Wednesday, June 29, 2016

Dark Souls 3 - A Comprehensive PVP Weapon Tier List by DamnNoHtml

Hey guys, I saw that Japanese tier list a while ago and disagreed with some of the choices on there, so I thought I'd make my own. Also, this includes every melee weapon in the game. Obviously these are just my opinions - not right, not wrong. I base my opinions off of fights at SL120 with highly skilled players, not random duelists.

Tiers are the same as scaling in Dark Souls. S being the best, E being the worst. Typically, a weapon in a tier higher than another will have an easier time beating a player of equal skill using the lower tier weapon. This is obviously not a golden rule.

Also note, the order things are listed in each class is not relevant, as in I don't find the Washing Pole to necessarily be better or worse than the Dark Sword.

S tier - Weapons that are so good, you can reliably beat absolutely anything you encounter in the game, even if they are better than you. Mastering these weapons makes you an unfun nightmare to fight against.
  • Estoc
  • Gotthard Twinswords
  • Carthus Curved Sword
A tier - Extremely useful weapons that either have an excellent gimmick to them, or are typically the most damaging or most efficient version of the weapon in its class.
  • Dark Sword
  • Washing Pole
  • Onikiri and Ubadachi
  • Rapier
  • Ricard's Rapier
  • Irithyll Rapier
  • Uchigatana
  • Chaos Blade
  • Longsword
  • Dragonslayer Spear
  • Gargoyle Flame Spear
  • Winged Knight Halberd
  • Black Knight Glaive
  • Glaive
  • Red Hilted Halberd
  • Lucerne
  • Gundyr's Halberd
  • Anri's Straight Sword (on a Quality hollow build only)
  • Sunlight Straight Sword
B tier - Mostly solid weapons that may not be the best in their class, but can still easily take care of most players. Often these are weapons with the same movesets as higher tier classes, but with less range or damage, or they might be some of the best weapons in classes that aren't as effective.
  • Storm Curved Sword
  • Broadsword
  • Shotel
  • Scimitar
  • Falchion
  • Pontiff Knight Curved Sword
  • Sellsword Twinblades
  • Warden Twinblades
  • Carthus Shotel
  • Astora Greatsword
  • Darkdrift
  • Bloodlust
  • Corvian Greatknife
  • Dragonslayer Swordspear
  • Immolation Tinder
  • Partizan
  • Halberd
  • Crescent Axe
  • Astora Straight Sword
  • Shortsword
  • Lothric Knight Sword
  • Barbed Straight Sword
  • Irithyll Straight Sword
  • Morion Blade
  • Claymore
  • Hollowslayer Greatsword
  • Moonlight Greatsword
  • Black Knight Sword
  • Thrall Axe
  • Drang Twinspears
C tier - Weapons here are generally still somewhat decent, but start relying more on the opponent to make a mistake rather than you outplaying them. Also here are weaker versions of higher tier weapons in the same class.
  • Black Blade
  • Murakumo
  • Exile Greatsword
  • Old Wolf Curved Sword
  • Carthus Curved Greatsword
  • Crystal Sage's Rapier
  • Bastard Sword
  • Firelink Greatsword
  • Flamberge
  • Executioner's Greatword
  • Wolf Knight's Greatsword
  • Twin Prince's Greatsword
  • Battle Axe
  • Hand Axe
  • Brigand Axe
  • Dragonslayer's Axe
  • Butcher Knife
  • Man Serpent Hatchet
  • Great Machete
  • Yhorm's Great Machete
  • Black Knight Greataxe
  • Club
  • Mace
  • Morning Star
  • Drang Hammers
  • Reinforced Club
  • Warpick
  • Great Club
  • Claw
  • Arstor's Spear
  • Spear
  • Winged Spear
  • Four-Pronged Plow
  • Lothric Knight Long Spear
  • Great Corvian Scythe
  • Witch's Locks
  • Farron Greatsword
D-tier - These weapons either lack hyper armor, speed, damage, range, or something else significant which makes them fairly trivial against a good player. Most "Great Weapons" and Daggers fall under this category. There are a few weapons in better classes that are relegated here due to abysmal range or split / poor damage.
  • Zweihander
  • Greatsword
  • Fume Ultra Greatsword
  • Profaned Greatsword
  • Cathedral Knight Greatsword
  • Black Knight Greatsword
  • Lorian's Greatsword
  • Lothric Knight Greatsword
  • Crescent Moon Sword
  • Dancer's Enchanted Swords
  • Painting Guardian's Curved Sword
  • Rotten Ghru Curved Sword
  • Winged Knight Twinaxes
  • Eleonora
  • Greataxe
  • Dragonslayer Greataxe
  • Demon's Greataxe
  • Blacksmith Hammer
  • Heysel Pick
  • Gargoyle Flame Hammer
  • Great Mace
  • Large Club
  • Vordt's Great Hammer
  • Morne's Great Hammer
  • Smough's Great Hammer
  • Old King's Great Hammer
  • Pickaxe
  • Dragon Tooth
  • Spiked Mace
  • Demon's Fist
  • Caestus
  • Manikin Claws
  • Tailbone Spear
  • Pike
  • Greatlance
  • Great Scythe
  • Pontiff Knight Great Scythe
  • Whip
  • Notched Whip
  • Spotted Whip
  • Dagger
  • Parrying Dagger
  • Mail Breaker
  • Bandit's Knife
  • Rotten Ghru Dagger
  • Handmaid's Dagger
  • Tailbone Short Sword
  • Brigand Twindaggers
  • Harpe
  • Lothric's Holy Sword
  • Storm Ruler
E-tier - These weapons sort of make no sense why they are so bad. A lot of them fall victim to split damage, or just having simply less damage than similar weapons for absolutely no reason. There is almost always an alternative, extremely similar weapon that is better.
  • Cleric's Candlestick
  • Broken Straight Sword
  • Scholar's Candlestick
  • Wolnir's Holy Sword
  • Drakeblood Greatsword
  • Greatsword of Judgement
  • Dark Hand
  • Soldering Iron
  • Yorshka's Spear
  • Golden Ritual Spear
  • Saint Bident
  • Great Wooden Hammer

Whew. That took a while. Let me know if I missed anything, or just your thoughts on...well, my thoughts.

SOURCE

Tuesday, June 28, 2016

Dark Souls 3 PVP Strategy Guide: Twin Princes Greatsword by Soul xDD

OPEN THIS FOR THE BUILD!!!

Dark Souls 3 PVP Strategy Guide for the Twin Princes Greatsword.
Come learn something new!

Please consider subscribing as I will be uploading weekly!

Build: LVL 114 Hollowing:99
Vigor:30
Attunement:10
Endurance:40
Vitality:11
Strength:42
Dexterity:42
Intelligence:8
Faith:9
Luck:11

Equipment:

Twin Princes Greatsword +5
Simple Parrying Dagger

Thief Mask
Herald Armor
Drang Gauntlets
Drang Shoes

Ring of Favor+2
Prisoners Chain
Red Tearstone Ring
Blue Tearstone Ring

Thanks for watching ! :D

Monday, June 27, 2016

Blade & Soul - Kung Fu Master FOR DUMMIES: A beginner guide to KFM PvE by Turbozpeed99

Hello! My name is Turbo and I play on the Poharan server on NA. I have been looking through Reddit a lot recently and I saw that a lot of new KFM's have been popping up recently and I wanted to make a basic beginners guide with builds, tips, and general KFM knowledge.

