘œπ‘ π‘  π·π‘Žπ‘šπ‘Žπ‘”π‘’
(1 – π‘†π‘’π‘š π‘œπ‘“ π‘¦π‘œπ‘’π‘Ÿ π‘‘π‘Žπ‘šπ‘Žπ‘”π‘’ π‘Ÿπ‘’π‘‘π‘’π‘π‘‘π‘–π‘œπ‘› 𝑙𝑖𝑛𝑒𝑠)
π‘Œπ‘œπ‘’π‘Ÿ 𝑑𝑒𝑓𝑒𝑛𝑠𝑒
Anyone with basic maths knowledge will immediately see that the scaling on % damage
reduction lines are absurd. So stack those.
Chest Roll – RHK CD or Jackhammer Damage
𝐢𝐷 π‘œπ‘“ 𝑅𝐻𝐾 = 12 ∗ (1 – 0.25 – πΊπ‘’π‘Žπ‘ŸπΆπ·π‘…) ∗ (1 – πΊπ‘Ÿπ‘œπ‘€π‘–π‘›π‘”πΉπ‘’π‘Ÿπ‘¦ – 0.15)
RHK gives a DPS boost of 15% for every skill in the next 3 seconds. Two equations can therefore
be written for total DPS boost from this uptime assuming you spam RHK every time it is up.
These equations assume you spam RHK immediately every time it’s off CD and ignores Piledriver
reset glyph.
Growing Fury
3
)+1
6.6(0.6 − πΊπ‘’π‘Žπ‘ŸπΆπ·π‘…)
𝐷𝑃𝑆 π΅π‘œπ‘œπ‘ π‘‘ = (
)−1
3
(0.15 ∗
)+1
6.6(0.75 − πΊπ‘’π‘Žπ‘ŸπΆπ·π‘…)
(0.15 ∗
No Growing Fury
3
)+1
10.2(0.6 − πΊπ‘’π‘Žπ‘ŸπΆπ·π‘…)
𝐷𝑃𝑆 π΅π‘œπ‘œπ‘ π‘‘ = (
)−1
3
(0.15 ∗
)+1
10.2(0.75 − πΊπ‘’π‘Žπ‘ŸπΆπ·π‘…)
(0.15 ∗
Jackhammer 12% roll DPS boost
𝐷𝑃𝑆 π΅π‘œπ‘œπ‘ π‘‘ = (π‘ƒπ‘’π‘Ÿπ‘π‘’π‘›π‘‘π‘Žπ‘”π‘’ π‘‡π‘œπ‘‘π‘Žπ‘™ π·π‘Žπ‘šπ‘Žπ‘”π‘’ π½π‘Žπ‘π‘˜β„Žπ‘Žπ‘šπ‘šπ‘’π‘Ÿ) ∗ 0.096
For Jackhammer roll to beat RHK glyph value at 10% Gear CDR, you need to have more than 30%
of your DPS as Jackhammer during Growing Fury, or 20% outside Growing Fury. The actual
power of RHK is lower than the graphs suggest because Piledriver may reset RHK, it is also
unrealistic to use RHK immediately every time it goes off CD. Given how close the numbers are
even when we give RHK the theoretical advantage, Jackhammer comes out ahead in terms of
DPS.
Verdict
Jackhammer roll gives you more damage assuming you don’t run into cooldown issues. The
difference however is very negligible. RHK will provide greater utility outside Growing Fury, and
reduce your cooldown burden. This roll largely comes down to personal preference.
Gloves
Roll Power, Crit Factor, and Attack Speed.
Boots
Who cares about boots? In all seriousness, Movement Speed, Endurance, MP regen.
Jewelry
Sets
Which set to use will be discussed later.
Rolls
1. Roll 4 Power + 4 Crit or 4 Power + 2 Power on rings. Precise Crit vs Power will be
discussed later.
2. Roll 4 Power on necklace.
3. Earring rolls are irrelevant in PvE.
Brooch
True Min-Maxers will double brooch anyway. To double brooch, you put both brooches on
different inventory loadouts, activate one brooch, and immediately switch to the other loadout
before starting the boss encounter. Use the second brooch when the first runs out.
Empowered Brooch: Roll 3 power + 6 Crit
Quickcarve Brooch: Roll 4 Crit + 6 Crit
Because 3 power is worth more than 4 Crit, it is better to pop Quickcarve first and equip
Empower for the fight. If the fight is long however, it is recommended you do the reverse. The
reason for that is because activating QC activate again is stronger than the difference between 3
power and 4 Crit.