Disclaimer: I am not the best KFM out there. I am a slightly undergeared HM8, but I have tanked every 4 man out there and have enough knowledge of the class that I wanted to make a guide to help newer players. Here is my character if you are interested: http://bnscoffee.com/character/NA/rivona

This guide will be split into 4 different sections: Abilities, Leveling, Level45, and Level50 (Endgame)

Keep in mind KFM is a TANK class. If you do not plan on tanking higher level content, I recommend a different class as the damage output from a KFM is somewhat low compared to other DPS oriented classes. Tanking in this game is NOT taking damage. In this game, tanks are classes who have the ability to avoid taking damage while keeping aggro on a boss and keeping it positioned for your team to do damage without them having to worry about the boss hitting them.

Abilities

https://bnstree.com/KF
Note: I will mostly go over only speccable abilities (so no grapple abilities or escape abilites)

[Tab] Grapple/Ice Guard/Fighting Spirit: This ability is never specced to Grapple unless you want to use it in PvP (which you normally wouldn't anyway). Ice guard is only specced in PvP and when you need a few extra iframes (i.e. to do all 8 ice slams in yeti).But in 95% of PvE content you will spec it to Fighting Spirit, which is a party buff that increased crit and crit damage for the entire party. When doing solo content (i.e. Mushin's Tower) you will spec it to Focused Fighting Spirit which only works on yourself. Both types of buffs will refresh the cooldown on your 4, Comet Strike. Regular Fighting Spirit will be reduce the cd when your party members hit a target, and Focused Fighting Spirit will reduce the cd every 2 seconds.

[Tab] Flying Slam: This ability is a basic gap closer which I normally will spec for threat generation to help when tanking. DO NOT SPEC FOR KNOCKUP (unless you are doing PvP). When an enemy is knocked up, only 1 person can hit the target at a time, this will waste time, annoy others, and reduce DPS. On bosses, you wont be able to knock them up anyway, but speccing into it doesn't give any other benefits in PvE so you shouldn't waste points unless you are speccing into form 1.
Note: if a target is knocked up at anytime, you can use your [Tab] to push them to the ground and grapple automatically even if grapple is not specced. This can help pin down the target and let your team do more damage.

[Tab] Second Wind, this ability only needs 1 point for PvE content and can be specced an extra point in PvP depending on the Matchup

[F] Smite: This ability should also not be specced to knockup similar to Flying Slam (again unless you are using it for PvP). Instead spec it either leftmost of rightmost (depending on build) for extra damage. Rightmost will allow Searing Palm to be used, and I will go into how that works later on, and leftmost gives a more damage to an enemy afflicted with Searing Palm.

[F] Cyclone Kick: This ability is core for a both fire and wind builds. It will be specced to form 2 for wind build and form 3 for fire build.

[F] Iron Shoulder: This ability can be specced in many ways, with form 2 and 4 removing the knockback but adding damage. Most of the time you will spec it to form 2 so you can proc Hellfire Kick and reduce the cooldown of Searing Palm.

[1] Counter/Elbow Smash: This is your main ability for tanking and avoiding damage. If you are soloing you want to spec it on the rightmost side for extra hp regen. Elbow Smash is an attack that counters an attack. Most of the time you won't be using it but try it out, you might end up liking it and I know some players use it for solo content instead of the form 1 counter. The 3rd form you don't normally use as it increases the cooldown of the skill significantly. When tanking dungeons you want to spec it to form 4 as it will also provide threat generation so you can keep aggro.

[2] Swift Strike/Tiger Stike: This is your #1 ability for KFM and the button you will be pressing most of the time. For wind build you will spec straight down and for fire build you will spec tier 4 as tier 3 doesn't nearly have as much damage.

[3] Leg Sweep/Shin Kick: This ability you want to keep it at Shin Kick (Form 2 Tier 3) all the time. Shin kick can only be used on a grabbed, phantom gripped, stunned, or dazed enemy so it will be leg sweep by default and will turn to Shin Kick when the requirements are met. This is a core ability for either build as it is a basic damage boost.

[4] Comet Strike: This is the only ability that can be interchanged and switched up depending on your build/playstyle. Some of the forms have a cast time and some don't. The only thing I recommend is not speccing form 4 unless you need it for CC or PvP. Try out each one, and find the one you like to use the best.

[4] Hellfire Kick: This ability is very good for both builds and is just a basic damage skill so just use it whenever it is up. It is mainly used to proc Searing Palm when you do unlock that ability.

[LMB] Straight Jab: Another main ability for KFM but it is mainly used to proc other skills and gain back focus or regen health. Speccing into form 1 will let you increase crit while gaining back focus. form 3 will let you regen health, so try both out and see what you like.

[LMB] Tiger's Pounce: This skill is available when you Backstep [SS] and is used as a basic knockdown skill.

[LMB] Swooping Crane: Similar to Tiger's Pounce only you use it when you are windwalking. Another basic knockdown skill to help with those double CCs.

[RMB] Guiding Fist: Another approach skill, also the only skill KFM's have to stack bleed. If you spec 1 point into it you can increase threat but it goes on a longer cooldown.

[RMB] Triple Kick/Firestorm Kick: Triple kick is mainly only used for PvP, as it allows you to stun the target if they are defending (i.e. Blade Master block). In PvE you want to use Firestorm kick, either with or without the stun depending on your current situation. In most cases you want to take Form 2, as it has a shorter cooldown and gives focus back.

[RMB] Avenging Fist: This skill HAS to have a point specced into it to use it. It is a approach skill you can activate when you counter an attack (has to be specced to form 3 for to be used with Elbow Smash) and can be used as another knockdown but most of the time you want to spec it to form 3, as it allows you to use it while using counter, not after countering an attack and so you can activate Searing Palm.

[V] Tremor: Mostly a utility skill if anything, but also used to boost damage. Form 1 is used as a stun in PvP or certain dungeons (don't spec tier 4 form 1 as it will knock up stunned/dazed enemies). In tier 4 for form 2 and 3, this will increase crit damage for everyone in the party that is in the zone that it creates after using it. Form 2 can be used to pull enemies in a 8 meter radius and form 3 is used for threat generation.

BEFORE WE GO ANY FURTHER: You need to know what iFrames are if you do not already. iFrames are skills that let you become invincible from damage/cc (depending on the ability) for a certain amount of time (hence the name iFrame = invincibility frame). These are very important for not only avoiding damage as a tank, but avoiding boss mechanics that would otherwise get you killed. Every class has them, but they are more important for KFM as you will be tanking in dungeons.

[C] Flurry: Can be specced into a daze for PvP, but most of the time specced into form 1 or 2. Form 2 gives an iFrame throughout the duration of the ability. Form 1 has more damage, but only gives an iFrame for 0.8 seconds, but can reset the cooldown of Searing Palm and its own cd so try both and see which you prefer.

[Z] Rising Dragon: This is your main regen ability, and also an iFrame. Speccing into it will allow you to get back some health. The main use for this is an extra iFrame on form 1. Use form 2 for a stun in PvP or in dungeons with CC mechanics.

[SS] Backstep: This is one of your main iFrame abilites. You don't want to spec into it as it increases the cooldown.

[Q/E] Shadow Dance/Footwork: This ability is CORE. It is your main iFrame skill and lets you survive for extended fights without getting hit. You ALWAYS want 3 points specced into it (both share skill points). This ability will regen hp, reduce cooldowns, and increase your agility. The iFrame on this ability will feel very long, as it will resist throughout the animation and 1 second after it so you can be a bit lenient in iFraming big boss attacks so your iFrame doesn't have to be instant.

[X] Leading Palm: This ability is used to proc searing palm, but you will mostly use it at the end of stacking your searing palm as it will quadruple the damage dealt so get used to not using it to proc Searing Palm.

[X] Searing Palm: Last but certainly not least is the KFM's main ability, Searing Palm. This ability is only unlocked when you reach Level45 and is the KFM's main damage ability. You only use form 2 for PvP so i will only be talking about form 1. The moment you hit Level45 you want to spec 3 points straight down in form 1. This ability does a lot of things, from buffing to yourself that increases crit chance and crit damage, generating focus, and giving the enemy target a debuff that increases the crit of your teammates that are hitting the target. The hardest part of playing KFM is this ability and its stacking portion of it. On activation, this ability will go on cooldown, but you will have 10 seconds to activate the next stage of Searing Palm. This ability has 4 stages in total, with the last stage increasing your crit damage by 50% and increasing crit chance by 100% (doubles your crit chance, does not mean you have 100% crit) Activating this ability is very confusing and here is a graph I took from Shiro's video to help better explain how to proc searing palm to move on to the next stage. When you have reached stage 4, you will have to wait for the ability to be off cooldown (from the time you first activated it) to go reactivate the skill and be back at stage 1.

Wow you got it this far! Thanks for enduring that, now onto more exciting stuff :)

Leveling

Now if just made a new KFM you want to pay attention to this. During the course of your leveling you can use either use a basic Wind or basic Fire build to get you going as you level. Early on use the recommended fire and wind builds that the game gives you, this will do you well as you get to learn the class and play it more and more. When you start gaining more and more skill points you will want to be assigning these to certain abilites based on what build you are using.

BIG NOTE: If anyone tells you to do 3rf, DISREGARD IT. 3rf is a combo used by the KFM to do damage and you press the buttons to pull off this combo accordingly: 3 , R(LMB) , F. 3rf is the combo used for PvP only as it requires the target to be stunned and while leveling / doing dungeons you will rarely cc the boss/adds to be able to hit your 3rf. If a boss / enemy is stunned or dazed however, feel free to 3rf. I am just pointing out that this is the wrong combo to be practicing in PvE while you are leveling.

Wind Build
1) Swift Strike
2) Counter
3) Shadow Dance/Footwork
4) Cyclone Kick
5) Focused Fighting Spirit
6) Comet Strike
Here is a wind build accordingly for level 30

Fire Build
1) Tiger Strike
2) Counter
3) Shadow Dance/Footwork
4) Searing Blow
5) Focused Fighting Spirit
6) Comet Strike
Here is a fire build accordingly for level 30

Keep in mind that your Comet Strike is personal preference so spec all of them and see which one you like the most. Some tips:
  • Hit your searing blow/cyclone kick whenever you crit with your 2
  • Hit Hellfire Kick whenever its up for some extra damage
  • Use Focused Fighting Spirit to take down adds with lots of HP and spam your Comet Strike during the buff
  • Don't forget to use those iFrames and Counter to increase your survivabilty
Remember as this is when you are still leveling, try stuff out! Don't be afraid to use new abilities you find or mess around with your build. As you gain more and more skill points, put them in random slots, try and see what you like. And remember my builds aren't "perfect" they are just recommendations for learning the class and the abilities each build uses.

Level45

Congratulations you've reached level 45! At this point you have unlocked Searing Palm and you will start running more and more dungeons for your dailies along with leveling to 50. As for your builds you are going to have to change them up as they will be different from now on. You have more crit so you will now be able to pull of different combos. At this point you will start to get a better feel for the class along with more knowledge of your abilities. Now once more you can choose between Fire and Wind builds so see which one you like better.

Wind Build
Now for wind build you have enough crit to go ahead and start using your basic combo, 2rf. Hitting your 2rf mostly relies on you criting on your [2] Swift Strike so you can hit [F] Cyclone Kick. The reason you have a [R/LMB] Straight Jab is to regen more focus while increasing your crit chance. If you are having trouble maintaining focus, feel free to add an extra [R/LMB] to the rotation making it r2rf. If you do not crit enough for [F] to land, just keep using 2r2r2. Here is the corresponding wind build.

Fire Build
Fire build mainly relies on you criting with your [2] Tiger Strike so that you can proc [F] Searing Blow. Searing blow not only does good damage, but will reduce the cooldown of Searing Palm. Realistically your combo is the same as wind build, but in practicality you can just spam [2] and [R/LMB] until you crit to proc Searing Blow. If you do have 100% crit chance (possible with Searing Palm Stage 4 and Focused Fighting Spirit and enough base crit chance) you can just 2f. This is very focus consuming as [2] takes up 3 whole focus but the focus gets replenished with [F]. Here is the corresponding fire build.

Remember if you have problems activating Searing Palm refer back to this picture. Also keep in mind if you are having trouble getting enough abilities to proc Searing Palm you can also spec Comet Strike form 1 to help you out.

Level50 / Endgame / Final Tips and Tricks

Wow! You've just reached the highest level of the game and have just begun in your journey! Endgame is pretty difficult but practice makes perfect and you will gradually learn the mechanics of each dungeon and how to tank each. Speaking about endgame dungeons, you are now officially a tank! You will now have the responsibility of holding aggro and avoiding damage to make sure your team has a more successful time in doing DPS (unless there is a better tank in the party :3). Here are some new builds for Wind and Fire builds. Included in these are more threat generation techniques in order for you to better hold aggro during a boss fight, another iFrame on your [C], and the change from Focused Fighting Spirit to regular Fighting Spirit, so that your whole party can have the buff.

If you do not plan on tanking right away, here are the builds that will add an extra iFrame to your [Z] along with making your [V] be able to pull enemies. Wind and Fire

HM Skills
Many people ask about HM skills and currently there are a few HM skills available to us and what they will be used to do:
  • [4] Comet Strike: This is a straightforward HUGE damage boost to your comet strike. A must have.
  • [1] Counter: Changes it so the iFrame after you successfully block goes from iFraming 1 attack to iFraming everything for 1 second. Good on bosses that have a continuous attack (hae mujin's spins/silver's spins in asura)
  • [LMB] Straight Jab: A must have for wind build. Makes it so on crit, automatically will proc [F] Cyclone Kick.
  • [2] Tiger Strike: A must have for fire build. Makes it so your Tiger Strike will do additional damage to enemies inflicted with Searing Palm.
  • [Z] Rising Dragon: This is not out on NA at the moment of this guide being made, but it is mostly only used for PvP as it pulls the target while stunning/dazing them.

iFrame Rotation
Now many people have asked for the rotation for doing all 8 yeti slams. You can only do 6 without speccing and you have to spec out of damage for 8. [Tab] Ice Prison, lets you freeze yourself for 2 of the slams but you have to sacrifice your blue buff (Fighting Spirit) for that. Normal rotation for yeti would be:
(Tab)* , SS , C , Q , E , Z , SS , (Tab)*

*You can tab at the beginning or end, it's preference. Tabs are only if you are doing all 8.

Keep in mind that you can switch up the order of everything but your SS. As all of your other abilities have long cooldowns you want to use your SS first so you can use it twice in the entire rotation.

I also use this for necro when doing all 6 waves only without [Tab] Ice Prison as I know I can do all 6.

Holding Aggro
Aggro in this game is based on damage, similar to many MMOs. Since KFM has lots of threat generation skills, you can hold aggro against people even 100AP higher.

Ways to increase your threat are:
  • [Tab] Flying Slam
  • [RMB] Guiding Fist
  • [V] Tremor
  • [1] Counter
Keep in mind you need to spec for aggro on each of these skills.