For those with a limited budget you’ll want to know which brooch gives the bigger bang for your
buck. With Growing Fury activated and Energy Star, Brawlers should have approximately 105
ASPD. Quickcarve will give you 11 more. This is a total DPS gain of 10%. However 33% of your
DPS (Jackhammer) does not scale with ASPD, therefore the true value is closer to 6.6%.
The value of Empower vs Quickcarve can therefore be graphed based on your current Crit and
Power. This graph ignores Haymaker scaling and assumes you already hit Haymaker cap, in
other words, it’s biased to making Empower look better.
𝑦 + 140
−1
(𝑦 + 100)(1.066)
π‘₯ + 50
(
) ∗ 5.8 + 1
0.35(π‘₯ + 50) + 800
= 0.2 (
− 1)
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯ + 800
π‘₯ + 50
(
) ∗ 5.8 + 1
0.35(π‘₯ + 50) + 560
+ 0.28 (
− 1)
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯ + 560
3
(1 − (1 − (
+ 0.125
(
π‘₯ + 50
)) ) ∗ 5.8 + 1
0.35(π‘₯ + 50) + 800
3
π‘₯
(1 − (1 − (
)) ) ∗ 5.8 + 1
0.35π‘₯ + 800
−1
)
Given the ASPD already gives 6.6% total damage boost, it’s no surprise that Quickcarve brooch is
the winner.
Haymaker Crit Cap
It is important to work out the Haymaker Crit Cap because it decides how you gear. Hard Mode
bosses have Crit Resistance of 185 and Normal Mode 155. The Crit Cap for Haymaker is
therefore:
Normal Mode: 247 total Crit Factor (front), 178 (back)
Hard Mode: 294 total Crit Factor (front), 213 (back)
Not every boss shares the same Crit Resistance, and it is still possible to not Crit in certain
contexts. However, with these breakpoints, not critting should be a very rare occurrence. If
you’re hitting the highest Crit Cap of 294, 2 Crit becomes weaker than 1 Power at that range.
Crit Factor 294 should therefore be considered the Absolute Crit Cap for Brawlers.
Remember that there are still exceptions to this rule. For example, Nightmare Darkan in SCHM is
known to be have more Crit Resistance than usual Hard Mode bosses. FINM and new dungeon
bosses appear to have varying Crit Resistance. The Absolute Crit Cap should therefore be taken
as a guideline that applies to most bosses, not a definite conclusion for every boss.
Do Perfect Blocks even contribute much of your total DPS?
Not really, no. Given Perfect Block is a guaranteed Crit, it is approximately 2 to 3 times stronger
than what the base value in the table at the start suggest after correcting for this scaling.
However, this means one Perfect Block skill will realistically give you about 50% worth of
damage back. An approximate guideline for how much % extra damage Perfect Block reflect will
do can be estimated by how fast the boss attacks. Let x be average time in seconds between two
Perfect Blocks.
π΅π‘œπ‘›π‘’π‘ π·π‘Žπ‘šπ‘Žπ‘”π‘’ =
π‘₯ + 0.5
−1
π‘₯
Regardless of how well you play, Perfect Block doesn’t double your damage like some people
believe. At most it would realistically increase your damage by an extra 50% on average against
very hyperactive bosses. Only in very lucky score runs in obsolete dungeons will you get higher
damage boosts than that. This means a very lazy Brawler who knows their rotation but does not
bother timing or predicting Perfect Block will only lose a bit of damage. The faster the boss
attacks the more likely you will fluke a Perfect Block, so not watching your Perfect Block timing
doesn’t significantly affect your DPS regardless of how hyperactive the boss is. Of course if
you’re min-maxing your DPS, every little bit matters.
Crit diminished value – Perfect Block Reflects
The value of Crit is diminished by Perfect Block reflects, because they always Crit. The DPS boost
can go from negligible on bosses that rarely attack (e.g. Desolarus) to more than 50% on
hyperactive bosses (e.g. Nightmare Perimos). This means the value of Crit can fluctuate from
very high to almost nothing. Here is a table of the approximate ranges at 325 Power:
Crit
Perfect Block bonus
DPS 0%
1.0912 (0.7051)
0.9825 (0.6365)
0.8914 (0.5785)
0.8139 (0.5287)
0.7473 (0.4857)
200
225
250
275
300
Perfect Block bonus
DPS 25%
0.8730 (0.5641)
0.7890 (0.5092)
0.7131 (0.4628)
0.6511 (0.4230)
0.5978 (0.3886)
Perfect Block bonus
DPS 50%
0.7275 (0.4701)
0.6550 (0.4243)
0.5943 (0.3857)
0.5426 (0.3525)
0.4982 (0.3238)
Number denotes how much Power is equal to one Crit Factor before Haymaker Crit Cap.
Number in brackets denotes conversion rate if Haymaker had hit Crit Cap. This table is
important for gearing choices covered later.
Etching
Energetic III
The attack speed component is worth 2.4% per etching, the CDR component offsets the DPS loss
from faster skill usage.
105 + 3.6
𝐷𝑃𝑆 π΅π‘œπ‘œπ‘ π‘‘ = (
− 1) ∗ 0.7 = 2.4%
105
DPS of Energetic III sharply drops off with ping, which can be modelled by the equation:
90
+ 𝑝𝑖𝑛𝑔
105
π‘…π‘’π‘Žπ‘™ 𝐷𝑃𝑆 π‘π‘œπ‘œπ‘ π‘‘ = (
− 1) ∗ 0.7
90
108.6 + 𝑝𝑖𝑛𝑔
At 50 ping, it’s worth 2.26%. At 100 ping, it’s worth 2.14%. At 200 ping, 1.93%. At 300 ping,
1.76%.
Keen III
The value of 18 Crit Factor can be worked out by reading the Power vs Crit Graph and Table.
DPS Boost before Haymaker Cap = more than 3.8% on rocks
DPS Boost before Haymaker Cap = more than 2.5% on Hyperactive bosses
DPS Boost after Haymaker Cap = less than 2.4% on rocks
DPS Boost after Haymaker Cap = less than 1.6% on Hyperactive bosses
Pumped III
At 325 Power, Pumped III gives:
100 + 335
𝐷𝑃𝑆 π΅π‘œπ‘œπ‘ π‘‘ = (
) – 1 = 2.35%
100 + 325
Better Perfect Blocks with higher skill uptime?
A common misconception is that Energetics give you CDR, therefore more skills, therefore
higher uptime on your core moves to Perfect Block with, hence even more damage. This is
incorrect. If I told you to shoot a target and get 20 points, or get two identical shots at 10 points
each, which would you pick? A statistician will tell you there’s no difference as the expected
value is equal for both. A high score casino gambler will tell you he wants the single 20 point
shot, as this gives him the best odds to hit the highest jackpot.
The above analogy is against a special boss that gives you a Perfect Block reflect exactly every
time you shoot a target. Do real bosses behave like this? No. The amount of Perfect Blocks you
have in a single boss encounter is limited. If you use your skills faster the boss won’t attack
faster to match your new pace and give you Perfect Blocks on every single one of those skills.
For example, if you have 50% CDR vs Double Damage, the Perfect Block reflect will be assumed
to be equal if the boss always attacks you when you use skills. In a real fight, the latter is better
because you can use the second Perfect Block opportunity to get Perfect Block on another skill.
For example, if a boss attacks twice in 8 seconds and you’re not in Growing Fury, instead of
blocking both hits with Haymaker, which 50% CDR will allow you to do, you will block the first hit
with Haymaker, and the second with Ground Pounder. The Haymaker Perfect Block is already
Double Damage (i.e. worth two blocks), and the Ground Pounder Perfect Block here is
absolutely free. You don’t have to be a mathematician to understand that because Perfect Block
opportunities are limited in any boss fight of equal length, faster skill spamming for equal
damage is a bad thing.
Conclusion
With Mystic and Growing Fury you should hit Haymaker Crit Cap without Etchings. Keen is
therefore unnecessary unless you don’t ever plan to run with a Mystic. Energetic however
makes Growing Fury much easier to keep up, therefore is an option for utility. You need under
15~ ping for Energetics to outperform Pumped in raw damage output at 325 Power on sandbag.
With Perfect Block taken into account, Energetics becomes weaker.
Verdict: Keen III (before Haymaker Crit Cap) > Pumped III > Energetic III > Keen III (after Crit Cap)
Final Gearing Logic (Growing Fury)
Haymaker Crit Cap is defined as 100% Crit Chance with Haymaker on this specific boss.