You want to grab aggo at the beginning of the fight so you can hold it throughout the fight. I usually use this rotation to grab and hold aggro:

Start with [Tab] to gapclose, as you want to save your [RMB] because you can use that at close range, when [Tab] you have to be far away. Follow up with [V] then [Tab] Fighting Spirit. Now start spamming [4] Comet Strike. When this is over proceed to use [RMB] to seal the deal. This will almost always guarantee that you hold aggro at the beginning of a fight. In terms of holding aggro throughout a fight, you want to use your [RMB] whenever you get the chance you in between your damage rotation (it will also stack bleed). You want to block as many attacks as possible as you don't want to be moving around too much so your teammates can DPS and so you can increase threat. Don't worry if you don't get it at first, tanking and holding aggro will take practice to get down (even I have trouble doing this). Play with a lenient group that will let you mess up and keep practicing!

Final Thoughts and Credits

My Build
Personally I prefer to use fire build, and Here my build in case you all are wondering.

Final Thoughts/Credits
Thank you all so much for reading! I had an awesome time making this guide and I hoped this helped you guys in some way. As I am not perfect, if there were any mistakes or things that I might have gotten wrong, feel free to point them out in the comments. As all KFM's play differently, everyone has a different build and way to play. If any high up KFM's notice any false information don't hesitate to say so and I will adjust my post accordingly.

There are many different people that have helped me out to get this far as a KFM and I would like to give them some recognition (also if this guide was confusing I recommend watching these guys' videos):
  • Shiro
Shiro is an amazing KFM, from soloing Heaven's Mandate, to being one of the top KFM's in PvP in EU, she has amazing guides, please check them out!
Shiro's KFM PvE rotation guide
Shiro's Youtube

  • AALaguna
This guy is one of the most popular KFM streamers out there and probably one of the most popular Blade and Soul streamer in general. His Youtube guides and stream are always fun and informative to watch!
Laguna's KFM PvE rotation guide
Laguna's Youtube

  • Radeyzz
I haven't been watching this guy for too long, but his videos have been really good nontheless! His streams are also very good PvP wise.
Radeyzz's Youtube

  • JinOkami
One of my friends on the server, has very nice videos especially if you are struggling in Mushin's Tower.
JinOkami's Youtube

THANKS FOR READING :D

Changelog
  • 6/21/16: Uploaded
  • 6/21/16 (later in the day): Adjusted a few sections and added a "Holding Aggro" section into the guide
Thanks to the people who noticed my mistakes and helped improve this guide!

Friday, June 24, 2016

Overwatch - Best Turret Spots - Temple of Anubis (Beginner / Advanced) by Lord Quinzulin

Hello everyone, welcome back to another Torbjorn Map guide. This video covers 9 really useful positions for turret placement on Temple of Anubis. Hopefully this helps your Torbjorn game, if it does and you want to see more videos, Subscribe! I plan to go over every map in the game so get hyped!

Link to an Imgur album of all the pictures I used:
http://imgur.com/gallery/PQNqj/new

Link to the Stratuga page with all the interactive maps:
http://www.stratuga.com/playbook/47155/
Link to Illios map guide:
https://www.youtube.com/watch?v=qinPU...

Link to Kings Row map guide:
https://www.youtube.com/watch?v=HjYOS...

Link to Hanamura Map guide:
https://www.youtube.com/watch?v=8CkyD...

Thanks to BlueButter for helping me out in this video, and also a huge thanks to sparktuga for making all the aerial images seen. Special thanks to deemedrol for finding an amazing spot for this map.

Tuesday, June 21, 2016

How to get better at Overwatch by TheCheeseyGamer

In this video I go over some changes you can make to become more conscious of the problems that you have as a player. A change like this may take time but once you have it, you'll find that some things improve much quicker. The video pretty much covers a perspective you could take when training in order to increase the amount of things you can do in order to contribute more to a victory. This isn't a comprehensive guide but an introduction. I'm confident that taking this sort of perspective when you're playing or training, taking things one at a time will allow you to improve at a quicker rate compared to just playing the game without thinking.

Like I said, this isn't a comprehensive guide or anything and something I just thought of making at the time. I could make something much more accurate pertaining to certain skills to help people looking for some more specific details.

Follow my twitter: https://twitter.com/TheCheeseyGamer

Blade & Soul - General Soul Shield guide for the rest of the year by chemnerd

Hey fellow crickets,

I have seen a lot of posts on here asking about what soul shields people should get, so to clean up the posts a little I have decided to write the soul shield guide I usually copy/paste whenever someone asks in this text post, plus a bit more.

The BiS level 50 soul shields this patch are:
  • Fresh 50: 12468 Lab + 357 Bloodshade/Full Northern Critical/Full Yeti/12348 Asura + 567 Yeti
  • Undergeared/not enough accuracy for 4 mans: 12348 Asura + 567 Be Ido
  • Decently geared/Awakened Scorpio Earring or higher/in 6 mans: 12468 Asura + 357 Be Ido (this is the case for most people)
  • Very high geared/can do Tower of Infinity: 13567 Asura + 248 Challenger
  • Full tank/OWPvP: Full Naksun/248 Challenger + 3 piece Sparring + 2 piece Naksun
  • Secondary stats: Crit > Accuracy > HP > Defense > Block = Evasion (may or may not be the case for tank set)
  • Infusions: Northern Critical (poor), Silverfrost Artisanal Critical (rich), Jomu Accuracy (not enough accuracy and want to do Asura/Maze 4), Silverfrost Artisanal Reflex (OWPvP)

Many soul shields follow the same format as to what stats they give. Each of these progressions give the same primary and secondary rolls on every piece, but the later ones simply have higher numbers.  

The soul shield progression for the rest of the year is:
  • Bloodshade (BSH) -> Yeti (Avalanche Den) -> Be Ido (Split Maze/Sundered Nexus) -> Twisted (Zaiwei Ruins+Shattered Masts+Gloomdross Incursion+Twisted Grimhorn Wilds) -> Oblivion (Desolate Tomb)
  • Labyrinth (Naryu Lab) -> Asura (Snow Jade Palace/Sogun's Lament) -> Black Dragon (Black Dragon Prison/Ebondrake Citadel)
  • Endless Tower (Mushin's Tower F4-7) -> Mushin (Mushin's Tower F8.1-8.2) -> Scorpio (Awakened Necropolis) -> Naksun (Mushin's Tower F12-15) -> Sparring (Tower of Infinity F10-20) -> Challenger (Tower of Infinity F30-40)

Once new dungeons are released, replace each piece with the piece that follows it in the same list. Praetor's and Arbolito's cheat sheets have the exact soul shield stats, so that will help when you're trying to min/max your pieces.

So the final purple soul shields right before legendary (Midnight Skypetal Plains and Black Tower) are:
  • PvE: 12468 Black Dragon + 357 Oblivion
  • OWPvP: 13567 Hell + 248 Challenger
  • Secondary stats: Crit > Accuracy > HP > Defense > Block = Evasion (may or may not be the case for tank set)
  • Infusions: Silverfrost Artisanal/Masterwork Critical (PvE), Silverfrost Artisanal/Masterwork Reflex (OWPvP)

Hope this helps!

SOURCE

Monday, June 20, 2016

Friday, June 17, 2016

The Division | Definitive Best In Slot Gear Guide by MarcoStyle

Today I will be sharing my best in slot gear guide for The Division. This will hopefully help everyone min/max their characters more effeciently and make them more powerful.

Welcome to my youtube channel, I mostly cover 'The Division' but I also have a lot of other content for the ones interested! Hope you like what you see and enjoy my content!

★Twitter: https://twitter.com/MarcoStyleNL
★Youtube: http://www.youtube.com/MarcoStyleNL
★Twitch: http://www.twitch.tv/MarcoStyleNL

Dark Souls 3 - Detailed Dancer of the Boreal Valley Guide (For SL1 & No Shield Style) by Xel

First time making a tutorial. Please excuse my English and audio quality. If you have any questions feel free to post in the comment section and I will try to answer them the best I can. Cheers!