Docile bosses – negligible DPS bonus on reflects
Before Haymaker Crit Cap:
1.5 Crit > 1 Power: Up to Crit Cap
2 Crit > 1 Power: Up to Crit Cap
After Haymaker Crit Cap:
1.5 Crit > 1 Power: Up to 215 Crit Factor
2 Crit > 1 Power: Up to 294 Crit Factor
Normal bosses – 25% bonus DPS on reflects
Before Haymaker Crit Cap:
1.5 Crit > 1 Power: Up to 270 Crit Factor
2 Crit > 1 Power: Up to Crit Cap
After Haymaker Crit Cap:
1.5 Crit > 1 Power: Never
2 Crit > 1 Power: Up to 225 Crit Factor
Hyperactive bosses – 50% bonus DPS on reflects
Before Haymaker Crit Cap:
1.5 Crit > 1 Power: Up to 220 Crit Factor
2 Crit > 1 Power: Up to Crit Cap
After Haymaker Crit Cap:
1.5 Crit > 1 Power: Never
2 Crit > 1 Power: Never
What does this all mean?
1.5 Crit vs 1 Power denotes the value of Crit+Power Jewelry mix vs Crit+Crit Jewelry mix, as that
is the only gearing dilemma with 1.5:1 ratio. If your Crit Factor exceeds the number listed next
to “1.5 Crit > 1 Power” under the relevant context, then you should use Crit+Power mix Jewelry
rather than Crit+Crit mix, vice versa. If your Crit Factor exceeds the number listed next to “2
Crit > 1 Power” under the relevant context, then all Crit Factor gear are bad and you should
substitute them all with Power, vice versa.
Example
I have 255 Crit Factor fully buffed fighting a normal Hard Mode boss with Haymaker Crit Cap of
294. Because I have not yet hit the Haymaker Crit Cap, 1.5 Crit > 1 Power until 270 Crit Factor,
and 2 Crit > 1 Power until Crit Cap. I should therefore use full Crit Jewelry and any more Crit I
can get until I reach 294 Crit Factor. Note: the moment my Crit Factor exceeds 270 without Crit
Jewelry, I should no longer use it.
Final Gearing Logic (No Growing Fury)
Follow logic for docile bosses since you won’t get many Perfect Block reflects outside Growing
Fury.
Front vs Back
Because the majority of Brawler Crit glyphs have no/smaller benefit from behind, and that it is
much harder to get Perfect Block from behind, the value of attacking from behind is actually
much lower than most classes. I will show you the DPS margins and create a guideline as to
whether it is appropriate to attack from behind for various boss encounters.
We had already figured out above in the CDR section that front damage is 7761 arbitrary units
while back damage is 7563 arbitrary units. This means ignoring the bonus Critical damage and
Critical Chance from behind, front damage has an advantage of 2.6% for a Brawler. This
advantage is also understated as it does not take account of Perfect Block, which is much more
frequent from the front.
The DPS difference can therefore be calculated as:
π‘₯
(
) ∗ 5.8 + 1
0.35π‘₯
+ 800
𝑦=
∗ 1.026
π‘₯
(
) ∗ 7.1 + 1
0.45π‘₯ + 560
Conclusion
As you can see, at functional endgame values, Brawlers do about 30% more damage from the
back assuming no Perfect Block differences. If the difference in Perfect Block is greater than 30%
total damage then attacking from the front is better for a Brawler.
This means as a DPS Brawler, you want to DPS from the front if you can get more than one
Perfect Block with your skills approximately every 1.5 seconds or less on average when
compared to the back. So every 15 seconds you need to be able to Perfect Block more than 10
skills extra from the front compared to the back. Of course bosses don’t actually attack
uniformly, and not every animation can be Perfect Blocked properly. These numbers here are
proof of concepts only and approximations. Brawlers also have trouble repositioning themselves
behind bosses that turn a lot, especially in battles where you need to save your iframe, so that
gives an advantage to attacking from the front.
Final DPS Rotation Logic
Growing Fury
1. Use RHK as often as possible but not more than once every 3 seconds and make sure
you use it to cancel another animation.
2. Ignoring RHK, rotation priority is Haymaker > Counterpunch > Jackhammer > Ground
Pounder > Piledriver > Flip Kick.