Done with Keyboard & Mouse

Counter-Strike: Global Offensive update for 6/16/16 (6/17/16 UTC, 1.35.3.8)

Via the CS:GO blog:

SOUND

  • Lowered volume level of first-person nearly empty clip sound to match its volume level falloff in the environment.
  • Fixed a regression in Nova and Sawed Off reloading sounds.

Mac

  • Added video option (default on) for frame rate smoothing. Frame rate smoothing significantly reduces hitching and stuttering, but at the expense of reducing overall frame rate.
  • Significantly reduced input latency.
  • Added audio option “Play Audio When Game in Background” to match behavior on Windows and Linux.

Wednesday, June 15, 2016

Overwatch Patch Notes - June 14, 2016

EDIT: OFFICIAL PATCH NOTE

A new patch is now live on Windows PC. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit our Bug Report forum.
For troubleshooting assistance, visit our Technical Support forum.

Please note that many of these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date.
  • McCree
    • Peacekeeper - Alternate fire
      • Recovery time (i.e. the amount of time before McCree starts reloading) decreased from 0.75 seconds to 0.3 seconds
      • Bullet damage decreased from 70 to 45 (Probably reverse patch form this)
Developer Comments: McCree was performing too well against all targets, making him feel like a must-pick in many situations. By reducing the damage of his alternate fire, McCree is now significantly weaker against tanks like Roadhog and Reinhardt, but still maintains his lethality against smaller targets like Tracer and Genji.
  • WidowMaker
    • Widow’s Kiss - Alternate fire (Scoped Shot)
      • Base damage decreased from 15 to 12
        • Note: Scoped shot damage multiplier remains unchanged
      • Headshot damage multiplier increased from 2x to 2.5x
      • Players must now wait for the unscoping animation to completely finish before scoping
    • Infra-Sight (Ult)
      • Ultimate charge cost increased by 10%
*Developer Comments: In the right hands, Widowmaker can often feel unstoppable—even when just landing body shots instead of critical heads shots. The changes to her alternate fire weaken body shot damage while leaving her headshot damage unchanged. Additionally, we felt her Ultimate ability, Infra-Sight, was coming up a little too frequently, especially considering its impact on the game. *
  • Bug Fixed
    • Improved stability of the High Bandwidth option in Custom Games
    • Fixed a bug that allowed Mercy to gain Ultimate charge whenever damage boosting an ally who was attacking a barrier or Ice Wall
    • Fixed a bug that allowed Reaper to Shadow Step to unintended locations on a certain maps
    • Fixed an issue with collision on certain areas of Dorado not blocking line of sight


    SOURCE

Tuesday, June 14, 2016

Overwatch - Map Shortcuts & Flanks by Fallout Plays

Being able to move around the map faster and sneakier when playing Overwatch is vital to playing well. Use these shortcuts & flanks, take your enemies off guard! This isn't ever shortcut/flank for sure, but def my favorites. If you have some of your own, share in the comments!

Diablo 2 newbie guide: tips on how to Enjoy an old classic game by RobBobGlove

There are many of you that only played D3 and want to give D2 a chance. I hope this guide will help you enjoy this classic game while ignoring some of it's outdated game design.

Firstly, if you want to be a purist, you can always play the game as it is. Here you will find many tips, simply choose what you want and maximize you fun with D2.

1)increasing game speed.(Single player/Lan games,works best single player)
I made this post before, many people got upset by the word "cheat". Simply put, using this method you can increase game speed. Adding a 10% increase you can win dozens of hours with virtually no down side. Depending on your class and game style, you can choose the best number for you( from a perfect 30% to an insane 500% for farming depending on the circumstances). This will make the game a lot less tedious.
Website: https://www.reddit.com/r/Diablo/comments/4lp944/diablo_2_pro_tip_use_cheat_engine_to_increase/

2)Plugy (Single player/Lan games)
Like the first, this doesn't affect game play in any way(except inventory charms, you can simply limit them to keep things fair). With this, you will have a bigger inventory,infinite stash and gold size , also shared stash with your other characters. Diablo 2 has some realm ( online ) only features like runewords(an item type) and special bosses, this activates those. Relocating skill and stat points is also possible.
Website: http://plugy.free.fr/en/index.html

3)Diablo 2 multires (Single player/Lan games/custom servers)
This is a simple mod, it increased the resolution of the game, you have a lot of options. D2 runs at 800/600 , it can feel very claustrophobic. Even running it at 1024/768 only will make the game more enjoyable without messing with balance too much. Higher resolutions give a huge advantage to some classes like Amazon, because you can hit enemies from very far away. However using melee classes won't mess with the game too much. Installation is more complicated however, you will need an older version of Diablo 2 to make it work. For that, you need either a D2 disc , downgrade your installation(not recommended) or a pirated copy. As far as I know, the blizzard installer doesn't let you play older versions.
Website: http://www.medianxl.com/t1716-guide-to-multi-res-w-plugy-for-diablo-ii(ignore the part about Median)

4)D2SE mod manager(includes plugy) ( Single player/Lan games/custom servers ( maybe works on the official too, didn't try))
Diablo 2 has many mods worth playing, you spend dozens,hundreds of hours playing different kind of mods. In the old days you would need have multiple copies of the game to make it work, now it's easier. With this program you can have as many mods (and play older versions of the game) as you want.
Website: http://snej.org/forum/index.php?PHPSESSID=b6310660d1667101199ef0ddc9cb21a1&topic=18914.0 ( instalation + some mod list. also check out http://www.moddb.com/games/diablo-2-lod/mods if you wish)

5)Diablo 2 reworked:
This is essentially a more casual/fun mod for D2. Everything is faster and more plentiful. Higher drop rates, higher Xp gain and so on. The core of the game is the same.
Website: http://www.moddb.com/mods/sebishs-diablo-2-lod-modification

Hope this helps. I will make more edits if anyone has suggestions.

EDIT: bonus screenshot. Plugy also shows different statistics like this
https://hydra-media.cursecdn.com/diablo.gamepedia.com/4/48/PlugY_Extra_Character_Pages.jpg

EDIT 2: full features for PLUGY: http://diablo.gamepedia.com/PlugY

SOURCE

Monday, June 13, 2016

Black Desert Online - How to use a Container to speed up your grinding by Holytaboo Gaming

Hey guys,

First video for Taboo’s tips and in this video I’m going to show you how to use the container you can rent in game to help enhance your grinding time.

Destiny - How to easily obtain exotic shards by erock1283

So most people probably already know this trick, but I try to tell my friends about this any chance I get. One way to easily get a good supply of exotic shards is to buy the Year 2 version of any Machine gun or Rocket Launcher (for this example I use the Year 2 Thunderlord) from the exotic weapons blueprint kiosk and equip it. Then make sure to equip your class item (cloak, mark, or bond) that has the "Increase the upgrade rate of Machine Guns" (or Rocket Launcher if using a Rocket Launcher for this). Then use just 6 motes of light to completely upgrade your Thunderlord (you don't have to activate the nodes on the Thunderlord) and then dismantle it. In return, you will get 2 exotic shards, usually 3 motes of light back, 5 weapon parts, and some glimmer. All it costs is 1 exotic shard and 2500 glimmer. So you are essentially trading 1 exotic shard for 2. Something great to do if you are maxed out on your glimmer.

TL;DR: Purchase Y2 Thunderlord, equip it. Equip "upgrade machine rate" class item. Use 6 motes of light. Dismantle Thunderlord. Get 2 exotic shards.

Bonus SGA: Credit to aspergerac for posting the following in the comments below.
Also don't forget free exotics upgrades with the kiosks. If you have a 334 Exotic you want to infuse to 335 you will spend one exotic shard. If you break down that 334 instead you will get two exotic shards. Then you can use one shard to buy a new gun from the kiosk and the second shard to infuse it. This way you actually spend 0 shards instead of 1.

SOURCE

Friday, June 10, 2016

The Division - Lone Star Build Guide (Max DPS Build Guide for PVE) by Skill Up

Tom Clancy’s The Division- The Division got a whole bunch of new gear sets, but the best one by far is the the Lone Star gear set, which instantly reloads your weapons when you holster them. In this in-depth build guide, I give you a full run down for how to make the most of this amazing gear set. Enjoy!

Don’t forget to like and subscribe :)

Counter-Strike: Global Offensive update for 6/9/16 (6/10/16 UTC, 1.35.3.6)

Via the CS:GO blog:

MISC

  • Replaced the penalty for the suicide or disconnection of a player. Instead of the elimination of round-end income, a living enemy player now receives compensation equal to the missed kill reward opportunity.
  • On Valve official servers, the current map will be excluded from the vote options at the end of a match.
  • Modified behavior of mp_endmatch_votenextmap_keepcurrent (default 1). When set to 0, the current map will be excluded from the end of match map vote panel.
  • Full player hitboxes are now used by “cl_weapon_debug_show_accuracy 2” so that the circle appears closer to the target in 3D space.
  • Fixed coin journal not being accessible from inventory UI.

OSX/Linux

  • Made it so “Fullscreen” sets an exclusive fullscreen mode and “Windowed Fullscreen” sets a non-exclusive fullscreen mode. Exclusive fullscreen mode allows for potentially higher performance while making switching back to the desktop slower.

SPECTATING

  • Added the concommand spec_player_by_accountid that switches observer target to the player with SteamID64 passed as argument.
  • Added the convar spec_lock_to_accountid which, when set, will lock the observer target to the specified SteamID64 player. The lock can be set regardless of whether or not the player is currently connected.

MAPS

Cbble:

  • Added stairs up to B site platform, giving CTs additional options for defending the site
  • Updated trees with more accurate collision model
  • Fixed rendering error on wall hole model used near bombsite A
  • Fixed various bugs (Thanks csgobugtracker.com contributors!)
  • Improved visibility from underpass to A site

Mirage:

  • Fixed pixelwalk in CT spawn
  • Fixed some small seethrough gaps in bombsite A
  • Fixed small seethrough gap from Short to Mid
  • Fixed grenadecollision on van in bombsite B
  • Van now plays proper surface sounds when walking on it
  • Stairs in palace and B apartments will now play correct surface sounds
  • Fixed potential rendering error on wall hole model used in CT sniper position
  • Fixed various bugs (Thanks csgobugtracker.com contributors!)

Cache:

  • Minor bug fixes

Nuke:

  • Added ladder to bombsite B target
  • Top of bombsite B target now opaque
  • Added short crate stack to CT outside
  • Misc clip fixes
  • Improved vcollide on plastic bins (OP note: added at the request of /u/j_cliffe, this is missing in the source)
  • Fixed spot at CT spawn where weapons could be lost (OP note: added at the request of /u/j_cliffe, this is missing in the source)

Collision model update:

  • Added more accurate collision model for bombsite models used in Mirage, Inferno, Cache.
  • Added more accurate collision model for barrels used in Overpass B site.
SOURCE

Wednesday, June 8, 2016

Counter-Strike: Global Offensive - 10 Crucial Smokes for Cache T Side by The Anonymous Dictators

People seemed to enjoy the Mirage version of this, so I decided to make a quick video featuring 10 useful smokes on the T side of Cache in a nice and concise fashion, quickly lining up smokes and not blabbering on about them for 10 minutes in the process.

Z Smoke: 0:01 (64 and 128 tick)
Criss Cross Left: 0:05 (64 and 128 tick)
Criss Cross Right: 0:07 (64 and 128 tick)
Headshot: 0:21 (64 and 128 tick)
B Site Cross: 0:24 (64 and 128 tick)
Heaven: 0:30 (64 tick, not sure about 128)
CT Spawn: 0:38 (64 and 128 tick)
Catwalk: 0:50 (64 and 128 tick)
Quad: 0:54 (64 and 128 tick)
Cross: 1:05 (64 and 128 tick)

The Division - Simple guide to a good build by L7_w33nie

Still seeing a lot of people asking what they are doing wrong with their builds. Here's a simple guide for you.

Weapon selection
Smg...for the best dps you need to be using an smg. Talents you should be rolling...
Deadly
Brutal
Fierce
Skilled
Accurate
Determined
Unforgiving
Competent
Responsive
Self-Preserved

Suggested gear set combos
3 striker + 2 sentry + HE Savage gloves
3 striker + 3 sentry
4 striker + 2 sentry
4 tactician + 2 final measure
4 tactician + 2 sentry
4 tactician + HE reckless chest + HE Savage gloves
4 predators mark + 2 sentry
4 predators mark + 2 tactician
4 predators mark + 2 final measure
4 sentry + 2 hunters faith
4 sentry + 2 tactician

Those are some simple gear combos you could run that work well for team play and solo play.

Now for rolls on gear you're getting
Chest -
Armor + 2 mod slots
Armor + health + 1 mod slot
Armor + exotic damage resileance + 1 mod slot

Mask -
2 mods slots
Mod slot + skill power

Knee pads -
Armor + Crit hit damage Armor + mod slot Crit hit damage + mod slot

Back pack -
Mod slot + skill power

Gloves -
Crit hit chance + Crit hit damage + weapon damage (whatever weapon you're using)
Crit hit chance + Crit hit damage + health on kill

Holster -
Armor
+1 mod slot (I would 99% of the time choose armor bc it's a huge boost)

SOURCE

Saturday, June 4, 2016

Dark Souls 3 PvP Technique: Reverse Quickstep by Th3Wh4mmy

Steps:
Target your enemy
Move backward
Release target and then press L2

Especially thanks to PeteThePineCone who helped me to discover this technique

In action: https://youtu.be/0wtT-9mQPQw

Friday, June 3, 2016

The Division - Things You NEED To Know about the division character stats ! 1.2 patch by bdragonz

Hello ladies and gentlemen
here today i want to talk about character stats and what maximum you can get for any stats and from what or where

let's start from the basic stats

  • the base status for level 30 character is 535 for each (firearms , stamina , electronics)
  • If you get 6 pieces of gear score 240 at maximum stats which is (678 X 6 = 4068) For the gear only (no mod yat)
I want to point out the Holster can get 1 or 2 more main Stats (firearms , stamina , electronics) ty for thank you for the people remind me that in comment ;)
  • the max armor native for the gear is 4067 (no additional major attribut and no mods implemented)
    you can have also more armor added on 4 pieces (chest, backpack, kneepads, holster) which is 2033
    so you can have the max armor amount of (native armor + additional attribut) 4067 + 2033 = 6100

max mods you can get is 8
  • 3 on Body Armor
  • 2 on Mask
  • 1 on Backpack
  • 1 on Knee Pads
  • 1 on Holster
  • 0 on Gloves
and max you get for every mod is 161 (somehow i get 162 from DZ06 drop)
so (161 X 8 = 1288) let's add this up (1288 + 4068 = 5356 + the base status 535 = 5891) <=== you can't go higher than that number in one stats
Cool to know ?

ok so what about (firearms , stamina , electronics) stats how it is work ?