3. Flip Kick should never be used without RHK, Counterpunch, or Ground Pounder to
cancel it.
4. Only Perfect Block with Counter if you cannot Perfect Block with a skill.
No Growing Fury
1. Use RHK as often as possible but not more than once every 3 seconds and make sure
you use it to cancel another animation.
2. Ignoring RHK, rotation priority is Haymaker > Counterpunch > Jackhammer > Ground
Pounder > Piledriver > Flip Kick > Divine Wrath > Rampage.
3. Flip Kick should never be used without RHK, Counter, Counterpunch, or Ground Pounder
to cancel it.
4. If you run out of Tier 1 to Tier 3 skills but your rage bar is not full, use Mounting Rage ->
Divine Wrath.
5. If Divine Wrath is down, replace with Rampage.
6. Only Perfect Block with Counter if you cannot Perfect Block with a skill.
7. If your Counter Perfect Block damage proc is already up, any additional use of Counter is
a DPS loss. If you have no skills to Perfect Block with, face-tank the hit if appropriate.
8. If you’re mid Haymaker animation and a boss is about to attack you with something you
can face-tank, don’t cancel Haymaker with Counter, just face-tank it.
How to tank
In order of priority:
1. Don’t die
2. Hold aggro
3. Do maximum damage
Tanking in this patch is no different to DPSing, except you do it from the front.
Aggro formula
π΄π‘”π‘”π‘Ÿπ‘œ = (π·π‘Žπ‘šπ‘Žπ‘”π‘’ + π‘†π‘˜π‘–π‘™π‘™ π‘‡β„Žπ‘Ÿπ‘’π‘Žπ‘‘ π‘€π‘œπ‘‘)
∗ ((1 + πΈπ‘žπ‘’π‘–π‘π‘šπ‘’π‘›π‘‘ π΅π‘œπ‘›π‘’π‘ ) ∗ (1 + πΊπ‘™π‘¦π‘β„Žπ‘ ) ∗ (1 + π΄π‘”π‘”π‘Ÿπ‘œ π‘†π‘‘π‘Žπ‘›π‘π‘’)
2
∗ (1 + πΆπ‘Ÿπ‘¦π‘ π‘‘π‘Žπ‘™ π΅π‘œπ‘›π‘’π‘ ))
𝑑
π΄π‘”π‘”π‘Ÿπ‘œ π‘œπ‘£π‘’π‘Ÿ π‘‘π‘–π‘šπ‘’ = π΄π‘”π‘”π‘Ÿπ‘œ ∗ 0.72.5
π‘‡π‘œπ‘‘π‘Žπ‘™ π΄π‘”π‘”π‘Ÿπ‘œ = ∑ (π΄π‘”π‘”π‘Ÿπ‘œ π‘œπ‘£π‘’π‘Ÿ π‘‘π‘–π‘šπ‘’)
And these formulas don’t matter, because even a potato can hold aggro after the tank changes.
Glyphs
Remember to use common sense. For example, if the boss is a sandbag that doesn’t attack, then
you probably don’t want Counterpunch glyphs or Powerlink Counter.
Growing Fury Min-Max Standard
http://www.essentialmana.com/glyph-calc/#br65:b1:c1346:d14:h13:l16:n145:p135:s0
Growing Fury CD Glyph
http://www.essentialmana.com/glyph-calc/#br65:b1:c1346:d14:h13:l16:n145:p15:s01
Low Growing Fury Uptime
http://www.essentialmana.com/glyph-calc/#br65:b1:c1346:d124:h13:l16:n145:p15:s1
End Notes
Hopefully this guide was able to teach you a thing or two you didn’t know about Brawlers. Even
if you did know everything, you can sleep well at night knowing that your playstyle is the
mathematically perfect playstyle. As with all my guides, feel free to PM me on Ange (Tempest
Reach) or Bernkastel (TAR mule now ).
Credits
Lateral – AV (reddit Iatii)
Credits for extensive testing for base values of all Brawler skills.
Forsynthia – AV (reddit megatonfist)
Credits for animation data for all Brawler skills.
Ketoth – MT
Credits for Crit formulas.
https://tera-forums.enmasse.com/forums/player-vs-environment/topics/A-new-way-to-seeCrit-Factor
Texendis – TR (reddit Xiadais)
Credits for proof-reading and bringing up technical concerns to address.
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