for every one (1) stamina = 30 health
an example if you have 1000 stamina you get 30000 health
for firearms is way different it's actually depends on the weapon
is call (Damage scaling)
an example
  • For SMG AUG for each firearms point you get each 1.65 weapon Damage
  • For Shotgun M870 for each firearms point you get each 12.0 weapon Damage ( by the way this is the highest Damage scaling i find is 12 so you guys know )
this is a link for all the weapons (Damage scaling) and more
Link
for electronics 1 electronics point gives 10 extra Skill Power (simple)

let talk now about critical chance

the base critical chance for level 30 character is 0
but from where you can get critical chance ?
Gear major attribute
  • 1- Mask (5% Max)
  • 2- Gloves (6% Max)
Gear Talents
  • Gloves (Savage) (Your Critical hit chance is increased by x% against targets out of cover.) 14% Max
Gear Mods
  • 4- 1.5 % for every mod and you can get 8 so (1.5% X 8 = 12% Max)
Weapon Talents
  • 5- Fierce (Critical hit chance is increased by x% when using this weapon) 8.5% Max
  • 6- Vicious (Critical hit chance is increased by x% while at full health) 13.5% max
Weapons
  • 7- SMG only 25.5% Max
Weapon Mods
  • 8- Muzzle 8% Max
  • 9- Optics 8% Max
  • 10- Magazine 8% Max
in total you can get 95% from all and 108.5% against targets out of cover but I want to point out the critical chance cap is 60%
But pulse can add 40% Max (Mod:Tactical Scanner) so you can get 100% Critical hit chance with pulse
i add more Weapon Talents that give you critical chance but is situational
  • 1- Adept (Using a skill increases your critical hit chance by x% for 5 seconds) 8.5% Max
  • 2- Proficient (The first bullet shot when out of combat has a x% chance to result in a critical hit) 47% Max

lets talk now about critical hit Damage

the base critical hit Damage is 25%
but from where you can get critical hit Damage ?
Gear major attribute
  • 1- Backpack 20% Max
  • 2- Gloves 40% Max
  • 3- Knee Pads 20% Max
Gear Mods ? No
Gear Set Bonuses
  • 4- Striker 3 Set Bonus 50%
  • 5- Hunter Faith 2 Set Bonus (+20% Marksman Rifle Critical Hit Damage) Only Marksman Rifle
Weapon Talents
  • 6- Deadly (Critical hit damage is increased by x%) 27% Max
Weapon Mods
  • 7- Muzzle 38% Max
  • 8- Magazine 38% Max
in total you can get 258% and 278% For Marksman Rifle
and yes you can get 100% more from pulse (Mod:Tactical Scanner)
so the higher you can get is ......... 358% and 378% For Marksman Rifle

Now lets talk about Headshot Damage

the base Headshot Damage is depends on the weapon
  • all SMG 50%
  • all Marksman Rifle 171% (Max)
  • all Assault Rifle 75%
  • all LMG 100%
  • all Shotgun 80%
  • all Pistol 100%
but from where you can get Headshot Damage ?
Gear Set Bonuses
  • 1- Sentry Call Gear 2 Set Bonus 30%
Weapon Talents
  • 2- Brutal (Headshot damage is increased by x% when using this weapon) 24.5% Max
Weapon Mods
  • 3- Optics 23.5% Max
Gear Talents
  • 4- Gloves (Decisive:Headshots with the sidearm deal x% more damage) 25% max (onlyPistol)
in total you can get 249% Headshot Damage Max (on Marksman Rifle)

Now let talk about + Damage buffs

from where you can get + Damage buffs ?
Gear Set Bonuses
  • 1-Sentry Call Gear 4 Set Bonus 45% or 51% not sure 100% (For 10 sec)
Gear Talents
  • 2- Reckless (You deal x% more damage and receive 10% more damage.) 13.5%
Weapon Talents
  • 3- Competent (Weapon damage is increased by x% for 10 seconds after using a skill) 13.5% Max
  • 4- Prepared (Damage is increased by x% when more than 40 meters from the target) 13.5% Max
  • 5- Responsive (Damage is increased by x% when closer than 10 meters to the target) 13.5% Max
Skills Buffs
  • 6- First Aid (Mod: Booster Shot) 15% (For 10 sec)
  • 7- Smart Cover (All Mods) 50% Max (For 20 sec) you can increase the duration
Weapon Mods
  • 8- Magazine 14% Max (ty dettbizzle for reminder ;) )
in total you can get 164.5% +Damage for 10 sec ( of you have Prepared or Responsive )
i add more Weapon Talents that give you + Damage buffs but is situational
  • 1- Provident (The last bullet in your magazine deals x% bonus damage) 57% Max (you cant have thes Talent on LMG and Shotgun )
  • 2- Expert (This weapon deals 100% more damage when the target is below 30% health) only Pistol
  • 3- Unforgiving (Missing health segments increases your damage: 1 missing segment +x%; 2 missing segments +y%.) 23.5% Max

you can have some more + Damage vs Elites

Gear Set Bonuses
  • 1- Sentry Call Gear 3 Set Bonus 20%
  • 2- Hunter Faith 3 Set Bonus 20%
Gear major attribute
  • 3- Mask 12% Max
  • 4- Body Armor 9% Max
  • 5- Gloves 12% Max
  • 6- Knee Pads 6% Max
Weapon Talents
  • 7- Ferocious (Damage against elite and named enemies is increased by x%) 13.5% Max
in total you can get 92.5% Damage vs Elites
I don't count Armor destruction vs Elites value yet
Gear Set Bonuses
  • 1- Striker 2 Set Bonus 20%
Weapon Talents
  • 2- Destructive (Armor destruction value is increased by x% when using this weapon) 18% Max
so ( 38% + 92.5% = 130.5% of the Elites have Armor ) I mean by armor to white bar top of Elites health for the people don't know

last and not least

plus weapon damage !!!

do you know every one plus weapon damage equal to one firearms !!
and also do (Damage scaling)
and do you know after the 1.2 patch new way to get plus weapon damage ?
let me show you the best you can get for plus weapon damage for every weapon shall we ?
SMG
Gear major attribute
  • 1- Gloves 508 SMG weapon damage Max
Marksman Rifle
Gear major attribute
  • 1- Gloves 2379 Marksman Rifle weapon damage Max
Assault Rifle
Gear major attribute
  • 1- Gloves 678 Assault Rifle weapon damage Max
Gear Set Bonuses
  • 2- Predator Mark 3 Set Bonus 800 Assault Rifle weapon damage
    in total 1478 Assault Rifle weapon damage
LMG
Gear major attribute
  • 1- Gloves 678 LMG weapon damage Max
Gear Set Bonuses
  • 2- Lone Star 3 Set Bonus 1000 LMG weapon damage
    in total 1678 LMG weapon damage
Shotgun
Gear major attribute
  • 1- Gloves 678 Shotgun weapon damage Max
Gear Set Bonuses
  • 2- Lone Star 3 Set Bonus 1000 Shotgun weapon damage
    in total 1678 Shotgun weapon damage
and of course we don't forget the Pistol ;P
Gear major attribute
  • 1- Gloves 678 Pistol damage Max
  • 2- Holster 339 Pistol damage Max
Gear Set Bonuses
  • 2- Predator Mark 3 Set Bonus 700 Pistol weapon damage
    in total 1717 Pistol weapon damage ***
by the way of i say (Max) is mean the highest number you can get I hope you like my post my name in uplay is (CV_Black_Dragon) feel free to ask me about anything in the game and have a wonderful day everyone peace :D

edit: added armor value of 6*240 gear set items.
source: The Division Gearing Cheat Sheet

SOURCE

Dark Souls 3 - Extensive guide to Luck/Hollow build and why it is viable by Soul_Borne

Hey everyone, before I start this guide I just want to say that I have sunk 250+ hours in to my luck characters and I have been using hollow weapons since release. I have had success with them in both PvP and PvE, and have compared them extensively to other infusions on the same weapon.

I see a lot of people on here who are both misinformed on how to best utilize a luck build and misinforming others on the matter. This guide is aimed at new players who may have never heard of luck scaling, as well as veterans who dont feel like experimenting in untreaded waters. I plan to convince you by the end of this post that Luck builds are completely viable, and even better than non-luck builds with the same weapon in a lot of cases. Note that when I say "viable" I am referring to using a luck build for PvP at SL 120, as I believe that anything is viable for PvE. I will not be referencing Anri's Straight Sword, even though that sword scales with luck. This is because it is the most over-powered straight sword and no one should require a guide to use it. (heres the guide: hit r1 a lot) For the purpose of simplicity, I will assume that you are playing a deprived, but everything still applies to every starting class. If you already know how the hollow infusion works, you can skip the next section.

THE BASICS____________________________________________________________________________
Dark Souls 3 introduced a new upgrade path called Hollow. In order to infuse your weapon with Hollow, you need a Hollow Gem as well as the Profaned Coal. You can acquire a Hollow gem in Farron Keep and you can acquire the coal in Irithyll Dungeon. Another new mechanic introduced in DS3 is character hollowing. If you don't know how to make your charactar Hollow, look up Yuria/Yoels questline. It can be done very early in the game. I feel it is important to mention here that in order to maximize this builds effectiveness, you must be ok with your character looking like a weird zombie.

Infusing your weapon with Hollow does a few things. It reduces the base damage of your weapon slightly (almost always by a lesser amount than any other damage-reducing infusion), it DOES NOT change your weapons natural scaling, and it adds damage that scales with luck. As far as I can tell, the Luck scaling is almost always in the high B to low A range. This scaling is not represented by a letter in the Attribute Bonus area, but the extra damage is shown next to your weapons natural damage.

Another less obvious effect of the Hollow infusion is that it gives you extra points in your Luck stat, provided your charactar is sufficiently hollowed. I believe you need to be somewhere around 20 hollowing for it to take effect, and you are granted 1 extra point of luck for every 2 levels of weapon reinforcement. This means that a +10 Hollow infused weapon will give you 5 extra points in your luck, and having a Hollow weapon in each hand gives you 10 total points of luck. I cannot stress how beneficial this is to making luck viable. This gives you 10 free levels of weapon damage scaling, reducing the levels you must invest in order for the weapon to reach maximum effectiveness.

MORE ADVANCED STUFF___________________________________________________________________
I want to expand on some of the less obvious benefits of using a Hollow weapon. When you have a hollow equipment in both hands, you are essentially giving yourself 10 free Soul Levels. This is important, because it means you only have to put 20 points into your luck stat to hit the softcap (and yes, the softcap is the same) rather than the 30 levels required to invest hit the soft cap for dex and stregth. This makes Hollow not only a very good choice to add extra damage to an already well scaling weapon, but also makes hollow a good choice for a weapon that has naturally crap scaling. Assuming you want to go with a luck and str or a luck and dex build, you only need to invest 50 levels into your stats to maximize damage. This leaves you with another 70 levels that you can invest in Vit/Vig/End or whatever you want if you are trying to stay at SL120. If you want to go with a "pure" luck build, you only need to invest 20 Levels into your weapons damage, leaving a whopping 100 levels to invest in Vit/Vig/End and/or weapon level requirements. Infusing crap scaling weapons with Hollow not only makes them do significantly more damage, it also gives you WAY more levels in other stats that are useful for PvP, because you will not have to invest much in Str/Dex.

A common misconception is that in order to utilize a luck build efficiently, you should find a weapon that has natural bleed damage. This misconception stems from the fact that bleed damage is increased with a higher luck stat. This is true, but the increase is almost completely insignificant, and should not factor in to your weapon choice. I'm not saying that Luck/Bleed builds don't work, they certainly do. I'm simply saying that only using weapons that have natural bleed is significantly reducing your build options for a very small benefit that almost never make a difference in the end. I will talk more about Luck/Bleed later in the guide.
Now that the association between bleed and luck builds has been broken, you are open to an extremely wide range of options when it comes to Luck builds. But what weapon should you use?

WHAT WEAPONS WORK WITH LUCK AND WHY?________________________________________________
Short answer: A lot more than you would think.

Dex/Str weapons: Practically all weapons that have a natural C or better in Dex or Str scaling will benefit MORE from a hollow infusion than a Sharp or Heavy infusion. The drawback to the extra damage is that you have to invest 20 more levels into your scaling stats. I personally think that with a Sharp or Heavy build, you end up with more levels than you really need especially if you plan on being SL120, but this is up to you to decide. Hollow is generally more effective on a dex build, because there are not many weapons that naturally scale highly with strength. When directly comparing Sharp weapons to Hollow weapons, at 40dex/40luck you will do around 40-50 more damage per swing. When comparing Heavy weapons to Hollow weapons you will do around 30-40 more damage per swing. This is because in both cases, the Hollow infusion reduces the base damage by less and does not effect the scaling of the other stat.

Quality Builds: I generally would not recommend using a Hollow infusion on a naturally C/C scaling weapon. I have not tested the waters but I can only assume using a refined gem is more beneficial. This is because of the huge stat requirements. You will presumably do massive damage with a quality/luck build, but I do not think that 40 levels is enough to spread across your non-damage stats to realistically do well in PvP.

Pure Luck builds: Weapons that don't scale well naturally have potentially the most to gain from using a luck build. For example the Brigand Twindaggers are a weapon that almost everyone probably dismissed as soon as they realized it had D/D scaling at +10. However, if you infuse it with hollow and only invest in your luck stat for damage, you will be getting around 200 damage per hit with an investment of only 20 Soul Levels. this gives you 100 damn levels to invest in your other stats. If you have a bunch of Carthus Rouge, you can actually do viable damage with this weapon, stack bleed quickly, and use quickstep. Really a deadly combo. I am not sure about the actual numbers, but it seems that very low scaling weapons actually benefit MORE from being infused with hollow than other weapons. Any weapon with high base damage and low scaling is an extremely good candidate for Hollow infusion. It is a great way to bring trash-tier weapons into viability. You may not do as much damage, but you will have SO much more tankiness and endurance.

Bleed builds: Finding a very fast weapon and infusing it with Hollow is probably the most effective strategy for a bleed based build. Something like Painting Guardians Sword or Brigand Twindaggers will always do better with a a hollow infusion. Use Carthus Rogue to give bleed to non-bleed weapons and you can be a tanky, fast rolling, bleed monster that does more damage than anyone would expect.

Magic builds: The Man-Grub's staff is the only magic catalyst in the game that offers luck scaling. It is acquired from maximizing devotion to the Rosaria's fingers covenant. I have not personally used it, but from what I hear the luck scaling is better than the int scaling on every othr staff. Of course, you still need to meet int requirements for spells so this is probably not a great choice.

CONCLUSION____________________________________________________________________________
If you are using a Dex scaling weapon, a Str scaling weapon, or you want to make a crap scaling weapon viable, try investing 20 points into luck and infusing with Hollow. It almost always gives you a significant damage increase and I think it is always worth it. If you have any questions or critiques, mention them in the comments. And if I forgot about anything, or if I got anything wrong please tell me. I hope you guys found this guide helpful, as it took me a long time to write. I love the Luck stat and the Hollow infusion, and would hate to see it not included in future games. Cheers!

edit: the covenant that gets you Man-Grubs staff is Rosaria's fingers, not Mound-Makers. I have also been told that the requirement for hollow luck-boost to take effect is 15 hollowing.

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